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The Ghrazi Blood Knights

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Disclaimer

THIS IS A WORK IN PROGRESS, A FINISHED VERSION WILL BE POSTED SOON.

This guide, and its contents thereof, assume you are getting started with Ghrazi Blood Knights, and does not necessarily cover meta strategies. Due to the recency of the boss, this guide is considered Work in Progress and some mechanics may not be outlined.

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Introduction

The aim of this guide is to provide a basic overview of how to get consistent kills at the Ghrazi Blood Knights. Due to demanding damage checks and mechanical complexity of this fight, contents of this guide assume you have at least made it to the end of Stage 1 of #upgrade-order for your chosen style. As Ghrazi Blood Knights are enrage-based with fixed enrages of 100, 500, 750, 1000, 2000 and 4000%, mechanics and strategies may differ based on enrage. For the purposes of this guide, 100% enrage on duo mode will be utilized.

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General Information

⬥ Ghrazi Blood Knights are located in Havenhythe. Fighting them requires the completion of the Heralds of Crimson quest.

⬥ Both bosses share a health bar, with health based on chosen mode and enrage:

‎ ‎ ‎ ‎• Normal Mode: 1.5M + 300k

‎ ‎ ‎ ‎• 100%: 2M + 600k

‎ ‎ ‎ ‎• 500%: 3M + 900k

‎ ‎ ‎ ‎• 750%: 3.5M + 1.05M

‎ ‎ ‎ ‎• 1000%: 4M + 1.2M

‎ ‎ ‎ ‎• 2000%: 5M + 1.5M

⬥ As of October 12th, Ghrazi Blood Knights can only be fought in duo, with a solo mode added in November.

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Gear, Relics, Familiars

The following presets are based on Stage 1 of #upgrade-order for your chosen style. Antisanguine is strongly recommended, as it will apply a 40% damage reduction against all Sanguine damage dealt in this encounter, including Lord Vasily Ghrazi's mechanics.

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Fight Mechanics (General)

As you are fighting two bosses at the same time, each player will have to handle the mechanics of their respective boss, barring shared mechanics.

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Attack Rotation

⬥ Karmina attacks with melee, Vasily attacks with magic, with a mechanic every 4 auto-attacks for both

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Close Formation

⬥ If Karmina and Vasily are standing next to each other, they gain a stacking defence buff that reduces hit chance

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Crimson Lament (Vasily) / Blood Challenge (Karmina)

⬥ Both Karmina and Vasily gain a buff every time they hit their target, increasing all incoming damage from them by 4% per stack

‎ ‎ ‎ ‎• Capped at 24 stacks, for a total of 96% increased damage

⬥ Stacks fall off after 30 seconds of not being attacked by the Blood Knight that inflicted the debuff (e.g. not being attacked by Vasily while having stacks of Crimson Lament)

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Sanguine Influence

⬥ Persistent debuff that increases all incoming damage from both bosses

⬥ Stacks are gained at the start of Phase 2 and throughout Phase 3

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Note: The current damage boost% per stack is unknown

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Isolated

⬥ Persistent debuff that prevents players from directly benefitting from Heal Other, Heal Group, or Intercept

⬥ Only appears in 1000% Enrage or higher

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Mechanics Rotation

⬥ Both Karmina and Vasily perform 4 auto attacks between each mechanic:

‎ ‎ ‎ ‎• Cross Cut -> Blood Waves & Sanguine Surge/Lunge -> Blood Bomb & Sanguine Strike/Blood Tribute -> repeat (Phase 1)

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Cross Cut (a.k.a. Prayer Flurry)

⬥ Both Karmina and Vasily perform a flurry of attacks with all 3 styles, order of incoming attacks are random and the length is based on current phase

‎ ‎ ‎ ‎• Performs 3 attacks in Phases 1-3

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ This is increased to 5 attacks in Phase 4 onwards

⬥ Each hit deals moderate to high damage if not prayed against, and only 1 damage if prayed against

‎ ‎ ‎ ‎• Unprayed damage has defensive piercing(?)

⬥ All hits are within a tick of each other

‎ ‎ ‎ ‎• The flurry arrives sooner in 500% Enrage and above

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Solution:

⬥ Pray against the attacks accordingly:

‎ ‎ ‎ ‎• Red projectile: Pray melee

‎ ‎ ‎ ‎• Green projectile: Pray ranged

‎ ‎ ‎ ‎• Blue projectile: Pray magic

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Sanguine Surge (a.k.a. Lunge) (Karmina)

⬥ Karmina performs a hard hitting lunge that deals typeless damage and stuns stunicon the player

‎ ‎ ‎ ‎• The lunge has high defensive piercing

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Solution:

⬥ surge / dive out of the way to fully negate the mechanic, timing is roughly 2-3 ticks after Karmina says Nowhere is beyond Our reach!​

‎ ‎ ‎ ‎• anti to prevent being stunned if caught off guard

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Note: Sanguine Surge does NOT reset movement abilities on a successful dodge

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Blood Waves (Vasily)

⬥ Vasily unleashes waves of blood that sweep parts of the arena, dealing magic damage

‎ ‎ ‎ ‎• Number of blood waves depend on enrage, but all are 6 tiles wide and on Vasily's target

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Solution:

⬥ Dodge the waves with surge / dive, taking care not to accidentally hit the Karmina player

⬥ magic damage can be prayed against, and fully negated with devo

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Sanguine Strike (a.k.a. Blood Tribute) (Karmina)

