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Alliance Quest S10: It’s Open Season, Starting November 24th, 2022!

Greetings Summoners!

We’re coming up on the start of Alliance Quests: Season 10, and we’ve got some big changes coming your way! From adding Choice Nodes to higher Maps, loads of new Modifiers including for Map 8, changing rewards, and plenty more, there’s lots to go over! Let’s get started!

Choice Node in Maps 4-8:

Our biggest change to Alliance Quests this season is the addition of Choice Nodes to Maps 4-8!

At the beginning of each of these Maps, each player will be able to select one Buff that will grant your AQ team new abilities!

These Buffs last one day, so you can try a new Buff each day, or stick with your favourite!

Buffs:
  • Broken Measures: Each time the Attacker inflicts an Armor Break or Shatter Debuff, they gain an Aptitude Buff increasing Fury, Armor Up and Precision buffs by 10% for 10 seconds. While under the effect of this Aptitude, the Attacker gains 5% of a Bar of Power each second.
  • Preventative Measures: Each time a Fate Seal, Stagger, or Neutralize effect is applied to the Defender, the Attacker steals 3% of a bar of Power from the Opponent. Whenever the Defender's Buffs are Nullified via Fate Seal or Stagger or fail to trigger due to Neutralize, the Attacker gains a non-stacking Flourish Passive, increasing Combat Power Rate and Ability Power Rate by 10% for 10 seconds.
  • Critical Measures: While the Attacker has any Precision effect active, they Passively gain True Accuracy, ignoring Evade and Auto-Block effects. While the Attacker has any True Accuracy effect active, their Damaging Debuffs have a 20% increased potency.
  • Hurtful Measures: When an Exhaustion, Fatigue, or Petrify Debuff is applied to the Defender, also apply a Non-Stacking 20% Potency Taunt Debuff, lasting 10 seconds. While the Defender is under the effect of 3 or more Non-Damaging Debuffs, the Attacker gains a Fury Passive, granting a 20% Attack Rating.
  • Defensive Measures: While Blocking, the Attacker gains Block Proficiency based on 50% of their Current Armor Rating. While the Attacker has at least one Armor Up Buff, performing a Well-Timed Block Power Burns the Defender for 15% of a Bar of Power, dealing Direct Damage proportionate to the amount of Power lost.
  • Prowed Measures: While under the effect of a Regen, Basic Attacks have a 35% Chance to grant a 20% Passive Prowess, Max: 10. These Prowesses are removed after Special Attacks. Activating a Special Attack while under the effect of any Prowess effect inflicts the Defender with a non-stacking 50% potency Concussion Passive for 8 seconds.

Modifiers Updates to Normal, Heroic, Master & Epic:

Normal (Swapping 1 buff / 8 Total):
Removed:
  • Power Focus 2
Added:
  • Power Focus 1
Heroic (Swapping 5 buffs / 8 Total):
Removed:
  • Feats of Power
  • Role Reversal
  • Optimist
  • Pessimist
  • Force of Will
Added:
  • Rise to Power - 1
  • Make A Stand - 1
  • Painful Retreat - 1
  • Hale and Hearty - 1
  • Feat of Indestructible 2
Master (Swapping 5 buffs / 8 Total):
Removed:
  • Bane - 2
  • Special Delivery
  • Brute Force
  • Explosive Personality
  • Personal Space
Added:
  • Conflictor - 1
  • Evasive Maneuvers - 1
  • Clean Slate - 1
  • Null Gain - 1
  • Passively Special - 2
Epic: (Swapping all 5 existing buffs, added 3 buffs / 8 Total)
Removed:
  • Power to Cower + Iso Infused (+50%)
  • So Sayeth Doom + Iso Infused (+50%)
  • Turn the Tide + Iso Infused (+50%)
  • Parry Curse + Iso Infused (+50%)
  • Cascading Failure + Iso Infused (+50%)
Added:
  • Obstinate Charge
  • Masochism Over Time - 1
  • Performance Anxiety - 2
  • Rise to Power - 3
  • Under Pressure - Passive - 3
  • Use It Or Lose It - 3
  • Power Through Sickness - 1 + Concussive Resonance - 1
  • Combat Deja Vu - Prowess + Prowess Puncture - 1

New Modifier Tier “Eternal” is being added:

