Showing posts with label blade and soul. Show all posts
Showing posts with label blade and soul. Show all posts

Monday, April 8, 2019

Blade and Soul - Best Class for a New Player by EvilDoUsHarm

[Blade and Soul] Best Class for a New Player: 2019

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Wondering what class you should make your first/next character? Check out this video! Join me on Discord: https://discord.gg/3bUy9fr
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Wednesday, October 31, 2018

Blade & Soul | The Basics for Ice Warden by Just Ced

Blade & Soul | The Basics for Ice Warden

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Hey everyone! Welcome to the basics of the Warden class. Hope this will help you out in understanding how to dps properly and get a better understanding on your i-frames. If anything is unclear don't be afraid to ask in the comments below or on my Discord Server! If you wish to see more of these kind of videos let me know in the comments below. Normal Rotation: RMB-Fx3-LMB-Fx5-LMB-F-F-RMB Burst Rotation: E-Z-4-TAB-RMB-F (use F until end of sentry stance) Soul Flare Rotation: LMB-Fx6(repeat until end of Soul Flare) Alternative burst/soul flare rotation: V-Z-4-Fx6-4-Fx6-4-Fx6-LMB-Fx6. SF usually ends before you finish the last 6 Sonic Strikes (F). This isn't as slow as the sentry burst and still has good burst + sustained damage. It also allows you to get a lot of threat going if you are the tank. I realised I didn't properly include the alternative soul flare rotation so I'll place it in the description here. I'll include it in the Advanced Warden guide when that comes out but for the basics this is good enough. *Social Media* Twitter: https://twitter.com/JustCedYT Facebook: https://www.facebook.com/JustCedYT Instagram: https://www.instagram.com/justcedyt/ Discord: https://discord.gg/yx6wvXY
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Wednesday, September 12, 2018

Blade and Soul - Speed Leveling Tips by EvilDoUsHarm

[Blade and Soul] Speed Leveling Tips! Fastest Way to Level!

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An abbreviated walkthrough on different side quests, shortcuts, tips, and tricks to level your new character as fast as possible in blade and soul! Join me on Discord: https://discord.gg/3bUy9fr
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Wednesday, July 25, 2018

Blade & Soul - 5 Tips For New Players by Jarke

Blade & Soul - 5 Tips For New Players!

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Today we're going over 5 important tips for new players who have just finished the storyline (level 55)
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Wednesday, May 23, 2018

Blade & Soul - Beginners' Guide to Tower of Infinity (TOI) by EvilDoUsHarm

[Blade and Soul] Beginners' Guide to Tower of Infinity (TOI)

A quick video where I'll go over the basics to tower of infinity, including tokens, rewards, buffs among other things! Forget something? Let me know in the comments! (I know I said blade dancer when its a blade master) Join me on Discord: https://discord.gg/3bUy9fr
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Wednesday, April 11, 2018

Blade & Soul - How To Gear Up Fast by Jarke

Blade & Soul - How To Gear Up Fast (New Player Guide)

Hey guys, I wanted to share how you can gear up faster for a new player or alt character. Hope this video helps, and thanks for watching!
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Wednesday, February 21, 2018

Blade & Soul - Basic PvP Tutorial/Guide by Areaz

 Blade & Soul Basic PvP Tutorial/Guide by Areaz

**When knocked down you have 4 options including F Roll, I forgot about it sorry!** In this video I go through tech chasing, groundgaming and cc stacking. All core elements in blade & soul pvp. Will make in-depth class tutorials later on. Hope this helped! Follow me at https://www.twitch.tv/areazs
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Wednesday, October 4, 2017

Blade and Soul - Forcemaster Guide - Easy Burn build and rotation by Licod Games

Hi there, I'm just an average Forcemaster player in JP.
This video will go over the build/spec and rotation for Fire Forcemaster that I use. 
I hope that everyone watching can take something positive away from this video. 


Wednesday, September 14, 2016

Blade and Soul - Shattered Mast 4-man Solo (Blademaster) by tungmath

With the recent buffs to blademasters, especially in the AOE department, I decided to give solo Shattered Mast a try.

Video: https://www.youtube.com/watch?v=5VlKhRItMC4

Stat: http://imgur.com/a/o54E4

First boss: I find it the best to keep the two bosses' hp the same so the flowers spawn at the same time. The rotation is AOE, take blue flowers, take red flowers, gap close, block red charge, then repeat. I also find it useful to use HM block right after blocking red's charge so I don't get hurt by reflect damage (since my aoe hits both and I only have one kind of flower).

Second boss: This guy has some hp regen, but not a lot. It is probably not worth the dps loss trying to keep up bleed. Really nothing difficult. Violent Blade would be so much better than Flash Steps here, but I forgot to respec /shy

Third boss: This guy has no hp regen, hurray! Easiest double cc is double stun on 2 and x. I dropped combat so many times...

I also did the 6-man version solo earlier. The mechanics are a lot different - much easier in the 6-man version. For example, the first boss spawns flowers every 20% instead of 10% and I had more than 2 minutes left on the timer. The last boss was also different, with super slow triple jumps and no cannon/heal. It was quite boring...

Monday, June 27, 2016

Blade & Soul - Kung Fu Master FOR DUMMIES: A beginner guide to KFM PvE by Turbozpeed99

Hello! My name is Turbo and I play on the Poharan server on NA. I have been looking through Reddit a lot recently and I saw that a lot of new KFM's have been popping up recently and I wanted to make a basic beginners guide with builds, tips, and general KFM knowledge.

