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		<title>Blade and Soul Naryu Labyrinth Guide</title>
		<link>https://gamerstips.com/blade-and-soul-naryu-labyrinth-guide/</link>
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		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sat, 07 Sep 2019 10:59:57 +0000</pubDate>
				<category><![CDATA[Moonwater Guides]]></category>
		<guid isPermaLink="false">https://bnsguides.com/?p=97</guid>

					<description><![CDATA[Naryu Labyrinth By: Shadovv A mysterious labyrinth of the Naryu, guarded by familiar faces. The Talus Army&#8230;]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/iG-98om2lC6s8nZKt3npvmzajiEgm_ojp91AbcQ7WgDAi8xzv_C4y-p079Lvep-hDiWtsqqI6V7ryol78wL5uOj9yGcbg69eMgqO7FGtyDJUuQljM92y8eEjozucCYL6w3Clr5Qh" alt=""/></figure>



<p><strong>Naryu Labyrinth</strong></p>



<p><strong>By: Shadovv</strong><br></p>



<p>A mysterious labyrinth of the Naryu, guarded by familiar faces. The Talus Army hopes to excavate the labyrinth for their own gain, while the ruin&#8217;s riches are guarded in the depths by the automaton Gods of Wind and Thunder.</p>



<p></p>



<p><strong>Corridors:</strong></p>



<p>Naryu Labyrinth consists of three floors with a boss at the end of each floor, containing numerous rooms that randomly lead into another room. Each room contains various mobs of Talus humans, Vultures, Jackals, Ploggle, Yutay, Pot Dog, Bonemask, Undead, Monkey, Sentinel Cores, and Augerites, along with various bosses from previous dungeons including Augerites, Chief Hogdonny, Arctic Beast and Glacial Tortoise, Ape King Ogong, Terracotta Warrior, and Emerald and Azure Lords.<br></p>



<p>There are multiple varieties of rooms:</p>



<ul class="wp-block-list"><li>Everything in the room has to be killed to progress.</li><li>A &#8220;miniboss&#8221; with higher health than the rest of the adds is patrolling the room, and only that miniboss needs to be killed to progress.<ul><li>One of the rooms on the first floor containing Manta-Yutay have a gimmick where all the enemies do a charge and bounce around the room causing Aerial and are both immune and ignore defense skills. A bomb that spawns in the room can be thrown at the Manta-Yutay which will despawn any &#8220;fakes&#8221; and put the miniboss out of hiding. If fast enough, one can drop in, grab a bomb, and throw it at the miniboss before he starts to charge.</li></ul></li><li>Exclusive to the first floor, there are 16 nodes, one of which opens the door. The rest either spawns Undead or drops a field-wide highly damaging area of effect. Only one node can be switched on at a time.</li><li>Exclusive to the first floor, there is a Wheel of Fate that spawns Bloody Jiangshi, Stalker Jiangshi, Profane Jiangshi, or Plague Mites.</li><li>Long corridors with numerous platforms, with an army of Talus patrolling below. Use windwalking on the platforms to reach the end of the hallway and pull the lever that opens the door, spawns a Dragon Pulse at the bottom, and spawns a red sweeping laser that kills all the Talus on the bottom and also instantly kills players. If everyone has fallen, all the Talus on the bottom must be killed to spawn the Dragon Pulse.</li></ul>



<p>From the second floor onwards, enemy rooms have a sweeping blue laser coming from a random direction that inflicts Stun. Jump over them.<br></p>



<p>When killing enemies, there is a chance for Treasure Hunter Indy to spawn.</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>Minou:</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/2EHRtRHlMqmX5MtjGRW2bqUKMBN8J53Ehor0FQhwzq7xshCgmM21xr_pra6MTM4bj6Fwj9_MeINVynLdHK28xZxUHwegzAqTMRcxmRHoNVGBhqp4XbBU4NsTgeNhIiet1B9nCyX8" alt=""/></figure>



<p><strong>HP: 2,570,000</strong></p>



<p><strong>Enrage: 6:40</strong></p>



<p><strong>CC: 2x</strong><br></p>



<p><strong>Rotation:</strong></p>



<ul class="wp-block-list"><li>Staff swing in a cone, inflicts Knockback. Can be CC&#8217;d.</li><li>Staff swing upward in a cone inflicting Aerial, then staff swing forward inflicting Knockback. Can be CC&#8217;d.</li><li>Rear staff swing in a cone. Can be CC&#8217;d.</li><li>Frontal linear Downward chop, inflicts Knockdown. Can be CC&#8217;d.</li><li>2-hit spin, both hits inflict Knockdown. Can be CC&#8217;d.</li><li>5-hit spin with a bit of windup with Knockback on the last hit. Can be CC&#8217;d.</li><li>Summons 3 minotaur projections in front of him which shoot outward covering wide and far range.</li></ul>



<p>If the tank stands 9 meters or farther, Minou jumps at them inflicting an area of effect stomp, induces Knockdown.<br></p>



