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UTC 8 : 35 16. Dez 2025
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#Wukong
wu kong buff with speed attack and counter attack with PVP entrance & rework
02. Nov 2025, 07:56 (UTC)
1818 2
Zeitpunkt der letzten Änderungen : 07. Nov 2025, 03:19 (UTC)
# 1

Region: NA
Family: wutaluaki
Suggestion(s)/Comment(s): wu kong buff with speed attack and counter attack with PVP entrance & rework 
Details: more connectivity from skills, complexity of kit adjustments, and more situational survival pressure & sustain, and bug fixes

Hello everyone I hope all is well, with the current season of arsha active I think there are a few classes that seem to do very well, decently, ok, and poorly I believe WU Kong to be one of these classes that can do ok and excel in the right way as his execution of skills were done well, and he had a very fitting design for flashy high mobility class with very flow like moves and combos, alongside great survivability that just work very well together. (I’m aware that no changes shall happen during the season.)

The class is by no means perfect and feels, well, lacking in his kit & feels bad in comparison to most. As adventures generally don’t want WU Kong on their team, but excels in PVE and why I honestly I don’t think the classes DMG need to be touched as I feel moving his DMG # up and down to assume a new state of balance will be unnecessary I don’t think anyone wants that as it seems not the best idea the way his kit works and DMG scales high but low PVP mods, there is another missed opportunity without needing to change in this way and can be adjusted in a better more creative way with system of inputs that have seemed to be forgotten in recent classes and for refresh implementations.

His entire kit for catching is to make use of WU Kong hair buff, and dash skills to close gaps for grabs, and get behind FG, and a potential down smash that takes too long. The skill works well but can be tuned to be better, and I believe the way to do it is by introducing speed attack to PVP and other classes, alongside his kit, making use of the dash movement in between moves. This gives him a core identity as the speed blitz trickster, striking fast, heavy, and precise. This forces the player to learn how to dash tech to gain DMG boost and not lock the skill, & should become adapted on forward strike moves such as pierce, extend, stretch and crush, adding in speed attack to these moves would fit in well and solve his DMG need issues without breaking him apart and rebuilding his skills as the DMG bonus is fixed and can’t be scaled.

In addition to this, I believe a redistribution of Cc skills and ability effects should be had in this, as well as the class has some hefty misses that could have been avoided, as generally in combat, the class has a low threat level when you understand his kit as an opponent. You know when to punish him, a good WU Kong knows his slips, though given stats provided, but will still have low threat.

Speed attack & counter-attacks changes 

I wanted to introduce speed attack & counter to PVP as we know it but better, with the increase in stats with likely no long pause or end in sight we have classes that are very tanky and can develop hybrid build and high dps builds that shine greatly in battle  The way to introduce something new to help against this is a sort of speed attack variable to help Peirce defenses I believe that way is speed attack & counter and to introduce them to PVP, from what I've read it is at a base 150% modifier for PVE, PVP should have a modifier of 135-150%, but sadly it does not have PVP influence, and from the description I've read it works when an entity uses an attack that charges at you, this is a very loose description and an odd sort of mechanic IMO, this should be changed so that if an attack has a movement leading into an attack or if a class has unique movement like WU Kong that sends the player toward your enemy, while using a skill you should gain +% DMG boost given skill with the inherent modifier. With the counter-attack change, making it counterable from counter-attack skills upon collusion, while still doing DMG boost if the entity is charging at you. And skills that have counter-attack should be able to block DMG from most sources, given the right direction, the attack is blocked & or if the skill is FG. while going through the defenses of skills that charge. With a PVP DMG modifier of 150%. Be it so that classes with counter skills become something new, known as parry classes, as they can ignore grabs as well to help fend off against ranged grabs if skill collides with opponents.

 Additional WU Kong Changes-----

now grows a tail.

Extend - is no longer a knock back, it is now a bound, skill removes -20% guard gauge

Pierce - stays the same, but also has -20% guard gauge, fix the gap bug between Extend combo in and out of Buddha, major difference. 

Stretch - now has down smash 10% DMG increase

Impale - now PVP CC, downs smash removed, fix air grab bug

Scorch - now has a 100 DMG burn every 3 seconds for 15s, fix hair buff targeting skill gap activation and range, and counter skill when skill grows.

Wu Kong hair & It ain't over yet - fix dashing through enemies bugs.

 Clone skills - Buff all clone DMG by 20% -30 accuracy to targets when clone hits and enemy, clone skills also gain +30 accuracy.(was removed it seemed fine to have)

Heaven pivot & tormenting strike, upheaval, and Buddhas finger-- 10% increased animation speed.