⬥ Karmina inflicts a hard hitting bleed that deals magic damage for 10.2s

‎ ‎ ‎ ‎• freedom will not clear the bleed

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Solution:

⬥ debil Karmina or reflect to mitigate incoming damage

‎ ‎ ‎ ‎• Alternatively, both players switch targets and voke their respective new Blood Knights (e.g. Karmina player switches to Vasily, and vice versa)

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ This allows devo to fully negate the bleed as well as Vasily's attacks, removing KO potential from getting off-styled

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Note: It's possible to fully pray against all of the Sanguine Strike hits, but it's usually safer to burn a threshold defensive than to flick prayers

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Blood Bomb (a.k.a. Meatball) (Vasily)

⬥ Vasily unleashes a blob of Sanguine that deals typeless damage as it bounces six times between both players, starting with the player who has Vasily' aggression

⬥ Damage dealt by the blob has defensive piercing, and increases based on distance

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Solution:

⬥ Stick together and reflect + shielddome or cade to mitigate incoming damage

‎ ‎ ‎ ‎• In 750% Enrage or less, cept cade will drastically limit incoming damage

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Fight Mechanics (Phase 2)

⬥ The Knights gain 200 Sanguine Influence stacks, increasing their damage dealt

⬥ Vasily gains a new mechanic exclusive to this phase, Tumour Summon

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Mind Flail (a.k.a. Tumour Summon) (Vasily)

⬥ Vasily summons tumours visible only to the player who has his aggression

⬥ The tumours deal additional damage if allowed to fully channel(?)

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Solution:

⬥ Clicking on a tumour will expunge it, negating the mechanic if all tumours are expunged

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Fight Mechanics (Phase 3)

⬥ Both Karmina and Vasily go Immune, and a player is teleported up next to the Sanguine heart, while the arena is littered with Sanguine tumours

‎ ‎ ‎ ‎• The player chosen is random(?)

⬥ One of the Blood Knights stop attacking and start channelling the Sanguine heart, increasing Sanguine Influence stacks

⬥ To progress to the next phase, players must take out the Sanguine heart

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Sanguine Heart & Tumours

⬥ A player is transported to the top, where they have 18 seconds to deal as much damage as they can to the Sanguine heart

⬥ Six Sanguine Tumours also litter the arena, dealing typeless damage every 6s to the player who wasn't transported

‎ ‎ ‎ ‎• Damage dealt by the tumours are based on proximity; they deal less damage farther a player is from them

⬥ Sanguine Heart & Sanguine Tumours have health scaling with enrage:

‎ ‎ ‎ ‎• Normal Mode: 300k LP (Heart), 5k LP (Tumours)

‎ ‎ ‎ ‎• 100%: 400k LP (Heart), 15k LP (Tumours)

‎ ‎ ‎ ‎• 500%: 900k LP (Heart), 27.5k LP (Tumours)

‎ ‎ ‎ ‎• 750%: 1.05M LP (Heart), 33k LP (Tumours)

‎ ‎ ‎ ‎• 1000%: 1.2M LP (Heart), 40k LP (Tumours)

‎ ‎ ‎ ‎• 2000%: 1.5M LP (Heart), 50k LP (Tumours)

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Solution:

⬥ Player at the bottom can reset the timer back to 18 seconds by killing Sanguine tumours, though this will also incur 25 stacks of Sanguine Influence and inflict a stack of Haemmorhage to the player attacking the Heart

‎ ‎ ‎ ‎• Haemmorhage deals melee damage every 1.8s, increasing with every stack

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Blood Diamond (Vasily)

⬥ Vasily summons 2 waves of hard hitting blasts that obliterate a large, diamond shaped area with typeless damage, first blast is smaller than the second

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Solution:

⬥ The blasts are telegraphed, move out of the way, use dive if necessary

‎ ‎ ‎ ‎• Can run 2 tiles diagonally from starting position (and back) to avoid the blasts, preserving dive

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Fight Mechanics (Phase 4)

⬥ After destroying the Sanguine Heart, players continue fighting the Blood Knights until their health fall to 0

⬥ Vasily gains a new mechanic during Phase 4

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Sanguine Spores & Arena Destruction (Vasily)

⬥ Vasily starts charging and infests players with spores that, once on the ground, inflicts persistent magic damage over time

‎ ‎ ‎ ‎• A secondary bar will charge above the players' heads indicating when the spores will be placed down on the arena

⬥ Once Vasily finishes charging, some parts of the arena starts glowing red, indicating that they will be ripped away

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Solution:

⬥ Stand on the glowing tiles that are about to be ripped out and drop the spores there, then move out of the way to avoid a hard instakill instakill

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Fight Mechanics (Phase 5)

⬥ Instead of dying, the Blood Knights become enraged, regaining some of their health and starting to inflict the Exsanguinated debuff on the players

⬥ They will also gain a persistent vampyric lifesteal effect during this phase

⬥ To win the fight, the players must lower the health of the Blood Knights to 0

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Exsanguinated

⬥ Persistent, stacking debuff that builds over time by Karmina and Vasily's attacks and mechanics, increasing all incoming and outgoing damage

‎ ‎ ‎ ‎• More stacks are inflicted if a player mis-handles a mechanic(?)

⬥ At 100 stacks, the team WIPES instakill

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Solution:

⬥ Use Extra Action button to spawn a cleansing dome that removes Exsanguinated stacks

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Troubleshooting

TBA

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Example Kills

TBA

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