<p>Periodically, Minou enters a mechanic:</p>



<ol class="wp-block-list"><li>The four walls at the 12:00, 3:00, 6:00, and 9:00 positions light up red.</li><li>Minou announces &#8220;Haha! That tickles!&#8221; and gains a defense buff in &#8220;Guardian Veil&#8221;.<ul><li>Subsequent mechanic rotations will have him cycle with a different move: Minou announces &#8220;Grrrragh!&#8221; and does an unblockable area of effect roar, then gains an attack buff in &#8220;Automaton Rage&#8221;.</li><li><strong>If Guardian Veil or Automaton Rage stacks 4 times, Minou enrages.</strong></li></ul></li><li>Minou summons 3 minotaur projections in front of him.</li><li>Minou performs an unblockable charge at a random person up to two times. If he hits a red wall, it will stop the charge, remove his buff, and putting him in Daze for 10 seconds. Blade Dancers, Destroyers, Kung Fu Masters, and Summoners, do not Grab/Phantom Grip/Grapple him right away and let his Daze tick down before grabbing him.<ul><li>Subsequent mechanic rotations spawn stun lasers that sweep across the floor. These lasers can simply be jumped over.</li></ul></li><li>Minou announces &#8220;Grrrragh!&#8221; and does a unblockable area of effect roar, then gains an attack buff in &#8220;Automaton Rage&#8221;.<ul><li>Subsequent mechanic rotations will have him cycle with Guardian Veil.</li></ul></li><li>Minou summons multiple rows of minotaurs that charge in a straight line.</li></ol>



<p>On enrage, Minou permanently gains a four-stack Guardian Veil/Automaton Rage buff, making him much harder to kill. Additionally there are much more sweeping lasers to deal with.</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>Be Ido:</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/_oID-EWSzBPzFBCjWw8cVrP-7vbSNsWf8DL0GD_amiaz8j_zRgYh7capcpmGAx_nRB33OVAyfit3T8iQkf3uc0TV1quNONuVZ_DlfHUfgzEPEqFkcYCw1gf408p4fhRN9QyNtQF-" alt=""/></figure>



<p><strong>HP: 1,240,000</strong></p>



<p><strong>Enrage: Roughly 7:00 (hidden)</strong></p>



<p><strong>CC: 2x</strong><br></p>



<p>Accompanying him are Force Masters Adpet Gunwoo, Adept Dokyum, and Adpet Sunghwan. All enemies are Force Masters and are entirely stationary but are immune to Destroyer/Blade Dancer&#8217;s Grab/Phantom Grip. At 5% of Be Ido’s health, he’ll end the fight and leave.<br></p>



<p>All enemies have two attacks: a targeted flame/frost projectile, and a linear flame/frost blast. Only the adds will periodically use Phantom Grip to their target close to them.<br></p>



<p>The adds can be distracted by the following methods:</p>



<ul class="wp-block-list"><li>Have multiple people distract the adds individually.</li><li>If a Summoner is present, their cat should hit all the adds and then repeatedly use Crouching Tiger.</li><li>If a Blade Master or Warlock is present, they attack Be Ido first to get the adds to aggro them, then stand in a corner and use Block/Quell. If positioned correctly, this puts them out of reach of the other two&#8217;s Phantom Grip, while they must iframe the Phantom Grip closest to them.</li></ul>



<p>Be Ido and his adds gain either a Flame or Frost shield that grants 90% damage reduction for two minutes, and alternates when it expires. To remove the shield, one must stand in the shield of the opposite element and accumulate stacks up to 10 times. When the 9th stack counts down from 5 to 0, it turns into a 5 second Time Bomb; bring this to Be Ido and his shield will be removed. Make sure to iframe the Time Bomb yourself as it induces Unconsciousness.<br></p>



<p>Be Ido then does the following once his shield is removed:</p>



<ol class="wp-block-list"><li>&#8220;You&#8217;ll never stop me! Haha!&#8221; Be Ido declares as he Phantom Grips the tank. On successful grab, he will siphon health and regain a large portion of his health back if it completes. Can be CC&#8217;d.</li><li>&#8220;Now, this might hurt a bit! Dodge it if you can!&#8221; Be Ido and his adds channel a Chi Bomb for a field-wide unblockable area of effect.</li><li>Be Ido does his standard attacks for a little while before regaining his shield.</li></ol>



<p>Be Ido has a hidden enrage timer where once it expires he and his minions all carry the same elemental shield, although he will periodically drop the shield to cast Chi Bomb.</p>



<p></p>



<p></p>



<p></p>



<p></p>



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<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>Fujin:</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/9RFR1XWFRpWEbZctOxLEeJTBrBLWsRhqQFo5QpcFu5jA0C7fWQs_VuyUKo0q38uGaiwVZZcbmmtiH2B2NfWNB6a43N8_nTTArrYlmvl2TJg4FxX6XQwfHuBHp_caNI3s0lwoTknw" alt=""/></figure>



<p><strong>HP: 1,730,000</strong></p>



<p><strong>Enrage: None</strong></p>



<p><strong>CC: 2x</strong><br></p>



<p>The fight first starts with Fujin alone.<br></p>



<p><strong>Rotation:</strong></p>



<ol class="wp-block-list"><li>Frontal 180 degree punch into a frontal linear punch, the latter inducing Knockback and Daze.</li><li>Frontal 180 degree Leg Sweep inducing Knockdown. Can be CC&#8217;d.</li><li>Counter. If hit into, he&#8217;ll induce Stun, and then try to grab the stunned person and smack them around for a bit. The grab can be CC&#8217;d.</li><li>Teleports away from the aggro holder, is immune to damage while doing so.</li></ol>



