August 15, 2013 Patch Notes

PVP Teams and Gear Loadouts
PVP Season 10 Brings the highly anticipated feature of separate gear loadouts for PVP and Missions. Not only that, but players can actually choose different heroes and uniforms as well. Players will even get two PVP teams (one for offense and one for defense) which will provide a great amount of new strategy.

To summarize, players now have: - A Missions Team, uniforms, and gear loadouts - An Offensive PVP Team, uniforms, and gear loadouts - A Defensive PVP Team, uniforms, and gear loadouts

Each team may also use the same heroes, uniforms, and gear if the player so chooses.

PVP Season 10
We have spent a considerable amount of time on changing the opponent selection system for PvP Season 10. Users should no longer face the same opponent multiple times in a row, and the list of challengers should be much more vast.

We have also removed the ELO gain that opponents would get if a CVE occurred while attacking.

PVP Season 10 Rewards
Tactician’s Aegis Armor


 * Single-target attacks have a 50% chance to apply Psychic Lock and apply Exhausted

Emerald Prism


 * Emerald Prism’s Glow
 * While active, beneficial effects are not removed by enemy attacks or harmful status effects
 * Gains stacking damage increase when attacking while active
 * Gains stacking defensive increase when hit while active

Bishop

 * Bruiser
 * Self Passive : Energy Manipulation
 * Takes half damage and gains an extra turn from kinetic, energy, psychic, and elemental attacks
 * Chance to protect against kinetic, energy, and elemental attacks
 * Gains Potential Energy when attacked by kinetic, energy, psychic, and elemental attacks
 * Run and Gun Actions
 * Level 1 : Headhunter
 * One Enemy
 * Ranged, Gun, Energy, Tech
 * Boon Buster
 * Deals increased damage against targets with Strengthened, Fortified, Focused, Agile, Shield, or Regen effects
 * Lock-On
 * Taking additional damage from ranged attacks
 * Lasts 3 Rounds
 * Level 2 : Cyberkinetic Crash
 * One Enemy
 * Melee, Unarmed, Tech
 * Potential Energy
 * Unlocks and increases the power of actions under Focus Energy and Redirect Energy
 * Obsolete Technology
 * Prevents Technology attacks
 * Removes beneficial Technology status effects
 * Slows Metal Targets
 * Lasts 1 Turn
 * Short Circuit
 * Chance to cause Stun to Mechanical targets
 * Lasts 1 Turn
 * Level 6 : Focus Energy
 * Self
 * Quick Action
 * Grants an immediate free turn after using
 * Does not trigger follow-up attacks
 * Subtle
 * Does not trigger most status effects
 * Locked Potential
 * Unlock with Potential Energy
 * Focus Energy
 * Focus the stored energy from previous attacks
 * Unlocks Focus Actions
 * Level 9 : Dead or Alive
 * All Enemies
 * Ranged, Gun, Tech
 * Tech Upgrade
 * Technology attacks do extra damage
 * Lasts 3 Rounds
 * Weak Point
 * The next attack against this target is guaranteed to hit and crit
 * Lasts 2 Rounds
 * Focus Energy / Redirect Energy Actions
 * Level 1 : Concussive Blast
 * One Enemy
 * Ranged, Kinetic
 * Unleashed Potential
 * Consumes all Potential Energy
 * Level 2 : Inner Force
 * Self
 * Buff
 * Full Potential
 * Gain Realized Potential for each stack of Potential Energy
 * Realized Potential
 * Increases all stats
 * Stacks up to 3 times
 * Lasts 2 Rounds
 * Unleashed Potential
 * Consumes all Potential Energy
 * 2 Round Cooldown
 * Level 6 : Channeled Energy
 * All Enemies
 * Ranged, Kinetic
 * Unleashed Potential
 * Consumes all Potential Energy
 * Level 9 : Accelerated Healing
 * Self
 * Buff, Heal
 * Unleashed Potential
 * Consumes all Potential Energy
 * Accelerated Potential
 * Restores health when applied
 * Removes harmful status effects when applied
 * Restores health over time for X rounds where X is the number of Potential Energy on the target
 * 3 Round Cooldown
 * No Limits
 * Quick Action
 * Grants an immediate free turn after using
 * Does not trigger follow-up attacks
 * Subtle
 * Does not trigger most status effects
 * No Limits
 * Returns to Run and Gun when used under Focus Energy
 * Run and Gun
 * Access to future weaponry
 * Returns to Normal Actions

PVP Daily Spin
The PVP Daily Spin loot table has been updated.