Disclaimer: I am not the best KFM out there. I am a slightly undergeared HM8, but I have tanked every 4 man out there and have enough knowledge of the class that I wanted to make a guide to help newer players. Here is my character if you are interested: http://bnscoffee.com/character/NA/rivona

This guide will be split into 4 different sections: Abilities, Leveling, Level45, and Level50 (Endgame)

Keep in mind KFM is a TANK class. If you do not plan on tanking higher level content, I recommend a different class as the damage output from a KFM is somewhat low compared to other DPS oriented classes. Tanking in this game is NOT taking damage. In this game, tanks are classes who have the ability to avoid taking damage while keeping aggro on a boss and keeping it positioned for your team to do damage without them having to worry about the boss hitting them.

Abilities

https://bnstree.com/KF
Note: I will mostly go over only speccable abilities (so no grapple abilities or escape abilites)

[Tab] Grapple/Ice Guard/Fighting Spirit: This ability is never specced to Grapple unless you want to use it in PvP (which you normally wouldn't anyway). Ice guard is only specced in PvP and when you need a few extra iframes (i.e. to do all 8 ice slams in yeti).But in 95% of PvE content you will spec it to Fighting Spirit, which is a party buff that increased crit and crit damage for the entire party. When doing solo content (i.e. Mushin's Tower) you will spec it to Focused Fighting Spirit which only works on yourself. Both types of buffs will refresh the cooldown on your 4, Comet Strike. Regular Fighting Spirit will be reduce the cd when your party members hit a target, and Focused Fighting Spirit will reduce the cd every 2 seconds.

[Tab] Flying Slam: This ability is a basic gap closer which I normally will spec for threat generation to help when tanking. DO NOT SPEC FOR KNOCKUP (unless you are doing PvP). When an enemy is knocked up, only 1 person can hit the target at a time, this will waste time, annoy others, and reduce DPS. On bosses, you wont be able to knock them up anyway, but speccing into it doesn't give any other benefits in PvE so you shouldn't waste points unless you are speccing into form 1.
Note: if a target is knocked up at anytime, you can use your [Tab] to push them to the ground and grapple automatically even if grapple is not specced. This can help pin down the target and let your team do more damage.

[Tab] Second Wind, this ability only needs 1 point for PvE content and can be specced an extra point in PvP depending on the Matchup

[F] Smite: This ability should also not be specced to knockup similar to Flying Slam (again unless you are using it for PvP). Instead spec it either leftmost of rightmost (depending on build) for extra damage. Rightmost will allow Searing Palm to be used, and I will go into how that works later on, and leftmost gives a more damage to an enemy afflicted with Searing Palm.

[F] Cyclone Kick: This ability is core for a both fire and wind builds. It will be specced to form 2 for wind build and form 3 for fire build.

[F] Iron Shoulder: This ability can be specced in many ways, with form 2 and 4 removing the knockback but adding damage. Most of the time you will spec it to form 2 so you can proc Hellfire Kick and reduce the cooldown of Searing Palm.

[1] Counter/Elbow Smash: This is your main ability for tanking and avoiding damage. If you are soloing you want to spec it on the rightmost side for extra hp regen. Elbow Smash is an attack that counters an attack. Most of the time you won't be using it but try it out, you might end up liking it and I know some players use it for solo content instead of the form 1 counter. The 3rd form you don't normally use as it increases the cooldown of the skill significantly. When tanking dungeons you want to spec it to form 4 as it will also provide threat generation so you can keep aggro.

[2] Swift Strike/Tiger Stike: This is your #1 ability for KFM and the button you will be pressing most of the time. For wind build you will spec straight down and for fire build you will spec tier 4 as tier 3 doesn't nearly have as much damage.

[3] Leg Sweep/Shin Kick: This ability you want to keep it at Shin Kick (Form 2 Tier 3) all the time. Shin kick can only be used on a grabbed, phantom gripped, stunned, or dazed enemy so it will be leg sweep by default and will turn to Shin Kick when the requirements are met. This is a core ability for either build as it is a basic damage boost.

[4] Comet Strike: This is the only ability that can be interchanged and switched up depending on your build/playstyle. Some of the forms have a cast time and some don't. The only thing I recommend is not speccing form 4 unless you need it for CC or PvP. Try out each one, and find the one you like to use the best.

[4] Hellfire Kick: This ability is very good for both builds and is just a basic damage skill so just use it whenever it is up. It is mainly used to proc Searing Palm when you do unlock that ability.

[LMB] Straight Jab: Another main ability for KFM but it is mainly used to proc other skills and gain back focus or regen health. Speccing into form 1 will let you increase crit while gaining back focus. form 3 will let you regen health, so try both out and see what you like.

[LMB] Tiger's Pounce: This skill is available when you Backstep [SS] and is used as a basic knockdown skill.

[LMB] Swooping Crane: Similar to Tiger's Pounce only you use it when you are windwalking. Another basic knockdown skill to help with those double CCs.

[RMB] Guiding Fist: Another approach skill, also the only skill KFM's have to stack bleed. If you spec 1 point into it you can increase threat but it goes on a longer cooldown.

[RMB] Triple Kick/Firestorm Kick: Triple kick is mainly only used for PvP, as it allows you to stun the target if they are defending (i.e. Blade Master block). In PvE you want to use Firestorm kick, either with or without the stun depending on your current situation. In most cases you want to take Form 2, as it has a shorter cooldown and gives focus back.

[RMB] Avenging Fist: This skill HAS to have a point specced into it to use it. It is a approach skill you can activate when you counter an attack (has to be specced to form 3 for to be used with Elbow Smash) and can be used as another knockdown but most of the time you want to spec it to form 3, as it allows you to use it while using counter, not after countering an attack and so you can activate Searing Palm.

[V] Tremor: Mostly a utility skill if anything, but also used to boost damage. Form 1 is used as a stun in PvP or certain dungeons (don't spec tier 4 form 1 as it will knock up stunned/dazed enemies). In tier 4 for form 2 and 3, this will increase crit damage for everyone in the party that is in the zone that it creates after using it. Form 2 can be used to pull enemies in a 8 meter radius and form 3 is used for threat generation.