<p>If the tank stands 9 meters or farther, Fujin does a dashing uppercut inducing Daze.<br></p>



<p>Fujin may randomly perform a 4-hit martial dance combo with each hit inflicting Daze on random people.</p>



<p>If Fujin is Knocked Down, he will do a very fast area of effect spinning wind kick inflicting Knockdown.<br></p>



<p>At 81%, 61%, 41%, and 21%, he will do the following:</p>



<ol class="wp-block-list"><li>Fujin creates an area of effect wind gust with a lot of windup inflicting Knockback and Knockback.</li><li>Fujin throws four wind kick projectiles that target random people inflicting Knockback and Knockback.</li><li>At 61%, 41%, and 21%, Fujin throws long-ranged wide rectangular crescent gale inflicting Knockback and Knockdown.</li><li>At 61%, 41%, and 21%, Fujin throws four wind kick projectiles.</li><li>At 41% and 21%, Fujin does a three-hit martial dance combo that rebounds to other people, the first and second hits inflicts Knockback and Daze, and the last hit inflicts Aerial.</li></ol>



<p><strong>Fujin &amp; Raijin:</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/d4fT72RX6g6e_a2D6yCz8ZLG44z91bcin3a6WZDVht7wp1IROl0cvWZ3SqZOjD7EeIExdk_9HeYDbeDzPncp0re1eSqcQH3apfBBhJEb17CwLAeRklm4k88ZCU9FQh19hIiN1f0m" alt=""/></figure>



<p><strong>HP: 1,730,000 each</strong></p>



<p><strong>Enrage: 6:00</strong></p>



<p><strong>CC: 2x</strong><br></p>



<p>After defeating Fujin, Raijin will appear and resurrect Fujin and heal him back to full health. The final boss of the Labyrinth consists of this deadly pair.</p>



<p>Either boss will immediately enrage if one of them is killed, so ideally they should be taken down together. On reset, both respawn.<br></p>



<p><strong>Raijin Rotation:</strong></p>



<p>Raijin has an entirely different rotation and all his attacks have a lot of windup.</p>



<ol class="wp-block-list"><li>Channels lightning in a cone, inflicts Knockback and Knockdown.</li><li>Channels lightning in an area of effect, inflicts Knockback and Knockdown.</li><li>Channels a lightning wall in front of him, inflicts Stun. Unblockable. Can be CC&#8217;d.</li><li>Channels a linear lightning blast, inflicts Knockback and Knockdown.</li><li>Channels a linear lightning blast</li></ol>



<p>If his tank stands 9 meters or farther away, Raijin uses Phantom Grip and electrocutes them a few times. Can be CC&#8217;d.<br></p>



<p>If Raijin is Knocked Down, he will do a very fast area of effect lightning area of effect inflicting Knockdown.<br></p>



<p>After 90%, Fujin periodically spawns a tornado inflicting Aerial and Raijin periodically spawns an electric spark inflicting Stun. Both bounce around the room’s edges, and if the two meet they leave a lightning puddle on the floor.<br></p>



<p>Periodically every minute, Fujin and Raijin will do a combination attack:</p>



<ol class="wp-block-list"><li>On the first, third, and fifth times:<ol><li>Raijin declares &#8220;It&#8217;s time to be punished!&#8221; and prepares a field-wide unblockable area of effect inducing Knockback. This is CC&#8217;able. Fujin will still do his standard attacks.</li><li>Raijin and Fujin shout &#8220;Destroy!&#8221; and Raijin channels electricity into Fujin, who then throws four electric tornadoes at random people inflicting Knockback.</li><li>Raijin shouts &#8220;Your life ends here!&#8221; and throws an electric bolt at the furthest person from him inflicting Knockback and a bit of damage over time. Fujin throws a crescent gale.</li></ol></li><li>On the second and fourth times:<ol><li>Raijin declares &#8220;It&#8217;s time to be punished!&#8221; and prepares a field-wide unblockable area of effect inducing Knockback.</li><li>Raijin declares &#8220;Your life ends here!&#8221; and throws an electric bolt at the furthest person from him. Fujin throws wind kick projectiles.</li><li>Raijin channels six unblockable area of effect lightning bolts around him and does this six times. Fujin declares &#8220;I will tear you to pieces!&#8221; and does his 4-hit martial dance.</li></ol></li></ol>



<p>On enrage from the death of their brethren, Fujin/Raijin does a field-wide unblockable area of effect that is not CC&#8217;able, and then Fujin does his special attack from his solo phase while Raijin does his standard attacks. After 30 seconds or on enrage from timer, they will repeatedly use their field-wide unblockable area of effect, though by weaving through the attacks it is still possible to kill them through enrage.<br></p>
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			</item>
		<item>
		<title>BnS Bloodshade Harbor Guide</title>
		<link>https://gamerstips.com/bns-bloodshade-harbor-guide/</link>
					<comments>https://gamerstips.com/bns-bloodshade-harbor-guide/#respond</comments>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sat, 07 Sep 2019 10:59:25 +0000</pubDate>
				<category><![CDATA[Blade and Soul]]></category>
		<category><![CDATA[Moonwater Guides]]></category>
		<guid isPermaLink="false">https://bnsguides.com/?p=95</guid>