At long last, it’s time to introduce Modifiers to Map 8! These Modifiers are for Map 8 ONLY! Let’s get a rundown of the Modifiers:

Eternal - (Added 5 new buffs / 5 Total)
  • Dawn of Protection: The Defender gains Indefinite Protection Passives every 14 seconds reducing Damage by 30%. Remove one Protection Passive from the Defender when they are struck by a Medium Combo Ender, the final hit of a Heavy Attack, or final hit of a Special Attack. After a Protection Passive has been removed by one of these Attacks they cannot be removed again until reset. Attack actions are reset after completing each one once.
  • Dawn of Intensity: The Defender gains Indefinite Fury Passives every 10 seconds increasing Damage by 50%. Remove one Fury Passive from the Defender when they are struck for the first time by a Medium Combo Ender, the final hit of a Heavy Attack, or final hit of a Special Attack. After a Fury Passive has been removed by one of these Attacks they cannot be removed again until reset. Attack actions are reset after completing each one once.
  • Piercing Pursuit: When the Attacker Dashes backward the Defender gains a 10% Pierce Passive, Max: 5. Intercepting the Defender removes all Pierces gained by this ability.
  • Special Interference: If the Attacker uses the same Special Attack as was last used by the Defender they deal 50% less damage and the Defender becomes Passively Stun Immune for 8 seconds.
  • Demigod Essence: Every 14 seconds the Defender gains an Unblockable Passive for 7 seconds. Striking the Defender or hitting into their Block while they don't have Unblockable pauses the cooldown timer for 1 second. This cooldown timer is also paused during the Defender's Special Attacks. This ability is unaffected by Ability Accuracy.

Bosses, Encounters & Buff Updates:

Map 1:
Mini-Boss (Variation 1-3): Groot
Buffs:
  • Keeping Pace - 3: Whenever the Defender activates any Special Attack, they pause their Buffs for 5 second(s).
  • Final-Boss: Scorpion
  • Buffs: None
Map 2:
Mini-Boss (Variation 1): Rocket Raccoon
Buffs:
  • Enhanced Parry - 50% Power Gain: After a successful Parry by the Attacker, the Attacker receives a Power Gain Buff, granting 50% of a Bar of Power over 5 seconds. Does not stack.
  • Specialist - 3: The Attacker's Special Attack 3 deals 50% more damage, but their other Special Attacks deal 50% less damage.
Final-Boss: Scorpion
  • Buffs: None
Map 3:
Mini-Boss (Variation 1): Howard the Duck
Buffs:
  • Long Distance Eternity: While far away, the Defender's Fury, Unblockable, True Damage, and Power Gain Buffs are paused.
  • Supercharge: Every 15 seconds the Defender activates a Power Gain Buff, granting 20% of their maximum Power over 10 seconds.

Final-Boss: Scorpion
Buffs:
  • Power Through Sickness - 2: Each time the Attacker is inflicted with any Debuff, the Defender gains a Power Gain Passive granting 10% of Max Power over 8 seconds. This Power Gain does not stack multiple times.