BEFORE WE GO ANY FURTHER: You need to know what iFrames are if you do not already. iFrames are skills that let you become invincible from damage/cc (depending on the ability) for a certain amount of time (hence the name iFrame = invincibility frame). These are very important for not only avoiding damage as a tank, but avoiding boss mechanics that would otherwise get you killed. Every class has them, but they are more important for KFM as you will be tanking in dungeons.

[C] Flurry: Can be specced into a daze for PvP, but most of the time specced into form 1 or 2. Form 2 gives an iFrame throughout the duration of the ability. Form 1 has more damage, but only gives an iFrame for 0.8 seconds, but can reset the cooldown of Searing Palm and its own cd so try both and see which you prefer.

[Z] Rising Dragon: This is your main regen ability, and also an iFrame. Speccing into it will allow you to get back some health. The main use for this is an extra iFrame on form 1. Use form 2 for a stun in PvP or in dungeons with CC mechanics.

[SS] Backstep: This is one of your main iFrame abilites. You don't want to spec into it as it increases the cooldown.

[Q/E] Shadow Dance/Footwork: This ability is CORE. It is your main iFrame skill and lets you survive for extended fights without getting hit. You ALWAYS want 3 points specced into it (both share skill points). This ability will regen hp, reduce cooldowns, and increase your agility. The iFrame on this ability will feel very long, as it will resist throughout the animation and 1 second after it so you can be a bit lenient in iFraming big boss attacks so your iFrame doesn't have to be instant.

[X] Leading Palm: This ability is used to proc searing palm, but you will mostly use it at the end of stacking your searing palm as it will quadruple the damage dealt so get used to not using it to proc Searing Palm.

[X] Searing Palm: Last but certainly not least is the KFM's main ability, Searing Palm. This ability is only unlocked when you reach Level45 and is the KFM's main damage ability. You only use form 2 for PvP so i will only be talking about form 1. The moment you hit Level45 you want to spec 3 points straight down in form 1. This ability does a lot of things, from buffing to yourself that increases crit chance and crit damage, generating focus, and giving the enemy target a debuff that increases the crit of your teammates that are hitting the target. The hardest part of playing KFM is this ability and its stacking portion of it. On activation, this ability will go on cooldown, but you will have 10 seconds to activate the next stage of Searing Palm. This ability has 4 stages in total, with the last stage increasing your crit damage by 50% and increasing crit chance by 100% (doubles your crit chance, does not mean you have 100% crit) Activating this ability is very confusing and here is a graph I took from Shiro's video to help better explain how to proc searing palm to move on to the next stage. When you have reached stage 4, you will have to wait for the ability to be off cooldown (from the time you first activated it) to go reactivate the skill and be back at stage 1.

Wow you got it this far! Thanks for enduring that, now onto more exciting stuff :)

Leveling

Now if just made a new KFM you want to pay attention to this. During the course of your leveling you can use either use a basic Wind or basic Fire build to get you going as you level. Early on use the recommended fire and wind builds that the game gives you, this will do you well as you get to learn the class and play it more and more. When you start gaining more and more skill points you will want to be assigning these to certain abilites based on what build you are using.

BIG NOTE: If anyone tells you to do 3rf, DISREGARD IT. 3rf is a combo used by the KFM to do damage and you press the buttons to pull off this combo accordingly: 3 , R(LMB) , F. 3rf is the combo used for PvP only as it requires the target to be stunned and while leveling / doing dungeons you will rarely cc the boss/adds to be able to hit your 3rf. If a boss / enemy is stunned or dazed however, feel free to 3rf. I am just pointing out that this is the wrong combo to be practicing in PvE while you are leveling.

Wind Build
1) Swift Strike
2) Counter
3) Shadow Dance/Footwork
4) Cyclone Kick
5) Focused Fighting Spirit
6) Comet Strike
Here is a wind build accordingly for level 30

Fire Build
1) Tiger Strike
2) Counter
3) Shadow Dance/Footwork
4) Searing Blow
5) Focused Fighting Spirit
6) Comet Strike
Here is a fire build accordingly for level 30

Keep in mind that your Comet Strike is personal preference so spec all of them and see which one you like the most. Some tips:
  • Hit your searing blow/cyclone kick whenever you crit with your 2
  • Hit Hellfire Kick whenever its up for some extra damage
  • Use Focused Fighting Spirit to take down adds with lots of HP and spam your Comet Strike during the buff
  • Don't forget to use those iFrames and Counter to increase your survivabilty
Remember as this is when you are still leveling, try stuff out! Don't be afraid to use new abilities you find or mess around with your build. As you gain more and more skill points, put them in random slots, try and see what you like. And remember my builds aren't "perfect" they are just recommendations for learning the class and the abilities each build uses.

Level45

Congratulations you've reached level 45! At this point you have unlocked Searing Palm and you will start running more and more dungeons for your dailies along with leveling to 50. As for your builds you are going to have to change them up as they will be different from now on. You have more crit so you will now be able to pull of different combos. At this point you will start to get a better feel for the class along with more knowledge of your abilities. Now once more you can choose between Fire and Wind builds so see which one you like better.

Wind Build
Now for wind build you have enough crit to go ahead and start using your basic combo, 2rf. Hitting your 2rf mostly relies on you criting on your [2] Swift Strike so you can hit [F] Cyclone Kick. The reason you have a [R/LMB] Straight Jab is to regen more focus while increasing your crit chance. If you are having trouble maintaining focus, feel free to add an extra [R/LMB] to the rotation making it r2rf. If you do not crit enough for [F] to land, just keep using 2r2r2. Here is the corresponding wind build.