					<description><![CDATA[Bloodshade Harbor By: Shadovv The main port of the Blackram Eastern Fleet, commanded by Vice Admiral Poharan&#8217;s&#8230;]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/sm94c2c9fjHNwnLbF73R5CcQX_xN9e1S_x6ByLoMkm-hcvz4EfQGpg_vMzKLdyunMG65WLyeD7-3aC6oVUwdxI7V9YQjJNZ3pzgWRwAJsfWsR_mwnZVVzkpA3i093TR1_H44hzYI" alt=""/></figure>



<p><strong>Bloodshade Harbor</strong></p>



<p><strong>By: Shadovv</strong><br></p>



<p>The main port of the Blackram Eastern Fleet, commanded by Vice Admiral Poharan&#8217;s grandfather, Admiral Hae Mujin.<br></p>



<p><strong>Corridor:</strong></p>



<p>This dungeon is filled with a large amount of patrolling mobs that serve to harass you.<br></p>



<p>Kill the miniboss, Defense Captain Aeji, to lower the drawbridge needed to proceed. The fight is a simple one, with the only somewhat problematic part being the area of effect the boss will periodically place.<br></p>



<p>Cross the drawbridge and make your way towards Streamkeeper Akan, defeating him will allow you access to the Dragon Pulse and the next portion of the dungeon.<br></p>



<p>Fly over the Vulture adds and run into the little hut and past it, ignore Guard Captain Genso, the Blackram, Hoglin, and Tiger adds and reset them by jumping onto the stack of crates to the left. Afterwards fly over to the other empty set of crates; be careful of the Gunner Guards stationed above.<br></p>



<p>Guarding the entrance to the first boss is Beast Tamer Bu Lu, along with two bears Voytak and Mogom. An additional miniboss that patrols a different section of the area will make his way towards the group upon beginning combat with the first, however it is possible to kill the first miniboss and proceed into the boss room before he arrives in order to avoid fighting him. Only the door guards must be killed in order to open the door to the boss room.<br></p>



<p><strong>Venomous Thrasher:</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/rFYAr3sDx-MIHbIz3DoxsMXCcpswPyfcuG4zjlIaZiBrMq1paYRFUXd2ZY13b6Eb1DfoF2G0LC_txcbwBEmz-9jcaVvywMelFTYwF_u7WhsDb2m11owg253H7Hb7Y6qoxmy3igsG" alt=""/></figure>



<p><strong>HP: 1,150,000</strong></p>



<p><strong>Enrage: 5:00</strong></p>



<p><strong>CC: 2x</strong><br></p>



<p><strong>Rotation:</strong></p>



<ol class="wp-block-list"><li>Area of effect Spin causing knockback to anyone hit. Blockable.</li><li>Head smash that will cause knockup, followed either by another smash or being grabbed and chewed on. Cannot be blocked.</li><li>Targeted Bite. Blockable.</li><li>Rear 180 degree Tail Swing. Blockable</li><li>Bite.</li></ol>



<p>If the tanks stands 9 meters or further, the boss spits poison that leaves a puddle and then does a charging headbutt that inflicts Knockback and Knockdown.</p>



<p>Periodically the Thrasher will jump and hang onto the ceiling, and become immune to further attacks.</p>



<ol class="wp-block-list"><li>The entire group gains the “Egg” debuff for two minutes, decreasing attack power by 50%. This can be cleansed with the waterfall ports in the four corners of the room and will grant a 60% Movement Speed, 50% Critical Rate, and 50% Attack Power buff when cleansed, but don’t cleanse just yet.</li><li>Harpoon Guns scattered around the ground will be able to picked up. The 1 skill can be used to destroy the eggs that will be around the room, which will leave a smokescreen that negates projectiles when destroyed. The LMB skill is used to shoot the boss off the ceiling. If the eggs are not destroyed they will hatch into plague mites that can be incredibly problematic if not quickly dealt with.</li><li>The boss will alternate between shooting area of effect pools of poison and spitting poison projectiles at the group.</li><li>After being shot enough times, or after being on the ceiling for a certain period of time the boss while either fall or jump off. At this point all players should make their way to one of the waterfall ports to cleanse the debuff and return to fighting the boss. If the debuff is not cleansed the boss&#8217;s following unblockable area of effect will detonate the debuff dealing significant damage. Otherwise the area of effect is harmless.</li></ol>



<p><strong>Corridor:</strong></p>



<p>Run past the gate, run to the left and run up the stack of crates. Note that the middle cannot be run up because it is a destroyable object. Glide to the next stack of crates, then glide to the next set of crates and barrels, be very careful of the Gunner Guards as you do this. Then wall run horizontally on the right crate to reach the miniboss.<br></p>



<p>Kill the miniboss, Head Enforcer Gwiparan to open the gate to the next boss. Minibosses Blade Master Captain Sahun and Blade Master Commander Bi Mujak patrolling the other areas will arrive to help, but despawn when Gwiparan is dead.</p>



<p></p>



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<p></p>



<p><strong>Munitions Officer Blood Mane:</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/s2J-T8Bxmhncp9HxLZs_-8__LdCZdy-VvPJ-0TWZ5tqlzGUtym_rC6ri6-SyIZEjK7tNQXBI_5sJutzcpTuGV_f4I8SUpyua8mdYj5NnUyqHQHD8bPCm-sX6_kVXBKvn2WkKdDJJ" alt=""/></figure>