Map 4:
Mini-Boss (Variation 1): Immortal Abomination
Buffs:
  • Matador: The Attacker gains 1 Bar of Power every time the Defender Activates a Special Attack. This is the only way the Attacker can gain Power in this fight.
  • Enhanced Special 1: Special 1 deals 30% more damage and the first melee hit or instant projectile hit, such as that from a beam or psychic blast, is Unblockable. Projectiles with flight time, such as an arrow or rock, are not Unblockable.
  • Special Burst Lock Down - 2: Whenever the Defender activates a Special Attack, the Attacker is afflicted with both a Heal Block and an Armor Break Debuff, lasting 10 seconds and reducing Armor Rating by 35%.
Final-Boss: Scorpion
Buffs:
  • Bubble Shield - 1: Each time the Attacker Blocks an attack, their Block Proficiency reduces by 2%. After 10 stacks, the Defender's next attack is Unblockable
  • Power Through Sickness - 1: Each time the Attacker is inflicted with any Debuff, the Defender gains a Power Gain Passive granting 5% of Max Power over 8 seconds. This Power Gain does not stack multiple times.
Map 5:
Mini-Boss (Variation 1): Hit-Monkey
Buffs:
  • Under Pressure - 2: When the Attacker dashes back, they gain a Disorient Timer for 1.2 second(s). Dashing back again while the Disorient Timer is active inflicts a Disorient Debuff lowering Defensive Ability Accuracy and Block Proficiency by 50% for 7 second(s). Max 1 stack.
  • Debilitating Refund - 1: The Defender's Special Attacks cost 50% less power while the Attacker is suffering from any Debuff.
  • Power Leak: The Defender's Critical Hits have a 50% chance to Power Drain 1 Bar of Power from the Attacker over 6 seconds.
Final-Boss: Scorpion
Buffs:
  • Bubble Shield - 2: Each time the Attacker Blocks an attack, their Block Proficiency reduces by 4%. After 10 stacks, the Defender's next attack is Unblockable.
  • No Hit-M...ercy (Passive) - 1: Each time the Defender is knocked down they gain a Cruelty Passive granting +350% Critical Damage lasting for 5 seconds. While the Defender has a Cruelty effect, they can strike with Critical Hits even while the Opponent is blocking.
  • Power Through Sickness - 2: Each time the Attacker is inflicted with any Debuff, the Defender gains a Power Gain Passive granting 10% of Max Power over 8 seconds. This Power Gain does not stack multiple times.
Map 6:
Mini-Boss (Variation 2): Jabari Black Panther
Buffs:
  • Diversion: Every 15 second(s), the Attacker is inflicted with a Falter Passive, causing all their attacks to Miss for 8 second(s). If the Attacker is out of striking range when this timer expires, the Defender is instead afflicted with a Falter Passive for 4 second(s).
  • Vital Strikes - 2: When the Defender strikes the Attacker's Block, the Defender regenerates 500% of damage dealt.
  • Bob and Weave - 3: All of the Defender's Attacks are Guaranteed Critical Hits. This is disabled for 6 second(s) if the Attacker Dodges or Intercepts the Defender. The Defender can land Critical Hits through Block.
Final-Boss: Scorpion
Buffs:
  • Bubble Shield - 2: Each time the Attacker Blocks an attack, their Block Proficiency reduces by 4%. After 10 stacks, the Defender's next attack is Unblockable.
  • No Hit-M...ercy (Passive) - 2: Each time the Defender is knocked down they gain a Cruelty Passive granting +350% Critical Damage lasting for 7 seconds. While the Defender has a Cruelty effect, they can strike with Critical Hits even while the Opponent is blocking.
  • Power Through Sickness - 2: Each time the Attacker is inflicted with any Debuff, the Defender gains a Power Gain Passive granting 10% of Max Power over 8 seconds. This Power Gain does not stack multiple times.
Map 7:
Mini-Boss (Variation 1): Tigra
Buffs:
  • Contagion: Whenever the Defender is struck or blocks an attack, there is a 30% chance to inflict the Attacker with a Poison Debuff, dealing 100% of the Defender's modified Attack as direct damage over 10 seconds.
  • Combat Deja Vu - Prowess: Landing the same type of Basic Attack twice in a row grants the Defender a Prowess Buff, increasing Special Attack Damage by 50% for 10 seconds.
  • Conflictor - 2: Every 7 seconds the next Debuff triggered by the Attacker is immediately Purified. Each time this effect triggers, the Defender gains 50% of a bar of power.
  • Parry Vulnerability (Added to 1st section): Each time the Attacker lands a successful Parry they gain a Fury Buff, increasing Attack Rating by 75% for 15 seconds. Additionally, the Attacker gains +200% Attack Rating while the Defender is Stunned by Parry.
Mini-Boss (Variation 3): Sauron
Buffs:
  • Prowess Puncture - 3: Each time the Defender gains Prowess they also gain a non-stacking Passive Impact charge, granting 60% Block Penetration for 5 seconds.
  • Reinvigorated (Unblockable) - 3: Every time a Regeneration Buff or Passive is activated, if the Defender is not Heal Blocked they gain a dormant Vigor Charge. Once the Defender reaches 10 Vigor Charges they're consumed and the Defender gains a Passive Unblockable for 10 seconds.
  • Hale and Hearty - 2: Whenever the Attacker gains a Bar of Power, the Defender gains a Regeneration Buff healing 6% of their max Health over 8 seconds. This Regeneration Buff is removed early if the Defender is knocked down with a Heavy Attack.
  • Indomitable: The Defender's healing abilities can't be reversed, when this would occur they're instead only prevented from Healing.
Final-Boss: Scorpion
Buffs:
  • Bubble Shield - 2: Each time the Attacker Blocks an attack, their Block Proficiency reduces by 4%. After 10 stacks, the Defender's next attack is Unblockable.
  • No Hit-M...ercy (Passive) - 3: Each time the Defender is knocked down they gain a Cruelty Passive granting +350% Critical Damage lasting for 10 seconds. While the Defender has a Cruelty effect, they can strike with Critical Hits even while the Opponent is blocking.
  • Ebb and Flow - Intercept: The Defender has Protection, reducing all incoming damage by 60%. Intercepting the Defender removes the Protection and grants the Attacker a Fury Passive, increasing Attack Rating by 40% for 12 second(s). When the Fury expires, the Protection returns, and all Debuffs on the Defender are Purified.
  • Power Through Sickness - 2: Each time the Attacker is inflicted with any Debuff, the Defender gains a Power Gain Passive granting 10% of Max Power over 8 seconds. This Power Gain does not stack multiple times.