Fire Build
Fire build mainly relies on you criting with your [2] Tiger Strike so that you can proc [F] Searing Blow. Searing blow not only does good damage, but will reduce the cooldown of Searing Palm. Realistically your combo is the same as wind build, but in practicality you can just spam [2] and [R/LMB] until you crit to proc Searing Blow. If you do have 100% crit chance (possible with Searing Palm Stage 4 and Focused Fighting Spirit and enough base crit chance) you can just 2f. This is very focus consuming as [2] takes up 3 whole focus but the focus gets replenished with [F]. Here is the corresponding fire build.

Remember if you have problems activating Searing Palm refer back to this picture. Also keep in mind if you are having trouble getting enough abilities to proc Searing Palm you can also spec Comet Strike form 1 to help you out.

Level50 / Endgame / Final Tips and Tricks

Wow! You've just reached the highest level of the game and have just begun in your journey! Endgame is pretty difficult but practice makes perfect and you will gradually learn the mechanics of each dungeon and how to tank each. Speaking about endgame dungeons, you are now officially a tank! You will now have the responsibility of holding aggro and avoiding damage to make sure your team has a more successful time in doing DPS (unless there is a better tank in the party :3). Here are some new builds for Wind and Fire builds. Included in these are more threat generation techniques in order for you to better hold aggro during a boss fight, another iFrame on your [C], and the change from Focused Fighting Spirit to regular Fighting Spirit, so that your whole party can have the buff.

If you do not plan on tanking right away, here are the builds that will add an extra iFrame to your [Z] along with making your [V] be able to pull enemies. Wind and Fire

HM Skills
Many people ask about HM skills and currently there are a few HM skills available to us and what they will be used to do:
  • [4] Comet Strike: This is a straightforward HUGE damage boost to your comet strike. A must have.
  • [1] Counter: Changes it so the iFrame after you successfully block goes from iFraming 1 attack to iFraming everything for 1 second. Good on bosses that have a continuous attack (hae mujin's spins/silver's spins in asura)
  • [LMB] Straight Jab: A must have for wind build. Makes it so on crit, automatically will proc [F] Cyclone Kick.
  • [2] Tiger Strike: A must have for fire build. Makes it so your Tiger Strike will do additional damage to enemies inflicted with Searing Palm.
  • [Z] Rising Dragon: This is not out on NA at the moment of this guide being made, but it is mostly only used for PvP as it pulls the target while stunning/dazing them.

iFrame Rotation
Now many people have asked for the rotation for doing all 8 yeti slams. You can only do 6 without speccing and you have to spec out of damage for 8. [Tab] Ice Prison, lets you freeze yourself for 2 of the slams but you have to sacrifice your blue buff (Fighting Spirit) for that. Normal rotation for yeti would be:
(Tab)* , SS , C , Q , E , Z , SS , (Tab)*

*You can tab at the beginning or end, it's preference. Tabs are only if you are doing all 8.

Keep in mind that you can switch up the order of everything but your SS. As all of your other abilities have long cooldowns you want to use your SS first so you can use it twice in the entire rotation.

I also use this for necro when doing all 6 waves only without [Tab] Ice Prison as I know I can do all 6.

Holding Aggro
Aggro in this game is based on damage, similar to many MMOs. Since KFM has lots of threat generation skills, you can hold aggro against people even 100AP higher.

Ways to increase your threat are:
  • [Tab] Flying Slam
  • [RMB] Guiding Fist
  • [V] Tremor
  • [1] Counter
Keep in mind you need to spec for aggro on each of these skills.

You want to grab aggo at the beginning of the fight so you can hold it throughout the fight. I usually use this rotation to grab and hold aggro:

Start with [Tab] to gapclose, as you want to save your [RMB] because you can use that at close range, when [Tab] you have to be far away. Follow up with [V] then [Tab] Fighting Spirit. Now start spamming [4] Comet Strike. When this is over proceed to use [RMB] to seal the deal. This will almost always guarantee that you hold aggro at the beginning of a fight. In terms of holding aggro throughout a fight, you want to use your [RMB] whenever you get the chance you in between your damage rotation (it will also stack bleed). You want to block as many attacks as possible as you don't want to be moving around too much so your teammates can DPS and so you can increase threat. Don't worry if you don't get it at first, tanking and holding aggro will take practice to get down (even I have trouble doing this). Play with a lenient group that will let you mess up and keep practicing!

Final Thoughts and Credits

My Build
Personally I prefer to use fire build, and Here my build in case you all are wondering.

Final Thoughts/Credits
Thank you all so much for reading! I had an awesome time making this guide and I hoped this helped you guys in some way. As I am not perfect, if there were any mistakes or things that I might have gotten wrong, feel free to point them out in the comments. As all KFM's play differently, everyone has a different build and way to play. If any high up KFM's notice any false information don't hesitate to say so and I will adjust my post accordingly.

There are many different people that have helped me out to get this far as a KFM and I would like to give them some recognition (also if this guide was confusing I recommend watching these guys' videos):
  • Shiro
Shiro is an amazing KFM, from soloing Heaven's Mandate, to being one of the top KFM's in PvP in EU, she has amazing guides, please check them out!
Shiro's KFM PvE rotation guide
Shiro's Youtube

  • AALaguna
This guy is one of the most popular KFM streamers out there and probably one of the most popular Blade and Soul streamer in general. His Youtube guides and stream are always fun and informative to watch!
Laguna's KFM PvE rotation guide
Laguna's Youtube

  • Radeyzz
I haven't been watching this guy for too long, but his videos have been really good nontheless! His streams are also very good PvP wise.
Radeyzz's Youtube

  • JinOkami
One of my friends on the server, has very nice videos especially if you are struggling in Mushin's Tower.
JinOkami's Youtube

THANKS FOR READING :D

Changelog
  • 6/21/16: Uploaded
  • 6/21/16 (later in the day): Adjusted a few sections and added a "Holding Aggro" section into the guide
Thanks to the people who noticed my mistakes and helped improve this guide!