<p><strong>HP: 4,450,000</strong></p>



<p><strong>Enrage: Roughly 7:00 (hidden)</strong></p>



<p><strong>CC: 2x</strong><br></p>



<p><strong>Rotation:</strong></p>



<ol class="wp-block-list"><li>Targeted punch. Blockable.</li><li>Frontal 180 degree sweep. Blockable.</li><li>Punch.</li><li>3-hit area of effect Spins, knocking back anyone hit. Blockable.</li><li>Area of effect roar, dazing anyone hit. Blockable.</li></ol>



<p>If the tank stands 9 meters or further away, Blood Mane will leash them and hit them three times.<br></p>



<p><strong>Automatons:</strong></p>



<p>At every 10% of his health lost, Blood Mane will activate one of the automatons around the room, and follow up with an unblockable room wide area of effect which can be interrupted by 2x CC. The automatons will aggro on to the person closest to them and charge across the room in the direction of that person until they die.<br></p>



<p>These automatons stack the “Laceration” debuff on anyone hit by them, including the boss. This debuff aids in speeding up killing the boss, as at high stacks it will tick for quite a high amount of damage. The automatons will lose health every time they hit the wall, and can also be hit by all attacks, boss and player alike.<br></p>



<p>On enrage, he does not kill the entire party. He will repeatedly use a field-wide unblockable area of effect that isn&#8217;t CC&#8217;able, although he can still be killed if players can weave through the constant attacks.<br></p>



<p><strong>Corridor:</strong></p>



<p>There are only two minibosses, Kung Fu Masters Stately Hunjin and Lovecrazed Nam Juri, a few patrolling mobs, and a very short path to the next set of bosses. Be careful not to get knocked into the wall of fire behind the minibosses.</p>



<p></p>



<p><strong>Cobalt &amp; Scarlet Widows:</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/CkvjQaHvEE8--EX0VZcJq7obVfx0j4rhbwv6ctr_oUif3qrBq7myebOcGQyEKLaNI3T4Crxd0hOYDeY3JTgtHBWouaE-GC-rRj06CJ8CDHPEu__1mvFJKslxIRF6Lk6D9-HjNIxS" alt=""/></figure>



<p><strong>HP: 796,000 each</strong></p>



<p><strong>Enrage: None</strong></p>



<p><strong>CC: 2x</strong><br></p>



<p>Both bosses attack pattern are fairly random, alternating between Kung Fu Master and Force Master attacks. All attacks except one fire or frost area of effect respectively can be blocked.<br></p>



<p>At 70% and 30%, if both bosses do not hit the HP threshold at the same time, they will use a four hit martial dance attack that will daze anyone hit with every hit. <strong>Their attacks often knockback and a fire wall appears at both the entrance and exit, be careful not to get knocked into it.</strong><br></p>



<p>If one Widow reaches 1 HP, she enters Chi Recovery state for 50 seconds and becomes immune to further attacks. If this succeeds, she will regain 40% of her health and come back to the fight. This is stopped by defeating the other Widow before the timer ends.<br></p>



<p><strong>Corridor:</strong></p>



<p>Boatswain Jangrum awaits at the end guarding a raised drawbridge, but he retreats at 80%. Five waves of Yutay adds will arrive from the entrance, with the miniboss returning at the final wave. The levers near the drawbridge can be operated to summon an automaton that stuns the adds.<br></p>



<p>Navigator Gar Lee, stands guard at the main entrance to the Blackram ship. He will summon multiple training dummies that will explode and damage anyone nearby if not killed.<br></p>



<p>Inside the ship are the final two minibosses, Quartermaster Lapup and Artillery Officer Bomsiwa. At multiple times throughout the fight, fire will fill the two lanes across the middle of the room, damaging any player that walks into it. This can be dangerous to players with low health.</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>Admiral Hae Mujin:</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/Lf1o6cE1LcDKvMRa0gI0QyyHx2jQHqTVQOHUu9yefYUvP1XXAS2veeQ8uoy0b6frNqCQ31sVUvFNO8rfbhI7yiWiGKTAxeZoba3oht_shhvXz4n4H4JaBZJ96WkfDlRzHOzO-Fkr" alt=""/></figure>



<p><strong>HP: 1,970,000</strong></p>



<p><strong>Enrage: 9:00</strong></p>



<p><strong>CC: 2x</strong><br></p>



<p><strong>Rotation:</strong></p>



<ol class="wp-block-list"><li>Area of effect Jump, causes aerial, unblockable. If this connects on the tank it will be followed by either a grab or an upward punch. The grab can be interrupted with CC&#8217;s.</li><li>Frontal 180 degree Leg Sweep, dazing anyone hit. Blockable.</li><li>Area of effect Jump, causes knockdown. Blockable.</li><li>Targeted punch. Blockable.</li><li>Targeted punch, causes Knockback and Daze. Blockable.</li><li>Shadow Dance behind the Tank.</li><li>3-hit area of effect Spin that causes knockback on each hit. Blockable.</li></ol>



<p>Hae Mujin may randomly do a four hit martial dance on random targets, the last hit will cause knockup.<br></p>



<p>If the tank is 9 meters or further away, the boss will charge towards them causing daze.</p>



