Midnight
at Skypetal Plains is the first 24 man raid in Blade and Soul, and it has the coveted legendary soul
shield.
But how does one kill the Sacred Longgui to get this soul shield? This guide
shall explain how to do the raid.
Guide
for this
Starting
at stage 3, the tank should reset his attack pattern by moving 14m away after
every third attack. To spawn the Sacred Longgui, kill all the mobs at each moon
camp, small ones first, then large ones, and then the mushroom. Then kill the
lizard in the north. Repeat until the Sacred Longgui spawns. Dps the turtle and
iframe or avoid his attacks.
Kill
the adds at the edges of the Sacred Longgui’s grove and pick up the watering
can the grassquatch drops, use it on the flowers to remove poison stacks. Stage
4+ the Sacred Longgui summons miniboss adds, one person should kill spiders for
webbing orbs and use them on the miniboss adds so they don’t run to the tank,
and everyone in the raid kills them as they spawn. Between each phase repeat
the initial process of killing mobs to spawn the next phase.
Party forming
The
Midnight at Skypetal Plains raid is located in Zaiwei, by the Cardinal Gates. In
order to enter Midnight at Skypetal Plains, you must have completed Chapter 31
of Act 4. You must also be in a 24 person alliance, which is comprised of four
teams of six people, a functionality that should be released with Midnight at
Skypetal Plains.
In
order to make a 24 man alliance, you simply need to invite someone to a full 6
man party, and you will be prompted to create an alliance. This is not the same
as 24 man zones in the past (Beastbog, Grimhorn Wilds). This is more like
a 24 man dungeon, where only the people
in your party can enter, and you start it from the beginning.
Party
effects such as buffs and iframes only work in each individual party,
therefore, you need to consider each party’s composition. An optimal 6 person
party composition would include a Warlock, a Kung
Fu Master
or Assassin, a source of a party iframe (Force Master, Blade
Master,
Blade Dancer, Assassin, Summoner can all fulfill this
role), and a healer (Soul Fighter or Summoner). A Force Master specifically is
preferred for phases 5 and 6. These will all make the kill faster or smoother,
but none are required.
There
are four dailies for Midnight at Skypetal Plains.
Kill
stages 1-3 of the Sacred Longgui
Kill
6 grassquatches and pick up their drop
Kill
one of the three summoned bosses 4 times and pick up their drop
Kill
some of the jellies that can spawn
All
of these can be accomplished by doing the raid normally.
More information you can check:https://www.mmogah.com/news/title/midnight-skypetal-plains-in-blade-and-soul
“Mushin’s
Tower
in Blade and Soul, believed to be
the place where the Divine Fist was trained.” During the training, born in the
darkness of his heart, three challenges need Mushin to overcome. These
challenges have manifested into Phantom projections of himself. Each of
Mushin’s Phantoms are a truly force to be reckoned with, while nowhere near the
level of the Divine Fist.
Mushin’s Pain
The
first of three of Mushin’s phantoms. With 500k, 2:30 enrage for an instant
death, and 1x CC bars, he is entirely stationary throughout the fight and
immune to pulls, but is of relatively no threat to ranged. He will periodically
gain True Sight even while not attacking, so watch out Assassins.
First
Mushin will start with a field-wide Phantom Grip that can’t be iframed, and
proceed to apply a stack of Searing Palm. He is immune to damage until after
his initial Phantom Grip.
Two
hit punch, inflicts chill.
A
linear fire punch inducing knockback and knockdown. Red attack so cannot be
blocked.
A
wide cone sweep inducing knockdown. Red attack so cannot be blocked.
Leaps
into the middle of the room and gains a damage absorbing barrier.
Leaps
into the middle of the room and produces ice puddles in a pentagon around him,
with one ice area of effect erecting directly from him after.
Linear
Phantom Grip which ignores block, follows into a knockback punch if the grip
connects.
If
Mushin receives a Knockdown, he will do a 360 spinning kick as he gets up,
which inflicts Stun. He will do this for all phases.
Mushin’s Rage
The
second of Mushin’s phantoms, sitting at 727k HP and a 4:30 enrage. Unlike Pain,
Rage is not stationary, and has more attacks to deal with.
Once
again, Mushin performs an unavoidable field-wide Phantom Grip inflicting
Searing Palm and is immune to attacks doing so.