Tuesday, June 21, 2016

Blade & Soul - General Soul Shield guide for the rest of the year by chemnerd

Hey fellow crickets,

I have seen a lot of posts on here asking about what soul shields people should get, so to clean up the posts a little I have decided to write the soul shield guide I usually copy/paste whenever someone asks in this text post, plus a bit more.

The BiS level 50 soul shields this patch are:
  • Fresh 50: 12468 Lab + 357 Bloodshade/Full Northern Critical/Full Yeti/12348 Asura + 567 Yeti
  • Undergeared/not enough accuracy for 4 mans: 12348 Asura + 567 Be Ido
  • Decently geared/Awakened Scorpio Earring or higher/in 6 mans: 12468 Asura + 357 Be Ido (this is the case for most people)
  • Very high geared/can do Tower of Infinity: 13567 Asura + 248 Challenger
  • Full tank/OWPvP: Full Naksun/248 Challenger + 3 piece Sparring + 2 piece Naksun
  • Secondary stats: Crit > Accuracy > HP > Defense > Block = Evasion (may or may not be the case for tank set)
  • Infusions: Northern Critical (poor), Silverfrost Artisanal Critical (rich), Jomu Accuracy (not enough accuracy and want to do Asura/Maze 4), Silverfrost Artisanal Reflex (OWPvP)

Many soul shields follow the same format as to what stats they give. Each of these progressions give the same primary and secondary rolls on every piece, but the later ones simply have higher numbers.  

The soul shield progression for the rest of the year is:
  • Bloodshade (BSH) -> Yeti (Avalanche Den) -> Be Ido (Split Maze/Sundered Nexus) -> Twisted (Zaiwei Ruins+Shattered Masts+Gloomdross Incursion+Twisted Grimhorn Wilds) -> Oblivion (Desolate Tomb)
  • Labyrinth (Naryu Lab) -> Asura (Snow Jade Palace/Sogun's Lament) -> Black Dragon (Black Dragon Prison/Ebondrake Citadel)
  • Endless Tower (Mushin's Tower F4-7) -> Mushin (Mushin's Tower F8.1-8.2) -> Scorpio (Awakened Necropolis) -> Naksun (Mushin's Tower F12-15) -> Sparring (Tower of Infinity F10-20) -> Challenger (Tower of Infinity F30-40)

Once new dungeons are released, replace each piece with the piece that follows it in the same list. Praetor's and Arbolito's cheat sheets have the exact soul shield stats, so that will help when you're trying to min/max your pieces.

So the final purple soul shields right before legendary (Midnight Skypetal Plains and Black Tower) are:
  • PvE: 12468 Black Dragon + 357 Oblivion
  • OWPvP: 13567 Hell + 248 Challenger
  • Secondary stats: Crit > Accuracy > HP > Defense > Block = Evasion (may or may not be the case for tank set)
  • Infusions: Silverfrost Artisanal/Masterwork Critical (PvE), Silverfrost Artisanal/Masterwork Reflex (OWPvP)

Hope this helps!

SOURCE

Friday, May 27, 2016

Blade & Soul - Detailed Sundered Nexus guide (video + text) by stewpeed

Hi!
In preparation for the new patch coming on the 1st of June, here is a quick rundown of the Sundered Nexus boss mechanics.
  • Full video guide - includes a lot of small excellent tips so make sure you watch the video as well.

First boss

  • Main boss in middle, adds around him in a circle / clock position (we might even call this the reddit room)
  • You need to find and kill the correct npc/add in order to activate the boss
  • Whenever you hit the wrong add the boss will get more HP
  • Pick up the bomb and start at your 12 o'clock
  • When the wrong add is hit by the bomb it will jump in the air and you'll need to kill it before you can continue
  • Depending on how high the add flies from the bomb detonation you need to rotate properly to find the correct add asap
  • If the add flies high enough rotate to the right. If it's a small jump animation rotate to the left
  • This way you'll be able to find the correct add really quickly spawning the boss with a relatively small HP pool
  • Kill the boss and carry on

Second boss

  • Classical DPS and iframe fight with a few twists
  • Special attacks include a series of 3 consecutive jumps (red AOE) - 3rd one hurts a lot plus you'll get knocked down so make sure you dodge at least the third one.
  • The boss will also try to charge so make sure you block it and keep him in a place, it will make things easier.
  • At the second phase the Boss will use a special attack throwing out a saw/disc (?). You need to line up behind somebody who can block (a BM for example or KFM or WL). If you fail to line up the disc will bounce around between the party members and you'll be toasted (applies a painful dot)
  • At recharge phase the boss needs to be CC-ed with the correct form of CC (Daze = Red, Knockdown = Green and Stun = Blue)
  • The order of the CC types will be random.
  • The type of CC will be announced just like any other announcement in the top middle of the screen (ex: Trigger Flower Surge by inflicting Stun - translations might be different).
  • After the CC phase the boss will do a huge AOE; dodge then all in
  • IMPORTANT: If you mess up the CC phase the boss will get a shield/buff reducing incoming damage by 90% which lasts until he gets back again in the recharge/CC phase. So make sure you get the CC right, it's crucial.