Map 8:

Section 1:

  • Path 5 > Node 47: Modok swapped to Titania

Section 2:

  • Path 1 > Node 57: Nick Fury swapped to Black Cat

Section 3:

  • Path 1 > Node 68: War Machine swapped to Doctor Strange
  • Path 2 > Node 83: Longshot swapped to Medusa
  • Path 2 > Node 74: Mangog swapped to Professor X
  • Path 4 > Node 76: Captain America (Infinity War) swapped to Elsa Bloodstone
  • Path 4 > Node 86: Ant-Man swapped to Scorpion
  • Shared Paths 7/8 > Node 115 Hulkbuster swapped to Wong
  • Shared Paths 6-8 (Boss Killer CF Pickup) > Node 136: Red Skull swapped to Ikaris

Mini-Boss (Variation 1-3): King Groot

Buffs:

  • Mystic Conditioning 3: Whenever the Attacker attempts to remove a Buff with a Nullify, Fate seal, or Stagger, the chances of all future Nullify, Fateseal, and Stagger effects is reduced by 20%.
  • Combat Deja Vu - Unblockable: Landing the same type of Basic Attack twice in a row grants the Defender an Unblockable Buff for 6 seconds.
  • Supercharge: Every 15 seconds the Defender activates a Power Gain Buff, granting 20% of their maximum Power over 10 seconds.
  • Long Distance Eternity: While far away, the Defender's Fury, Unblockable, True Damage, and Power Gain Buffs are paused.

Final-Boss #1: Scorpion

Buffs: 

  • Bubble Shield - 2: Each time the Attacker Blocks an attack, their Block Proficiency reduces by 4%. After 10 stacks, the Defender's next attack is Unblockable.
  • No Hit-M...ercy (Passive) - 3: Each time the Defender is knocked down they gain a Cruelty Passive granting +350% Critical Damage lasting for 10 seconds. While the Defender has a Cruelty effect, they can strike with Critical Hits even while the Opponent is blocking.
  • Ebb and Flow - Intercept: The Defender has Protection, reducing all incoming damage by 60%. Intercepting the Defender removes the Protection and grants the Attacker a Fury Passive, increasing Attack Rating by 40% for 12 second(s). When the Fury expires, the Protection returns, and all Debuffs on the Defender are Purified.
  • Power Through Sickness - 2: Each time the Attacker is inflicted with any Debuff, the Defender gains a Power Gain Passive granting 10% of Max Power over 8 seconds. This Power Gain does not stack multiple times.

Final-Boss #2: Toad

Buffs: 

  • Powerful from Afar: Each time the Attacker leaves striking distance, the Defender gains a Power Gain Buff. When entering striking distance the Buff is removed.
  • Matador: The Attacker gains 1 Bar of Power every time the Defender Activates a Special Attack. This is the only way the Attacker can gain Power in this fight.
  • Compelled Duel - Special Attacks: When the Defender activates their Special 1 or Special 2 within striking distance of a Basic Attack, the Attacker is passively Rooted until the final hit of the attack.
  • Offensive Specialty - 3: Each Dodged hit during a Special Attack grants the Attacker a Passive Prowess granting 20% increased Special Damage for 10 seconds. While under the effect of a Prowess the Attacker’s Block Proficiency is reduced by 30% per stack.
Post edited by Kabam Jax on

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