1.
Two hit punch, inflicts chill.
2.
Teleports to your right.
3.
Counter. Inflicts stun if hit into it, after which Mushin unleashes a highly
damaging air combo.
4.
Two hit punch.
5.
Teleport to your right.
6.
An arc punch inflicting stun, leads into a highly damaging air combo after
stun. Red attack. Can’t be CC’d while performing this.
7.
Teleports away.
8.
Repeat.
May randomly throw the arc punch,
a linear red knockback, or Phantom Grip in his rotation.
He may also create
pentagon-shaped ice puddles and an ice field under him, rise into the air and
throw five projectiles, and a ground slam that inflicts knockback.
May also leap back and perform a
three hit kick, the second inducing a bit of knockup.
If you are stunned, Mushin will
kick you into the air for a highly damaging air combo.
If standing too far, Mushin
performs a four-hit kick combo.
If knocked down, Mushin performs
a whirlwind kick that inflicts a bit of knockback.
At
80%, 60%, 40%, and 20%, Mushin cleanses all debuffs, jumps into the center and
drops a flaming puddle in the middle, and a red fire field that expands outward
four times and; stand near the walls and then iframe the final field. Mushin
then teleports to you after. He can’t be CC’d while jumping and while casting
the fire field, but can be CC’d in between right after he lands.
Mushin’s Darkness
The
final and strongest form of Mushin’s phantoms, sitting at 1.242 million HP and
a 4:30 enrage timer, essentially fighting the same way as Rage, including the
Searing Palm opening and fire field. Key differences are his attacks are much
stronger, and his arc stun punch comes out much faster.
Periodically
Mushin will project a field around him that, if you’re standing in it, gives
you “Mushin’s Might” buff for +30 Attack Power but deals damage over time for
the duration of the fight, and stacks multiple times; Mushin is immune to
damage and CCs while casting the field.
Above
is the tips of Mushin’s Tower Floor 8, hope it can help you. If you want to
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A
long ascending tower where the Divine Fist, Mushin,
was believed to have subjected his training to. Mushin’s
Tower,
believed to be the place where the Divine Fist was trained in Blade and Soul. Many warriors from
around the world strive to reach the top of the tower.
Requirements:
There
is a quest on clearing Floor 4 that allows the option to start from Floor 5
directly, this option requires a ticket that can be bought from the merchant
Kangcha for 30 gold, or dropped from Floors 4-8. Well, this is a level
45
dungeon so a fresh 50 could definitely do it. Before you ascend the tower, the
gatekeeper Hongsil asks if you’d like to start from Floor 1.
First Floor 6 Warriors
There
are 6 banners to choose from, which will spawn a human NPC representing Blade
Master,
Kung
Fu Master,
Force Master, Assassin, Destroyer, and Archer (uses the Summoner banner). Each class
uses standard yellow attacks and can summon red timed area of effect circles
around the room, with their HP varying between 170k~220k. All enemies have 1x
CC bars. You are tasked to fight 1:1 with any class of your choice two
times.
Second Floor Silver
Deva
Did you
remember the Golden Deva from Cinderlands? This is his silvery cousin, and has
a bulk of 374k HP. Has 2x CC bars. His attacks don’t follow a set pattern, but
are relatively slow and predictable to a degree.
A
spin2win.
A
targeted hammer swing from the left.
A
targeted hammer swing from the right.
A
faster hammer swing downward in a rectangle causing knockdown, but doesn’t
leave a fire puddle.
A
hammer swing downward in a rectangle causing knockdown. This leaves a permanent
fire puddle on where you’re standing.
Third Floor Rag-Tag Warriors
There
are 16 adds of Blade Masters, Kung Fu Masters, Gunners, and Artillery Men, each
with 15k~20k HP. In the middle of the room is a miniboss with three more adds
behind him. Once the miniboss is dispatched, the adds accompanying him will
disappear, and another miniboss will arrive from the entrance take his place
with his own set of adds. There are three minibosses in total, with one main
boss after who does not have any adds, but causes the other 16 adds to jump
into the fight. All enemies have 1x CC bars.
Picking
off the side adds will cause the miniboss to attack, but not attract the rest
of the adds. However, trying to pick off the side adds while the boss is in
play will cause all adds to come after you. Ideally you want to pick off the
miniboss first, then work your way around defeating the other adds before the
next miniboss arrives.