<p></p>



<p><strong>Hae Mujin’s Shadow 80%:</strong></p>



<p>At 80%, the boss will do an unblockable area of effect shout, jump to the center, and summon a clone with the same attacks, which will proceed to spin around the area, knocking back anyone hit by the spin. If the clone is not killed, the real boss will do another unblockable AoE and begin to spin around the room himself, while the clone will fight normally, giving the party a chance to kill it. On the other hand the clone will despawn once the real boss hits 50% health.<br></p>



<p><strong>Missiles 50%/40%/30%:</strong></p>



<p>At 50%, 40%, and 30%, the boss will repeat the unblockable shout from earlier, jump to the center, and summon six unblockable area of effect missiles attacks three times in total in random spots within the room.<br></p>



<p><strong>Missile Barrage 20%:</strong></p>



<p>Starting at 20% the boss will alternate between the area of effect shout and missile attacks for the remainder of the fight.<br></p>
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		<title>BnS Blackram Supply Chain Guide</title>
		<link>https://gamerstips.com/bns-blackram-supply-chain-guide/</link>
					<comments>https://gamerstips.com/bns-blackram-supply-chain-guide/#respond</comments>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sat, 07 Sep 2019 10:59:07 +0000</pubDate>
				<category><![CDATA[Blade and Soul]]></category>
		<category><![CDATA[Moonwater Guides]]></category>
		<guid isPermaLink="false">https://bnsguides.com/?p=93</guid>

					<description><![CDATA[Blackram Supply Chain By: Shadovv This area serves as the main supply port for the Blackram Eastern&#8230;]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/qGTF8OmUT7dZtgCJZxd9M3TO_QGALejYyklwo8YrTyNYUrNTybP1zBHo57xUJWdBxyhBSYoPazHiZosmnHxUBRgciSCtA0Etj6mvvGSHp9p18jfRGFXxyRzkq1eZRKwaiNdsY8We" alt=""/></figure>



<p><strong>Blackram Supply Chain</strong></p>



<p><strong>By: Shadovv</strong><br></p>



<p>This area serves as the main supply port for the Blackram Eastern Fleet, where Vice Admiral Poharan oversees all operations.<br></p>



<p><strong>Corridor:</strong></p>



<p>Contains A bunch of Destroyer, Gunner, and Manta-Yutay adds, and an Assassin miniboss. None of the adds, including the miniboss, need to be killed to progress.<br></p>



<p>Immediately before the first adds, there are a pair of towers. Use wall run to run up to the top of the left one, then jump and glide over as many adds as you can until you hit the floor. Once you hit the ground, run and jump over every add to avoid getting hit, until you reach the cliff before the first boss.</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>Gatekeeper Slashimi:</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/DFBhoC5o8Rxbbo4AIG4TZqNWqsDKVFde8SZ84G7HK9qYJkvdVedgTIHeH_W-u_roC3PqyV0W8lRizjpfW56Tx9Rsjo_bWgvO_lyBBj0KZPqbXojL9ID1b457aa5iDEUty5FvEAkg" alt=""/></figure>



<p><strong>HP: 482,000</strong></p>



<p><strong>Enrage: 4:00</strong></p>



<p><strong>CC: 2x</strong><br></p>



<p><strong>Aides Sudura and Yaki:</strong></p>



<p><strong>HP: 137,000</strong><br></p>



<p>Slashimi is a Manta-Yutay, accompanied by two Manta-Yutays named Aide Yaki and Aide Sudura. Slashimi has 2x CC bars, while his Aides only have 1x.<br></p>



<p>Slashimi only attacks with targeted and cone swings, all of which are blockable. His Aides however spit projectiles that stun the target. It is recommended to leave the Aides alive for the mechanic below if you do not have a Blade Master, Force Master or Destroyer.<br></p>



<p>Periodically Slashimi will become untargetable, and jump into the air, signalling the start of his mechanic phase.</p>



<ol class="wp-block-list"><li>Slashimi dives into the water and produces an unblockable area of effect around him. Once he dives, his Aides will become flipped and immobile for the rest of the mechanic.</li><li>Slashimi spits four projectiles at random people, all of which are blockable. A Force Master, Assassin, Summoner, and Blade Master can deploy Divine Veil, Smokescreen, Petal Storm, and Warding Spirit respectively to protect their party.</li><li>Slashimi boils the water on the entire field, dealing three hits of damage. If there is a Force Master or Destroyer they can cast Frost Sheath or Iron Plating respectively to protect the party, Blade Master can use Winged Protector (if they have the Hongmoon version), otherwise use your targeted iframes on the Aides.</li><li>Slashimi jumps into the air, knocking back everyone near him.</li><li>Slashimi charges at the aggro holder and bounces around the room if he hits the wall. Block/Counter/Parry/Deflect this to stop the attack.</li></ol>



<p>Slashimi additionally has a 4:00 enrage timer, in which he will repeatedly boiling water until everyone is dead, fortunately he is not invincible during his enrage and can still be defeated before he kills everyone.</p>



<p></p>



<p><strong>Corridor:</strong></p>



<p>Ignore the Grimhorn on the docks and leap off, gliding over the water until you reach the platform leading into the Blackram ship. If you fall into the water, you’ll die and need to respawn. Aim for the fence on the right side, and ignore the Grimhorn in front of the pipe leading into the ship.<br></p>