Shadowy Lockboxes
The latest hero to be obtainable via lockboxes is Elektra. Shadowy Lockboxes will be obtainable via participating in PvP Season 10. There is also a series of quests that will reward lockboxes.

Elektra

 * Infiltrator
 * Self Passive : Master Assassin
 * Chance to perform a preemptive counter against melee attacks
 * Avoids attacks that are countered in this way
 * Self Passive : Way of the Stick
 * All of Elektra's attacks are permanently stealthy and do not trigger counter-attacks or protect abilities
 * Level 1 : Heavy Sais
 * One Enemy
 * Melee
 * Stealthy
 * Does not trigger counter-attacks or protect abilities
 * Internal Bleeding
 * Taking damage every round or after performing hostile actions
 * Cannot be removed
 * Counts as and stacks with Bleeding
 * Hemorrhaging Attack
 * Causes all applications of Bleeding to trigger
 * Level 2 : Ancient Art
 * One Enemy
 * Melee
 * Stealthy
 * Internal Bleeding
 * Wide-Open
 * Characters with this effect take 25% additional damage from melee attacks.
 * Flanked
 * Single-target attacks against this target grant a follow-up attack
 * Level 6 : Rain of Blood
 * All Enemies
 * Melee
 * Stealthy
 * Internal Bleeding
 * Hobbled
 * Attacks cannot be Stealthy
 * Ravaged
 * Takes increased damage from Bleeding
 * Level 9 : Assassinate
 * Single Enemy
 * Melee
 * Internal Bleeding
 * Fatal Blow
 * Defeats normal enemies with less than 30% health
 * Greatly damages bosses with less than 30% health
 * Brutal Strike
 * Damage cannot be prevented by resurrection effects

Angel
Angel is now for sale for 135 CP. In addition, the X-Force Archangel Uniform is now for sale. Both versions (Scrapper and Blaster) are 90 CP.

X-Force Archangel

 * Scrapper / Blaster
 * Self Passive: Techno-Organic Wings
 * Immune to ground attacks
 * 25% chance to avoid attacks
 * Self Passive: Eschaton
 * Gains health and stamina whenever an enemy or ally is defeated
 * Level 1 : War
 * Single Enemy
 * Unarmed Melee
 * Deadly Crits
 * Deals extra damage on critical hits
 * Pain
 * Increases damage taken by 8%
 * This effect stacks up to 3 times
 * Level 2 : Pestilence
 * Single Enemy
 * Ranged Slashing
 * Nanoplague
 * Deals damage every turn
 * Prevents most beneficial statuses
 * Level 6 : Famine
 * Single Target
 * Unarmed Melee Energy
 * Despair
 * Removes and prevents resurrection effects while active
 * Prevents most healing while active
 * Starving
 * Prevents Well Fed
 * Level 9 : Death
 * Fatal Blow
 * Defeats normal enemies with less than 30% health
 * Greatly damages bosses with less than 30% health
 * Brutal
 * Damage cannot be prevented by resurrection effects

Other Improvements and Bug Fixes

 * The “Brute” weapon no longer applies Psychosis. It instead now applies Buff Blocker.
 * Fixed some animation issues for Daimon Hellstrom when he protects and absorbs damage.
 * The Enchanted Crowbar, Target Pistol, Taste of Thunder, and the Toolbox are set to 5 levels above the agent when acquired instead of 15.
 * Fixed an issue with the music “on/off” toggle that would cause the sound volume to cut to 50% when reactivated.
 * Challenge Points now regenerate once every 30 minutes.
 * Some improvements have been made to ambient sound on maps.
 * Some improvements have been made to music that did not loop correctly.