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Moar Musa Feedback V2: Part 1
Jun 28, 2021, 06:50 (UTC)
1300 3
Last Edit : Jul 22, 2021, 11:05 (UTC)
# 1

With PA confirming that potentially large reworks are on our horizons I'm going to redo the last thread and try to make a better case as well as cover more.

Short and sweet summary: We need a harder pass this time. The changes we got recently didn't actually address any of his core problems and simply increasing his damage numbers is little more than a bandaid

Disclaimer: I'm not an expert at this game nor will I even claim to know the class better than most, especially PvP which I'm terrible at. I’ve never even played Succession so that’s an area that I can’t even begin to cover.  So this post isn't an objective look at the class and is merely my personal opinion based on my experience and opinions/discussions that I've had with other players or have seen take place about Musa. That said though, since it seems hardly any Musas are making an effort to voice their opinions on the forums so I thought that there’s no reason why I can’t give it a shot. However, as is the point of the forums, I’m open to discussion about anything I say so feel free to refute me if you believe I’ve made an error in representing the class.


PVE: This is probably the largest point of distress for most Musa players as it’s well known that Musa is towards the bottom end of the PvE scale. His PvE pass he received might’ve perhaps raised him up from being considered one of the top 3 worst grinding classes in BDO, however it seems that all he has done is gone from one of the worst to being mediocre or average at best. As it stands it’s still a common thing for there to be a large gap in trash loot per hour when comparing Musa to what is considered by players to be the good classes. Even if the competing class is being handled by someone who is inefficient, against a Musa who is maximizing his potential, the gap can still be very large. The gap between 2 skilled players is even larger. I’ve seen instances where a skilled Succession Striker was making almost as much trash loot as a Musa who had 18 more AP than him at an end game location. While Succession Striker is a bit of an outlier with his current power, the comparisons between Musa and other top tier classes aren’t particularly favorable either. The reasons as to why this is the case is something I’ll try my best to discuss. This is based off of my experience with the class as well as a lot of hearing what others have had to say over the years. 


Disclaimer: Feel free to skip to the bottom of this post for my summary of things. Before I knew it this turned into close to 6000 words so I understand not reading it or skimming through it.

 

Cooldowns: For a class with no particularly strong features and rather average damage, Musa has a lot of strangely large cooldowns. Not only do these cooldowns directly affect his DPS but it also affects other aspects of grinding like pulling mobs.

There are several examples of long cooldowns that disrupt his kit or just don’t make sense but I’ll simply talk about these for now. Projection’s Flow: Extra Credit, Backflow, Crust Crusher, and Crust Crusher’s Flow: Foul Play, and Musa Resolve.

Extra credit is a flow of Projection that effectively doubles the damage of the skill by copying it.The problem here is that Projection is for whatever reason a summon so it’s subjected to the AP cap that all summons get. It does terrible damage, to say the least. Yet for some reason Extra Credit is on a whopper of a 12 second cooldown. Now this wouldn’t be worth mentioning if it wasn’t for the fact that Projection itself is only 7 seconds. So the flow of an ability that simply copies the damage of a very low damage skill is almost double that of the actual skill itself. This isn’t actually much of a loss to the kit itself but an example of his weird cooldowns.

Backflow is more detrimental to the kit. The damage is good and it has super armor. Nothing overly amazing but it is actually useful. This one also shares a 12 second cooldown for some reason. Considering what most classes can get for protected damage this cooldown is definitely excessive for what it gives.

Then comes the biggest problem of all which is Crust Crusher + Foul Play. This ability is on a Crushing 17 second cooldown. Without a doubt this one is definitely a cornerstone of the kit. The ability and its flow combined make the largest damage option Musa has available to him. However considering his position on the power scale in PvE, and the fact the only good thing is its damage, 17 seconds is far too large. It’s Frontal Guard is notorious for inconsistency and the animation is long. Some of the particularly strong classes get even more damage overall on spammable cooldowns while this is really Musa’s only outstanding damage source in his entire kit.

To put this into a perspective that’s easier to visualize, let's assume I’m trying to do full rotations. I do a full rotation including my pre buffs and don’t even use my 10% attack speed buff which would increase the cooldown gap.

Let's assume most Musa combos would follow the formula of Prebuffs>Dashslash and Eradicate> and then pure damage. Depending on how much filler you put into the combo by the time you repeat your second combo you’ll still have about 3 or more seconds until Backflow and Extra Credit(both 12 seconds), and well over 7 or more until Crust Crusher and Foul Play.