<p>Once inside, ignore the Grimhorn unless you aggro them. There is a locked door up ahead which can only be unlocked by defeating the three minibosses in the area.</p>



<ul class="wp-block-list"><li><strong>Foreman Kaolang:</strong> 241,000 HP Force Master with several 500 HP Vulture adds, on the bottom left. As his HP dwindles he summons Pot Dogs, Phantom Grips one of them, and kills the Pot Dogs; this then allows him to create timed exploding ice flower and Frost Prison.</li><li><strong>Foreman Chunfo:</strong> 301,000 HP Assassin, and casts timed exploding poison puddles, on the top left. He has two 39k HP Watchdogs, which if not killed transforms into Blackram Gunners. At 50%, Chunfo will transform into a woman named Ku Ki, but this causes his passive Captive adds to attack him, constantly inflicting knockdown. At 25% Ku Ki will transform back into Chunfo.</li><li><strong>Foreman Maotai:</strong> 268,000 HP Destroyer, with three 39,000 HP passive Grimhorn Laborers, on the middle right. At 80%, Maotai&#8217;s attacks will deploy poison area of effects, along with timed exploding poison puddles. The Grimhorn Laborers, when killed, can drop antidotes which can be thrown to remove poison.</li></ul>



<p>After killing the minibosses, the door ahead will open, leading to the side of the ship. Careful not to fall off. There is another opening into the ship, with a single Blackram Gunner patrolling.<br></p>



<p>Head inside the Mess Hall. There are two more minibosses, Proprietor Won and Ton, Force Masters with 69,000 HP each, along with some adds patrolling. Once initiated, some additional adds will spawn where you entered from.<br></p>



<p><strong>Chef Tae Jangum:</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/mWLbMduQn3JhMV0SbwxPGPxUNAw7Ls_UyKwPhemnLZHEPsPY7NO854sRh_AQ4Uy90RXr2cL_SCM7AMfPtvds7vDu9kZkeGpKVJlGhqxhmtYWcBnz_mIJAZezg6fOz5fDjgY5on5A" alt=""/></figure>



<p><strong>HP: 734,000</strong></p>



<p><strong>Enrage: None</strong></p>



<p><strong>CC: 2x</strong><br></p>



<p>After being engaged, she places a Landmine on the floor. After a while the Landmine explodes and induces poison and Knockdown, and is unblockable.<br></p>



<p><strong>Rotation:</strong></p>



<p>Many of her attacks mimic those of Assassin players.</p>



<ol class="wp-block-list"><li>5 hit Lotus Fury, targetting 5 players in order of who hit her, last hit induces Daze. If Daze is successful, she will do a 2 hit Shadow Slash for Knockdown.</li><li>Poison Breath in a cone. Unblockable. Immune to CC while casting, just move behind her.</li><li>Hand motion Decoy. This is a counter, and if hit into she&#8217;ll enter stealth behind you. If you do not remove her stealth with an aoe ability, she&#8217;ll follow up with a Stun from Spinal Tap, a Daze neck slash from Close Shave, and a Shadow Slash.</li></ol>



<p>After 90% she will periodically perform a Backstep and inflict Blind on everyone, and one person is given a Time Bomb debuff that explodes after 5 seconds and inflicts Daze. Afterwards, she summon Landmines in a long row on the sides, covering almost the entire field except the middle.<br></p>



<p>Additionally, Sous Chef Shin Dabal, a 1,930,000 HP Destroyer with no CC bars, will show up after the first Blind/Time Bomb. Killing him gives an achievement but he&#8217;ll eventually leave on his own or if Tae Jangum is defeated. The easiest way to handle him is to use a Force Master or Blade Dancer phantom grip on him, then sleep him every 30 seconds.<br></p>



<p><strong>Corridor:</strong></p>



<p>Another wave of mobs ahead, run past them all. Be careful with the towers, as there are bomber throwers that inflict Knockdown. The miniboss Assassin Marauder Sital, patrols the area, but can be slipped past when he isn&#8217;t walking near the entering and exiting paths. Another miniboss, Destroyer Maurader Siwa, stands guard at a door, but can be de-aggro&#8217;d by gliding over him and jumping on the crates to the left, or running to the end of the hallway and jumping on the crates to the left.<br></p>



<p>In this area, multiple Barracks Gatewatchers, 40,000 HP Destroyers, will spawn. Only one needs to be killed to enter the door it’s guarding to fight the next boss. It doesn&#8217;t matter which Gatewatcher is killed, but the last one is preferred as it is closer to the final area.</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>Mak Sobo:</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/qP4CiEqtD2gNFeaCpjycsEXkKoycssnF_EFhb8qGgsTHBamiLJ6YbsbzrqELZvsafRtHCnDETLf40_h-IWzWzRLXAbZrYCD0ouVB13y5qDMghXN-0_3obYAgc8spoBaisGFeo4dR" alt=""/></figure>



<p><strong>HP: 688,000</strong></p>



<p><strong>Enrage: None</strong></p>



<p><strong>CC: 2x</strong><br></p>



<p><strong>Rotation:</strong></p>



<p>Many of his attacks mimic those of Force Master players.</p>



<ol class="wp-block-list"><li>Flame projectile. Inflicts Ember.</li><li>Another flame projectile. Inflicts Ember.</li><li>Linear flame attack. Inflicts Ember.</li><li>Linear ice attack. Can&#8217;t be CC&#8217;d.</li><li>Plants a flower which detonates after a while. Unblockable, Inflicts Knockdown and Ember.</li></ol>