Third boss

  • There are 3 phases for this boss fight.
  • First phase nothing special just DPS and dodge stuff
  • In the second phase the boss will target a ranged player - furthest player to be more precise (you'll see a blue aura under your feet) - this means the boss will throw some drills after you. You will need to kite and DON'T allow the drills to stack.
  • Everyone (except the tank) need to kill the drills ASAP!!!
  • If you fail to kill the drills the whole party will wipe
  • NOTE: Ranged players ... If you get marked by the boss and get the drills just walk backwards to line them up easily for a quick clear (with some AOE skills for example). Again kiting here is the key. Also make sure the drills don't land close to the boss as he will do an AOE. If the drills are in the AOE attack range they will explode and cause the instant party wipe.
  • After you successfully destroy the drills there will be a blue aura around the destroyed drills. This aura gives you 100% critical damage, make use of it (for example a destroyer or blade dancer could pick up the boss and take him there so everybody can benefit from the aura/buff).
  • Quick tip: Don't kdown this boss. He does an AOE when he recovers, just like Yeti.
  • After the drills are killed there will multiple series of 3 (red) AOE attacks - increasing in size with every cast. Some adds (small robots) will also spawn but if you don't CC the boss while he's casting the red AOE, the AOE will destroy the small adds/robots so you don't have to worry about that. BMs can HM block all 3 red AOE's same with FM party iframe. This will really test you dodging skills.
  • Third and final phase - it's just a simple DPS phase before getting the loot, really nothing special.

Bonus and Credits

Friday, May 6, 2016

Blade & Soul Guide - How to pull Yachun efficiently by leeyhtea

I'll keep this very short and sweet since it's a pretty minor thing, but watching Yachun rub his face against the sides of the tent for ten minutes at a time has gotten tiresome.

Pulling Yachun up onto the tent requires that he does his Flurry at a target that is already on the tent. Yachun does his Flurry when his target a distance away from him. I think everyone knows this at this point in time.

What I think a lot of people don't realize is that you don't have to aggro Yachun to have aggro on him. He and his two bodyguards have linked aggro, and aggroing either one of them will aggro Yachun onto you as well. Thus, any class with a 16m range skill can just stand on the side ramp that leads to the top of the tent, hit one of his guards, back up a few steps and iframe. Boom, Yachun jumps to you.

Example.

Some things to note:
  • If anyone hits Yachun with spells or a cat, the puller will instantly lose aggro on Yachun. If someone is doing this please don't hit Yachun.
  • Try not to be too close to the top of the ramp. It is a bit tricky to find the sweet spot, but if you try this while too close to the top he will reset before he does his flurry.
  • In a similar vein, you need to back up once you've aggroed them. If Yachun does not have enough room to fit between you and the edge of the ramp, he'll flurry under the ramp instead.
  • I have done this on my Sum, WL, Sin, and Des successfully as well. Any class with a 16m range attack can do this (RIP KFM). I imagine BD and BM would have a pretty easy time doing this as well.
Hopefully this helps.

EDIT: After a eureka moment in which I realized I don't have to wear my faction uniform to be in SSP:

Heuk Bulmu Pull

His pull is much more straightforward, just stand at the the point of the V in the pattern at the top of the tent and hit him.

SOURCE

Friday, April 8, 2016

Friday, March 25, 2016

Blade & Soul - Useful Guide to the Yeti Cave/Avalanche Den Dungeon; turn on cc for english subs

Blade & Soul: Avalanche Den (Yeti Cave) Guide by 活在梦中, English subtitled translated by chaose5. (Turn on CC)

Yeti Cave is one of the more complicated boss in Silverfrost Mountain heroic dungeons. The video explains the final boss mechanics in detail and demonstrates varies strategies for the boss stage.

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Original video: http://bns.duowan.com/1408/2724737445...

Wednesday, March 16, 2016

Blade & Soul - General Warlock PvP guide by MendiSmite

This is just a super general and quick PvP guide for Warlock. I say general because my upload is to bad to give a video where I'd be able to show information, which makes it easier to see and retain. Anyways..

Important to note HM levels on WL are very important. In my opinion, more important than any other class. I'd strongly recommend at least HM3

Pet Control - Anytime you're CC'ed, don't rush to swap or trinket. You can Q while in CC and make your pet knock them away. Also note you can do this even when you're not in range of them, altho if you need to move your pet use E over Q due to the CC it provides. (You can interrupt BD air combo with this, or knock a KFM off you if they grab for whatever reason)

Lets start off by linking and explaining some builds first and foremost.

General Build https://bnstree.com/WL/Nk4Fpd1pl
A "Newb" friendly build. Has most the stuff you'll need, a grab escape-tab, ss-root for most things ect.
VS KFM/BM/SIN
https://bnstree.com/WL/VkFTNKkae
VS Anything with parry/defence (Blade cancer :)
https://bnstree.com/WL/V1SDBtJTl

Use of Time Warp and importance of Leech
Leech. 45s CD, applies for 12s. I think a lot of new Locks underestimate how important this ability is. Before I go on, love this ability. Don't let it get resisted. It is KEY for you to win most matchups, and CRITICAL against Sin/BM/KFM.

What does it do and why does it matter? Well you probably already know it makes wingstorm instant. Yep. This also means with leech and timewarp you can use x4 wingstorms. They stack? Yep. The procs stack. You will have a attack helicopter on steroids mowing your enemy down with cards. Not only than, it resets Dragoncall (The HM zen bean skill). Yeah. x4 of those too.
So basically, your "burst combo" assuming leech is up

With Helix:
Time warp->Wingstorm->2(soul shackle)->Bastion->Repeat (If you have good ping you might be able to fit in a helix proc) (You use the 2 to cancel defence.)

With Dragoncall
Time warp->DC->Wingstorm->2->Repeat (Good ping, add a bastion at the end.)

Now for the match explanation, 
as best as I can do in writing.
*Assuming you know and understand tech chasing aswell as 
when to block/how long to block.
 
Bm 90/10 - They have very few iframes. This matchup is literally leech->timewarp->dragoncall+Wingstorm spam. You'll oneshot them. Literally. You need to bait out ss if possible and most will q/e you inbetween abilities.