Uses less do per ability. 0.5-2.5% should help with managing do bar.

Flying Nimbus - 50% fall DMG reduction lets more stamina be used for a longer ride & allows more moves to be cast from Nimbus Cloud, such as SFT+F, S+F, S+C, W+C.

Monkey see monkey do - increase speed of animation and can change direction with a/d 15% move speed increase for 10s when skill finishes or is animation canceled early

Explode 'em all - De buff time from 5>6s 5% increase debuff %.

upheaval-Fix falling animation on W+C, allow move to follow through until you touch the ground, can sometimes fall out of animation when in the air too long.

Buff evasion passive adds more evasion.

Missed me again - give x2 skill use with separate CD

 

Rabam upgrades and current thoughts on them----

Right through you - now CCs, add FG and counter-attack, add ability to rotate when skill is used, skill lacks in everything, and unnecessarily unprotected when he looks like he is striking with the most caution out of all his moves, increase CD 6s, -5 guard gauge a hit if blocking.

Taste this - great skill could be used as a float CC, being his first 2 rabams should be optional CC with FG 1 being a heal and cautious strike, and the other being an aggressive opportunity attack. Now counter-attacks.

First, Rabam is more consistent due to CD and faster cast, allowing weave-ins, but can mess you up in rotations due to unprotected and stuck in one direction & animation lock, and has nothing much going for it. Please buff.

2nd is good, & can be used to block DMG from targets that blink behind you with the rotation in the skill. Also, with down attack and float mods for DMG boost when you catch someone. Is good for simple combos and protection when moving

Behind you - is one of the worst block jumps in the game, the range and distance you are placed is weird and inconsistent, fix this, so your range is better, and placement landing fluency is consistent in placing you within the backside or opposite location, and allow his clone to copy his last move done if pressed with skills while it is going off. Allow faster follow-up of skills after the jump. Allow untargeted block jumps to use as an escape option as well.

Soaring nimbus - needs more movement during the cloud jump so you can reposition yourself when you need to, so you can’t be grab predicted as the level of ease with the grab prediction is high, forcing you to only use the move to run and use it as a heal. Change the animation speed when he comes down to be faster and more impactful, adding a down smash.

Remove the last 2 rabams so he can use better skills to replace. Skills that can help the class have an impact, and instead of mechanical gap fillers that are used as rabams that are poorly designed and quite lazy with how it is done. The class is underdeveloped, as this portion of the generation of do mechanic was handled poorly and had opportunities to be better on release. Rabams have never been a make-or-break for a class, such as this. Fix it. Here is a solution.

Optimization of C skill------

The class has no options for this. Add skill pathing, you are forced to choose Drain Tusita for upkeep and range due to the nature of the battle in PVP Allow an upgrade path for Gourd in AWK mode that overrides his base gourd in and out of empowered mode. The class has no gourd moves at all besides C the least we could have is built-in options & count gourd as an empowered skill for AP, and hair buff with gourd rework when in mode. 

The options are the drain gourd mode and the seal gourd mode.

Drain tusita gourd - is the same as his current Rabam and works the same. Removed the down attack. hits 3 times each hit now+30% do energy per.+50% crit rate

Sealed tusita gourd - works a bit differently and actually pulls the target in to guarantee all 7 hits now, as that’s the issue, you can’t get them against fast-moving targets in PVP. 15% more range and widths as base, and fills at 20% per hit and heals for 170 hp per, removed down attack.+50% crit rate

 

LVL 58 Rabam recommended Replacements & all LVL enhancement ------

Count Rabams as empowered for the WU Kong hair buff and AP buff when the mode is active. Add do infusion animations,  20% increased Rabam skill damage & range.

  1. Heavenly transformation technique  - Summon a stone clone swap for a backward jump out that takes you invisible for 7s or into a medium-sized grypon or large tusk boar to charge and re cc with a stun with RMB hold or retreat with and take to the sky doing a dive scratch that floats holding LMB+,  or evade into an air combo. activate transformation with LMB/RMB during back leap shift. Stone clone stuns melee attackers Unprotected. 15s CD skill can be used in the air to drop stone monkey on players for damage; the eagle transformation is only available while in the air if doing drop tech. works as an iframe into SA, 20+ dr, 20% all source resist, & debuff resist & cleanse, when boar form taken. +20% movement speed when eagle form is taken, for 15s & can be used while casting most skills.