<p>If the tank stands 9 meters or farther away, he&#8217;ll use Phantom Grip and inflict Daze, then follow-up with an unblockable area of effect that inflicts Aerial and Ember.<br></p>



<p>Periodically he&#8217;ll do the following:</p>



<ol class="wp-block-list"><li>Throw three timed explosion fire fields. Each detonates Ember stacks for high damage. Unblockable</li><li>Summon a 191,000 HP Blade Master. He will only summon three at most. A Force Master, Destroyer, or Blade Dancer can grab the add, drag him to a corner, and use Blackout and Hurl respectively so the add is put into Unconscious for 30 seconds and doesn’t get in the way.</li></ol>



<p><strong>Corridor:</strong></p>



<p>More adds that can be ignored, including Force Master Marauder Siwa and Blade Master Marauder Suwit. If any adds are aggro&#8217;d, head into Poharan&#8217;s Camp and fly against the wall from where you dropped in, and they&#8217;ll de-aggro.</p>



<p></p>



<p><strong>Vice Admiral Poharan:</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/JbL_5EefzXAxQQ9KY_caDrMSgX-BYcxUktnhh6bBi5MM30_Ml7d2CHgwSIj_OT2lwtKm8vFvlQ5WM_DVLIbwtE1SMU7rACCUcaTmLJGjbyNjVOrQNwfPq54c3fFaeooF_il32KSc" alt=""/></figure>



<p><strong>HP: 1,080,000</strong></p>



<p><strong>Enrage: None</strong></p>



<p><strong>CC: 2x</strong><br></p>



<p><strong>Range tank is optimal for Poharan</strong><br></p>



<p>The little miss trigger-happy-hyperactive Vice Admiral of the Blackram Eastern Fleet, Poharan comes in guns blazing with her deadly minigun. She has inherent True Sight, allowing her to see Assassin players in stealth.<br></p>



<p><strong>Rotation:</strong></p>



<ol class="wp-block-list"><li>Jumps over the tank and guns them down from overhead, inflicting Daze. Unblockable. Not CC&#8217;able.</li><li>Dash uppercut on the aggro holder inflicting Aerial. Not CC&#8217;able. If successful, she will gun them down in the air; this is CC&#8217;able and someone else can interrupt it to save the aerial&#8217;d person.</li><li>Backsteps 8 meters.</li><li>Wide cone gun volley inflicting Daze, blockable.</li></ol>



<p>If the tank stands 9 meters or farther away:</p>



<ol class="wp-block-list"><li>Fires four grenades, leaving flaming puddles.</li><li>Rapid fire over a very long distance, blockable.</li><li>Chucks multiple grenades over a set area, leaving a larger flaming puddle, unblockable.</li><li>Wide cone gun volley inflicting Daze.</li><li>One of the two:<ul><li>Rapid fire over a very long distance, blockable.</li><li>Drops an unblockable landmine propelling herself into the air, then fires a volley at the aggro holder for Daze, then drops down at them for Knockback.</li></ul></li><li>Dash uppercut.</li></ol>



<p>The best way to handle Poharan is to have a ranged class tank her, this should be someone with high damage.<br></p>



<p>The range tank should stand 9+m away, and move either left or right around Poharan to avoid the grenades and bullets. Once Poharan starts casting her large grenade, <strong>the range tank should move to within 9m</strong>. She will jump over and daze them, and they should block or iframe her dash knockup. Once she does that, the range tank should use SS to get 9+m away, and she will restart her ranged rotation with grenades.<br></p>



<p>At 90% and 80%, Poharan jumps into the middle and plants a Fire Landmine. On detonation it spreads outward and then back inward, covering the entire field except the edges. As she does this she fires a pair of pistols at random people.<br></p>



<p>At 60% Poharan jumps to the middle and plants an Ice Landmine, triggering Freeze for rooting you in place for standing next to it. She then chucks a volley of grenades at the aggro holder, and then launches herself into the air where the Landmine then detonates and fire a bullet volley Daze at the aggro holder and drops down at them for Knockback. The Ice Landmine freezes the entire room, inflicting 20 second Chill for movement speed reduction and approach disables.<br></p>



<p>When the landmine is planted, a lever on the east and west sides of the room become activatable. Activating either of them causes the vents around the room to produce steam, preventing the ice land mine from damaging people. <strong>If you pull the levers too early, the steam will time out before the mine goes off.</strong> There is a beeping noise to listen for, pull the lever when the beeping noise gets very fast, and get into the vent as soon as possible.<br></p>



<p>At 40%, Poharan&#8217;s tigers Rose and Lily will jump into the fray, both have no CC bars, either a ranged class can grab aggro and kite them, or they can be lured to the edge of the room and slept.<br></p>



<p>Following 40%, Poharan will periodically plant an Ice Landmine. Unlike 60% she will chuck four small grenades sequentially at the aggro holder, drop a Fire Landmine spreading outward-inward after the Ice Landmine detonates, and launch herself in the air for a bullet volley Daze and drop down Knockback.<br></p>



<p>Whoever has aggro should lure the grenades somewhere outside of the safe vents, then immediately after the fourth grenade get into a safe vent.<br></p>
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