The normal and logical solution is to fill in the combo with more abilities. The problem with Musa is that we have no good filler. At all. Which is why very often in between skills or as a finisher people just spam Crosscut and Twister as they’re all we’ve got for quick damage, even if it’s low. Projection is already used in the main combo but has low damage. Our Rabam Storm Slash has decent damage on par with our awakening skills but has a long animation, is unprotected, and a 15 second cooldown. The newly buffed Nemesis Slash has a bit lower damage but a 20 second cooldown, is unprotected, and a long animation. Blooming, which is an iconic skill on Musa, has damage on the lower end but is still high enough to be considered, however it still has a 15 second cooldown, is unprotected, and has a long animation.

By this point I think you’ll notice a pattern here.

And I still have one more topic to cover as far as cooldowns are concerned which is pulling mobs. As of right now Musa has some pretty darn bad pulling capabilities. If we take a look at a golden standard for pulling such as Warrior’s ground roar (god I love that ability) Musa’s Musa Resolve is lacking in every possible way. Musa Resolve has: Considerably less range, costs 150 stamina, is a full AOE circle centered around the character which prevents more precise control, and is on a whopper of a 20 second cooldown. This ability is weird because it’s both a PvE and PvP ability which is probably 1 reason for the strangely high cooldown. Despite only dealing damage in PvE so that it can pull it has an AOE stun that affects everything. Not only is 20 seconds horrendous for an unprotected stun as far as PvP is concerned, a stun on a pull ability for PvE is terrible if you can potentially stun the mobs and delay the pull. And this is on a whole 20 second cooldown. Musa has a second ability which is almost identical which is a rabam skill called Musa Spirit. It functions exactly the same however it lacks the stun, has a shorter range, and shares the same cooldown. Instead it grants 450 HP and a crit rate and magic DP buff. I don’t really believe the buffs are on a level that justifies the cooldown but it’s fine for now.


Buffs, Debuffs, and Modifiers: This section will likely be shorter as it’s pretty straight forward. One of the major factors that goes into the strength of a class is the buffs and debuffs that are available through their kit as well as the modifiers attached to those skills like Accuracy and Crit. For instance, Guardian is considered strong which is for many different reasons, but a simple one is that this class has some seriously juicy buffs and stats. Did you know that with a practically permanent +50% crit rate, high innate crit rate on all of her skills, and character crit rate that Guardian can effortlessly reach 100% crit rate at all times? On top of this she even has a +crit damage buff which is pretty darn strong when everything crits. Then she has things like +20 AP, +9% Accuracy, and +20% Attack speed as part of her buff rotation.
This isn’t to say she’s broken as she still pales in comparison to something like Striker, but next to something that is considered “strong” like Guardian Musa has very little and something like these make it easy to see why. I will admit I was happy that we got that new skill with the +Accuracy buff. However we have a rather weak attack speed buff, a -15 DP debuff when most classes have 20 or above to rely on, no such damage modifying buffs like crit damage or +AP, ect. And then there are even some pretty darn useful debuffs that other classes have that we don’t. For instance we could definitely use a solid -Evasion debuff for both mobs and players considering our history with accuracy problems. Or a -AP Debuff like Guardian has.

There’s only so much that can actually be said besides simply we don’t have good buffs, so I’ll end this section here.


Animations: I already mentioned it in the cooldowns but another problem that causes issues are our animations. Very long, more than a few that just lock you in place, some that just don’t even combo into anything properly, and then many bad hitboxes. For examples of long animations we can look at any of the Rising Storm abilities, then some not so terrible ones like Below The Belt, and God help anyone who uses either of the Nemesis Slash abilities. Some classes can almost go as far as basing their speed entirely on how quickly they can manage key inputs as well as their skill with cancels like Berserker or Warrior. Musa is pretty much just based on how much attack speed you have. There are plenty of classes who are similar but are also designed differently. Musa should practically fit into the same category as one of the close range engage classes like Ninja or Kuno. A melee class who can dump damage while staying fairly slippery and mobile through the usage of high speed inputs and an array of cancels for those who are skilled enough to utilize them.

There’s still other issues that can be problematic. For instance, Musa has small movements on pretty much his entire awakening kit that pushes him forward. If you have a specific positioning for the purpose of dealing with your small hitboxes then this can easily screw that up. Which also brings me to that point, which is that Musa has some REALLY small hitboxes considering other melee classes. Trying to group and then DPS can be very difficult sometimes due to the very small radius of his AOE abilities. It can be a pretty common thing for mobs to be just slightly out of position which causes them to not get hit by either important debuffs or main damage skills. The problem scales with the size of the mobs themselves as the larger the mobs the greater the distance between you and the other separate ends of the pack. In some grind zones you might now even be able to hit all ends of the pack regardless of how well you position everything.

Of course, none of these smaller issues are particularly unique to Musa. But since I’m talking about his problems then I might as well mention them.