Oh
Tak: Kung Fu Master with 35k HP.
Tanghong:
Gunner with 31k HP.
Grave
Robber Boss Han Woomul: Kung Fu Master with 35k HP.
On
reset, the side adds will not respawn, but the miniboss adds will.
Bomani:
Kung Fu Master with 224k HP. Unlike the other KFM adds he actively makes use of
Shadow Dance, Counter, Leg Sweep, Grapple, etc.
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In
Blade and Soul, whether he or she is
a Blade
Master,
Assassin or Summoner, that is in fact how he
will thrive as a super martial artist. Man can’t live without blade and soul gold. He or she also must
have a steady flow of bns gold in their
storages. He doesn’t need to be exceedingly rich and have an endless stream of
gold, but having more than just enough could turn an otherwise average-skilled
player into a formidable character.
However,
you’re one of those players who are content to just get by, know that this
could limit what you can do. Gold is the currency through which you can level
fast
and kill enemies with better efficiency. Both are possible when you have your weapons and materials
appropriately upgraded, and who wouldn’t want that?
Blade and Soul Gold doesn’t grow on trees
but you can farm them. The following are the main options for farming gold in Blade and Soul:
Gathering and Crafting Sub-professions is one of the best ways
to make Gold income. Some professions are more profitable, i.e., makes more
gold than others. Naturally, you’d want to get gold from professions that save
you time and requires the least amount of effort, or at least one that doesn’t
waste it. For this, you would want to engage in early game and late game
professions as they let you harvest the most currency.
Aside
from knowing these most gold-profitable phases, it is also important to know
exactly which materials are most useful to players in general. Early game
players have a substantial need for pottery items while late game players
require soul
shield
crafts. Depending on what level they’re in, players would have greater need for
certain materials, so you should be basing your choice of profession on what is
highly in demand.
Auction
house
Although
the auction house won’t be of much worth to you in the beginning stages, soon
enough it will be when you’ve run enough dungeons and have obtained a
stack of possessions which you can trade for gold. You can only do this through
your respective region’s auction house where you can expect that demand for
different sorts of items are constantly changing. It’s imperative that you have
a good idea of what’s valuable at a given period and what’s not, as bidders are
not likely to hand over their precious gold for items that aren’t as needed. More information you can check:https://www.mmogah.com/news/title/top-priority-guide-for-gold-acquisition-in-blade-and-soul
There
are four races to choose from in Blade
and Soul, each with their own selection of three
classes.
Race does not impact upon your character’s stats, so feel free to choose
the one you like the look of the most, or that has access to your favorite class. Also the bns gold is
also very important issue in blade and soul, you need to farm
gold
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Kung Fu Master:
Aggro
generator with melee DPS.
Hold
block
Fighting
Spirit, the same as Assassin's sharing a global cool down.
Driven
buff (1% crit damage for attacking the Kung Fu Master's target, stacks 10
times)
Tremor
buff (20% crit damage when a target stands in a Kung Fu Master's Tremor effect)
Target
hold, albeit second worst; on the same tree as Fighting Spirit or after a
knock-up
Blade
Master and Kung
Fu Master
function as the game's "tanks" (which in Blade & Soul simply
means anyone who has the most threat on the boss, as anyone can
"tank" but BM/KFM do it much better), though they have completely
different toolkits and play styles.
Unusually
for a "tank" Blade Master is currently among the top-tier DPS
(although later gets reduced to high-tier due to other classes surpassing it
with future gear). They are well known for their group invincibility frame: it
lasts 5 seconds long, and refreshes cool down on invincibility proc for three
resists in total. In similar vein to Assassin's Webbing, a Blade Master has a
long air combo they can use for aerial stalling in future dungeons. However,
they have one of the more gimmicky anti-projectile fields in comparison to
Sin/Sum/FM, as BM's can only use it after activating a special skill and they
need that to dish out some serious damage.
Kung
Fu Master is well known for providing many offensive buffs to their party; one
of theirs is shared with Assassin's although a KFM and Sin in the same party
can coordinate due to the individual cool downs being twice longer than the
global cool down. They can also grab and pin a target down too with good
duration, although it weakens the KFM's damage output and provides very little
merit for doing so.