KFM 50/50 - Same concept of BM, but it's going to be quite a long match. You're super squishy, watch out using your tab(2). Remember if they stun you they most likely won't q/e pet knock. Watch ur pet here because if they have max agility and knock you down your pet will miss.

Destro - 80/20 - Very easy, not much than can do to resist damage. Don't miss leech, abuse wingstorm spam with timewarp. TAB WISELY. YOU CAN GET GLOBALED EZ

FM - 10/90 - ehe. haha. Erm. You got me. Sorry, but true. Take Sanctum T3M3

SIN - ? They all seem to play it different. 60/40 - Same concept as BM/KFM. Harder than bm, easier than kfm. Don't hit into counters. The HUGE advantage you have here is dragoncall is delayed. It knocks them out of stealth ridiculously often aswell as wingstorm's reach to get them out. Also note you take the Sanctum to where you can't be targeted from outside it T3 M3

Summoner 50/50 - I need to spar more to give you a realistic answer.

BD 70/30 OR 40/60- This matchup is almost entirely a mechanics matchup. If you block their abilities often, you'll win easily. This matchup is all about baiting iframes and abusing the ability to hide behind your pet. Don't be overaggresive, but don't let them spin away. On the large square map they can kite way easier and it gives them a huge advantage

WL v WL 100/0 - Why is this 100-0? Because of this tip. DONT USE HELIX IN THE MIRROR. DRAGONCALL HM. Why? Well. Go practice that burst combo shown above. Bastion only protects from 5 hits. Count how many wingstorm+dragoncalls+2's you'll land. Yeah. He's dead on your screen.

SOURCE

Monday, March 14, 2016

Blade & Soul - Naryu 4 Man Detailed Guide and Breakdown for all bosses by Coffee BnS

[NA] Naryu Labyrinth 4-man Guide Summoner PoV Blade and Soul BnS


Only difference / addition from Summoner PvE Skill Tree guide is that I have placed a second point into Beckon for the reset on Taunt.

Saturday, March 5, 2016

Blade & Soul - In Depth Blade Dancer PVP Guide by Cowman881

Ok, as requested by most of you in my last post, this is an in depth guide for LBD in PVP and how each and every matchup works and break the misconception that LBDs are “spin2win”. Keep in mind that this is my opinion on what strategies that works for me. Also, another thing to mention is the current elo you are in. Each and every playing plays differently, but there is a noticeable difference in playstyles between 1600-1800 and 1800+. I will be discussing them both when needed. I will also provide you guys with the skill tree generally use against each class (I am HM 4 so I will be using the skill points that I currently have).

Let us begin:

Each and every class have different abilities and forces the LBD to play differently in order to win. I will be dividing this post into class categories, but first I have a few general tips for LBD that works with all classes. These are also extremely big mistakes that most lower elo LBD make. If you follow these points you will see an obvious change in your change style and improvement.
  1. DO NOT, and I repeat, DO NOT mindlessly spin. First of all, that completely consumes your focus as well as you letting your opponents get their cooldowns back up.
  2. DO NOT use your tab escape on the very first CC your opponent hits you with. That results in you giving your opponent an open opportunity to completely combo you down from 100-0. An example would be KFM animation cancelling you to death.
  3. Try not to randomly use your Q/E because those can be essential tools in escaping threatening abilities from your opponent. I stress this on less because it’s not as big as an issue since not many people use it often.
  4. Using 2 while in draw stance does not switch to basic stance. With this tip you are able to pull off some massive damage when you chain CC your opponents while in draw stance.
  5. Majority of the ways you win games is being able to understand how your opponent plays (like if he can counter you phantom grab or he can’t time it well enough) and understanding your opponent’s abilities and have a “general” idea of how they spec.
  6. When you opponent uses f as an escape you can either WAIT and press 2 or immediately press x because the last 2 hits will knock them up and they don’t have enough time to iframe. Now that I have discussed the main issues let’s begin with specific class matchups:
Summoners:
I understand that majority of you reading this have issues with Summoners so I will do this one first. This is my skill tree I would use for Summoners.

https://bnstree.com/BD/EkSGXApse

For me, I find that the most important factor going against Summoner as anyone is that knowing when to focus the cat or the girl. The Summoner has a lot of abilities that can either resist damage or heal which and sometimes be quite annoying. Your main target is going to be THE SUMMONER. As you can see in the skill tree, I have made a change on vortex to meditation. Parrying enemies is useful, but a Summoner can get away with CC situations pretty easily. Also even if you parry, your option according to your instinct is to take flight and air combo the Summoner. However, air combo is not a reliable source of damage since the cat can instantly cancel your combo by using CC on you. The left side of the skill tree works great because you occasionally get 2 seconds of complete invulnerability and 400% defense as well as focus recovery for every point of damage you take while spinning (which Summoners usually do). Your only option of winning is to sustain the game out to the point where Summoners have their essential abilities like heal and counter on cooldown. The only times where you use your air combo is win your RMB for first air combo is up because you are in the air and the cat cannot target you or when the cat is knocked down or far away. When the Summoner is still in the air, don’t use your Blitzblade and save it for when the Summoner counters. Also if the cat is close to you, use your RMB air combo finisher so you knock it away and can continue to DPS the Summoner for a few seconds. After the knock up, be sure to use your lightning draw for some massive damage with that guaranteed crit. Use your RMB in draw stance immediately since Summoners cannot use that counter while knocked down. After you stun they should either immediately go invisible and counter or just stay CC’ed. If they go invisible, try to follow them and SPAM tab since you restore focus for EVERY point of damage you take while spinning. Summoners are the only exception in spinning mindlessly as LBD.