PVP:  As it currently stands, Musa’s Awakening is just bad in PvP. Yes there are some who succeed with it but it just doesn’t work well.

CC’s And Playstyle: The  first issue is that Musa is pretty much relegated to 6 CC abilities to use and all of which are risky in terms of protections, very short usage windows, and have massive cooldowns. These are Dragon Bite, Stub Arrow, Quick shot, Crosscut into Counter Assassination, and Musa Resolve. Dragon Bite isn’t terrible but it can hardly be considered a good skill due to how short and narrow the hitbox is. There’s also the problem of the frontal guard leaving you easily open to any AOE CC’s casted on top or behind you while engaging.  Stub arrow and Quick shot are both pin point arrow skills on 14 and 15 second cooldowns while both being unprotected with a relatively long animation. Both of these pretty much require you to accurately predict/react to a gap in protections and land the arrow, hoping the CC isn’t resisted, and then you can engage for a combo. If you miss then you have an eternity to wait for another attempt. The Crosscut into Counter Assassination combo is a lot like Dragon Bite. Not terrible but not good and is very inviting for a grab. Finally there’s Musa Resolve which is a short range AOE with no protections and an animation that stops you dead in your tracks and makes you stand still for a split second. Considering how close you have to use this it’s a death sentence vs a lot of classes and will easily get you CC’d and killed. Not to mention that none of these abilities actually deal damage or even apply a debuff so there’s absolutely nothing if you fail to land the CC.

What ends up happening is that compared to normal classes there’s a whole lot less room for success and a massive amount of room for error, and all of this has no additional pay off as a result. This is especially the case as the opponents start to become more protected or more mobile, like a Nova who has high protections, or a Ninja/Sorceress who has high mobility. This forces Musa into a much more boring and linear playstyle of attempting to just trade damage with protections which he isn’t even optimized for in the first place.

A good public example of this behavior was today’s Arena of Arsha tournament with trial characters. 2 Awakening Musa players faced off against each other and there were almost no CC abilities landed during the entire match. The few that did hit were almost blind luck. So it was just a massive amount of throwing out damage at each other until someone made a mistake. The final match in the best of 5 ended after the timer went out and the winner was decided based on who had more HP. It was honestly boring to watch and many viewers even complained about it. However of course it’s not the players fault as the class simply has no other viable playstyles. 

Post continued in next part. 

Last Edit : Jul 22, 2021, 17:24 (UTC)
# 2

Hi Xuefong,

I played Musa for over 4 years coming up to 5 soon. I play in NA Sov_ereign and EU Sovereign even started up a youtube channel to help musa play the class better, I have been in Top PVP guild to TOP PVE guilds. 

''I mention this not to flex I say this because me coming from a PVE and a hardcore PVP guild I have a lot of experience on all the flaws of this class compared to other classes'' 

 

I love this class and have never fully committed to reroll of this class just because I pull less trash per hr. everything about this class is Tri hard from having to fish for a CC to haveing to pre buff in PvE. ''yes there is some classics like a guardian that just there Sa rotation with high damage skills. that is also the pre-buff skills. every class that has a grab is a joke, there is no skill on grabs they are way too OP. a musa fighting a grab class is so bad the lineup is a joke. We are a part melee part range class and all are damage is in our awakening kit thus not being able to get close is a fucking joke.

 

I have read most of you post not a massive fan on reading but it was very much in line with what I have to say apart from one or two things.

and I think you have good insight in the class and what it needs.



PVE:

[sovereign] This is probably the largest point of distress 

it stands it’s still a common thing for there to be a large gap in trash loot per hour when comparing Musa

 
[sovereign]

from top S+ class, I will be pulling 2k less trash. from top A+ classes will be 1k less trash the rest is like 400-700 if you want me to do the math that 31mil to 6.2mil  every hrs now some people have said it more than 2k I say its around 1/2k because there always someone or something that mess up your trash per hr, nothing is perfect.. and rng is rng....  [hate players that base their income on rng hr per] if you are wondering that's 31mil if you do 4 hrs a day grinding ''where has your IRL gone?''   every day per week per month that over 3bil or more a month you are missing out.

 

Cooldowns: For a class with no particularly strong features and rather average damage, Musa has a lot of strangely large cooldowns. Not only do these cooldowns directly affect his DPS but it also affects other aspects of grinding like pulling mobs.

Projection’s Flow: Extra Credit, Backflow, Crust Crusher, and Crust Crusher’s Flow: Foul Play, and Musa Resolve.
Let's assume most Musa combos would follow the formula of Prebuffs>Dashslash and Eradicate> ?

 

[sovereign] why would you do this in that order?

when the flow to Eradicate is Dashslash by doing it in that order you not only lose time on the skill but lose damage on the startup.