  2. Celestial Path Strike - summons clones and dashes forward, striking aggressively with haste, has a float CC and no collision and CCS through FG. Requires a target to use skill, down attack, air attack, and 100% crit rate +15% Attack speed for 15s on a 17s cd -20 dr for the target for 10s.

  3. Masterless strike - WU Kong mounts his power pole scaling aside it waiting for the perfect strike, press F to do a drop slam no CC on drop slam but slows 20% for 6s and burns for 100 DMG for 3s for 15s, gaining range and DMG the more you hold for both, it has a bound CC at 50%-max charge & SA while charging skill, on release instead do a pole overhead down attack only CCS if hit by 50%-max charge.50% crit rate, 250 hp heal, has W+F hold effect on pole tip slam area and drop slam, increasing heal scale striking x4. Skill has a continuous range increase with 2 levels, capping at extends max range for the overhead strike and scorches range for the slam. The hold goes as so 25% to 50%, 50%-100% full initial charge is 3s, can release at any time, hold for a slight pause when full for overcharged, do attack for an additional 2s for 50% more DMG & 20% more range, can hold until decided to release, press w/a/s/d to do a light directional dash before release.

  4.  Celestial empowerment- can only be used while in Buddha form, gains a new buff for 25s of +15% attack speed +20-40 additional evasion 10% down attack damage when cast is done, and 250hp/s regen on hold cast until done. WU Kong enters a meditative state, swept off his feet by nimbus consuming stamina/s. With a 35s CD. When done, release a pressuring wave of do energy striking enemies and knocking them back, summon forth 2-3 clones on most moves at a fixed damage rate less than normal, like normal clones they apply the accuracy buff and debuff on strikes, works on moves such as: impale, stretch, hold it right there, Peirce, extend, and crush no ignite hold, and Buddhas finger. clone hits regen do energy.

  5.  Immortal gaze: Reclaimed/release -  concentrate your energy and sharpen your sense, build a pressing amount of do energy, allowing you to gain 50% do and +25 evasion +25 accuracy +15 dr, and press again to release 25% into a stomp in a wide cone in front of you. 25s CD, stomp has 10s CD stiffs and pushes enemies back if blocking, stomp has a down attack, and built-in attack speed boost +15% 15s on stomp

--Any of these can be used for the abyssal legacy skill that is not in the game yet, hopefully 5 and 1, 2, 3, & 4 make it to the game somehow.

BSR---

100% BSR -change skill animation to be 25% faster & choosing of location allowing free movement with skill until you cast, then you can move again, while being cast.cannot cast Damaging moves used by power pole or pillar until you retrieve your weapon, can still cast, monkey see monkey do, refill the gourd, and grab and stomp.

Or another 2 variants, he flies upward by nimbus at a curved angle, uses momentum to jump up, kicks the pole, says a cool line as it expands, or a pole dash pointed in the air does a turning kick into the pole as it expands in any direction below, being able to angle 

The pole, while it is forming and during turn around animations for both choices, a few seconds to aim it below him, or like a bigger impale, angled with S+C AOE. This way, he does not get grabbed and can land the skill, his biggest problem with the skill, while usually just locked.

final thoughts with other mentions----

These changes would make Wu Kong a standout class and make him feel more whole than the hollow shell he is currently.

 As the class currently stands, it is, in its own way, due to design and can be improved. The class is dysfunctional and needs improvement in every aspect.

 I don't think nerfs are what we need; we need solid buffs for classes to bring them closer to the good ones. For example, giving classes unique evasion rolls, like the ninja, would help resolve the 'lock the skill' argument. This class had a few bugs to fix them, allow him to shine. You have an amazing class, and yet he feels 50% complete. I seek more connectivity from skills, complex adjustments, and more situational survival pressure & sustain, as most classes should be like. We, as players, come up with solutions to long-overdue problems and kit mechanics that work and fit right in. Having to wait for a longer time as the problems in the game are numerous and work up as complaints become apparent. If feedback was looped, we would all have a greater time with BDO as a community, as there are classes left completely unchecked, & systems undesired, while some overly dominate, &  underperform. But that is most of the changes I see he needs to be a real class and for BDO to have a real sense of progression again. Let me know what you think. Thanks.

Zeitpunkt der letzten Änderungen : 02. Nov 2025, 17:15 (UTC)
# 2

With exaggerated moves, Wu Kong struggles against classes that can debuff him so hard, effectively making combos chance slim & % of  being CC going up very high with his do mode kit skill gaps. making offense not even possible due to how slow you are on skills, and these classes are generally ranged and can keep the cycle of slows up, making combat very hard if you don't play perfectly.

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