I also put points onto the left side of your tab escape so you can escape the cat when it grabs you. The stun would not work since Summoners don’t have any other forms of stuns/dazes and are usually far enough from you where the tab does not have enough range to daze them.

Whenever the Summoner is throwing all his abilities on you, use your left side specced V and completely nullify the damage while getting HP back. Remember you are only immune to everything when you are spinning your blade, NOT in the small breaks in between each slash.
Here are some skills to point out from the Summoner that can affect your games. When the Summoner holds a dandelion above its’ head, it mean the next damage it takes they will completely counter it and go invisible. Try not to hit her while you see a dandelion, use your Blitzblade instead and then engage again. Another skill is the Summoner making the cat curl up into a ball and making it literally take no damage as well as HP regen. DO NOT FOCUS THE CAT WHEN YOU SEE THIS. You are literally wasting your time and your abilities. Focus the Summoner instead since the cat can’t do anything while curled up. When the cat is not curled up and it’s still healing, it means the Summoner is taking away her own health to give to the cat. This would be a great opportunity to focus the Summoner since your net damage to the cat will ultimately be zero.
With that being said, it brings me to my next point. Most people believe that putting the cat to sleep will make the match easier. No it won’t. First of all, I just stated that the Summoner and the cat and transfer HP. While the cat is asleep, it gets massive HP regen meaning infinite HP for the Summoner for 30 seconds. Second, most decent Summoners would just play defensively until they are beside the cat making your life hard trying to DPS the Summoner without waking up the cat. On VERY RARE occasions where you know the Summoner already blew her tab escape, you can grab the Summoner and put her to sleep giving you 30 seconds to kill the cat. Once the cat is gone, easy game easy life.

My final tip is when successfully grabbing the Summoner without her escaping, be sure to use your Z if the cat is close enough so you can knock the cat back and continue to phantom grab the Summoner without being canceled by CC.

Kung Fu Masters:
As you can see, this is the regular PVP build for LBD. The matchup against KFM is about how you can manage your escapes and movement abilities. Do not mindlessly waste them.

https://bnstree.com/BD/4ktuFWAjl

Back when I was in gold, I ALWAYS lost to KFM because I did not recognize the fact that some of their most important abilities are on a massive cooldown and was always scared. The main issue that I had was wasting my tab too early. That is the only form of escape when KFM animation cancels you. The right time to tab is when KFM uses a ability that looks like they are stomping on the ground because that is their longest cooldown ability. If you don’t have tab by then well good luck with that 3 second stun. Occasionally in very dire circumstance you want to tab when they use the AOE punch because it also is on a long cooldown as well as a horrifying start to their combo.

In order to mainly win this matchup is that you need to be decently familiar with the KFM abilities. The main abilities to look out for as a LBD is win the KFM counters. The animation is quite obvious where there are 2 orb things on his hand. DO NOT ATTACK OR YOU WILL HAVE TO WASTE ONE OF YOUR $ ESCAPES. Each and every escape is very valuable against KFM. The second ability you need to look out for as LBD is when they move 90 degrees to your right/left. After sidestepping they evade everything for a short duration. DO NOT SPIN BECAUSE THEY WILL GET IMMUNITY AND MOVESPEED FOR 6 SECDONDS. Grabbing them is quite useless since they just freeze everything in any sort of grapple so your best option would be to grab them and instantly drain/3 for the HP/focus/stun. If you manage to get snared in the ice just tab and you break free and get movement speed. After you run away from them you have a mind game with them. Since you are quite far away from them, they will attempt to jump on you. Just spam Q/E as LBD and you should easily dodge and sidestep behind them. After a slight moment of confusion from the KFM, this is your opportunity to knock them in the air for air combo. Just do the regular air combo, nothing special. When they are knocked down keep in mind that they are still able to counter so what you want to do is immediately lightning draw when they land on the floor. They will press counter hoping you would use RMB to stun them, but no. You wait a few seconds until they are not in counter stance anymore (you can easily tell if they are countering by their hand gesture while on the ground) you THEN press RMB and stun them for some good damage or waste one of their escapes which is very valuable to them against a LBD. Main source of damage is going to come from air combos since KFM have no way of escaping from it.

Assassins:
https://bnstree.com/BD/NyKtXek3l

Another annoying matchup for the LBD. Many people, again, make the mistake of tabbing on the first CC they are hit with. DO NOT DO THAT. You are vulnerable to the point beyond comprehension since that is the ONLY form of escaping the web combo which every assassin does. Even if you get webbed, DO NOT immediately tab. Tab when the assassin approaches you so you can land a daze on him/her, the design of an assassin is mobility, if you make them waste their f escape that makes them vulnerable to all CC that initiates an air combo. Keep in mind that assassins have a quick ability where they flash behind you and stun you. DO NOT tab to that because the will immediately be halfway across the arena already. Most assassins use it to bait out escape but no. With this guide you are smart enough and know better. There is another combo for assassin in higher elo where they can 100-0 you without using the web. The right time to tab for that is after they break your back doing that spin technique.

Another thing to note is the assassin’s counter. When he is moving his hands in a circle it means the next attack you put on him is completely nullified and on top of that he goes invisible. You do not want the assassin to go invisible because that will cause you to mindlessly spin and “hopefully” predict when he’s going to strike again. Generally you want to save Blitzblade in case the assassin has counter. If you don’t you can also use x because you can still knock them up out of their invisibility.

Asides from that there is nothing else to say since it’s the same combo from each assassin you face.

EDIT FROM synix09: Another thing against Assassins is that I like to SS into V to suck them out of stealth. Also keep track of their invisibility timer. I believe it's 6 seconds. Most of them will try to come out and CC you right before the stealth ends so you can time it. For example, when they teleport behind you to stun, you can V suction them right as they do it and reverse it.

SOURCE