Here are add-ons and the reason I do this set up https://gyazo.com/30841c66d6a19fe0eb270e2c7c8833f3

 

I normally grind Star end so the Knock Down of mobs is where Musa get all his damage

 

Eradicate give Acc--so you going to do more damage per second the flow is dash slash with the addons you put -dp15 and -eva and before you say it  'YES the -15dp from the skill and the addons do work together. this is going to debuff the mobs and make them weaker ''Tri Harding''

 

I would go into a combo like this eradicate - dash slash - projection - ext credit - below the blew [cancel with S key] for 10% attack speed -crush crusher -foul play  the Buff is this

PVE

all acc+ 9

-30dp

-4eva

monster damage +30

crit hit damage 3%

into down attack skills

 

PVP so Sa trading

would be the same but the +ap and -AP from projection would help you out SA trade player if they did not FG [thats up to you to see on their HP bar] if it does not connect I will just back off and retry, if he is a skilled pvper and notices it I will go back to brain dead horn bow. and fish for a cc

Now I know that the combo is more or less with a down attack back attack buff but if you can't down a mob then you not getting any buffs anyway so there is no point in not having them on the rota you do.

Would also like to say this is my playstyle and your addons should not be the same. you should put your addons to the way you play your class

 

all this buff/debuff here always flows in time with each other. there is a gap for the crush crusher sure!!! but like Xuefong said you can twister and crosscut your life away!

 

 

Buffs, Debuffs, and Modifiers:

[sovereign] Yes are debuffs are considered to be the worst are debuffs are based around small AOE and zero protection making them useless in a large scale in 1v1 is not too bad but vs some classes, for some, you will have to adjust your playstyle otherwise you will get punished all the time with this skills

 

Animations:

[sovereign] this was my Big topic with Warrior you can cancel a lot of skills with Q block and the flow from skill to skill is very nice

because of this you can cancel and adjust and then go back into another skill this also gives more dynamic damage for when unexpected things happen IE a Float that you think might not of connected

 

 

PVP:  

As it currently stands, Musa’s Awakening is just bad in PvP. Yes there are some who succeed with it

 

[sovereign] I don't agree with this I just feel every Musa I come across is stupid and rush's in... Is that because every class is more brain dead than musa? and with stupid damage like succ ninja? or maybe its just my 4 and a half years playing it.

I am going to finish this off with some last things to say

 

Are pre awaking Kit needs to be re-looked at, We need more Sa and AOE in there, 90% of the pre awaking kit is unprotected and is slow animations ''let me just make a tea and walk the dog, then I come back I will sidestep you Foul play skill and get grabbed and #!%,£#@ easy win!''

 

Musa need a SELF BUFF that give him an anit grab [NOW IF THE DEVS ARE READING THIS] Do not give use a Grab resist they don't work in your game Corsair class grab resist after stacking max grab resist hahahah Its to easy to grab them still.. NO!! Musa needs a SELF BUFF that when a player grabs him that player gets CC as a standing CC 1 sec I don't mind if the buff has a bad cool down like 18sec We are Musa we can play around the field until it is up again.

 

if this is too much to ask then our rebam horn bow skill has to bypass Sa and FG or just FG and give a better standing CC of like 4/5 sec

 

if this is still to much to ask are Q black should bypass FG and Sa for a cc of 1/2 sec with the effect of not being grabbed Ie an i-frame

 

Debuffs Every debuff we have is limited look at pre wakening skill tree everything is unprotected and slow to cast

I would speed up skills like

[back step slash]

1) need to be faster

2) needs to have Sa

 

[nemisise slash]

1) give use FG! so we can pve better

 

[dragon claw]

1) Should be a Float!

2) need more damage

 

[lunar slash] the flow to Dragon claww---

1) This should be a Knockdown

2) need to be faster

3) needs more damage

 

[risen storm]

1) need to be a little to be faster

2) needs FG or SA

3) needs more damage -

4) need to give attack speed buff 10% or 10% movement speed

 

[risen storm blaze]

1) need to have a 10% BSR that does the same damage as Dash slash with more hits

1048x2

1258x3

should Air smash the target

 

[evasion shoot] 

1) need to be a real iframe

Needs to be faster enough so the ''Iframe'' works!!!!

 

[slow casting gale] ---

1) more damage

 

[Tiger Blade]

Shift Q in succ you can come out of Tiger blade, in awakening we are locked into he form

1) allow use to Cancel the Tiger blade

 

[Dragon Bite]

1) give better AOE on the skill

2)

 

[Blind Trust]

1) give better AOE on the skill

2) frontal guard

3) when you press some skill or the server is lagging the game thinks you are pressing the skill twice, thus it will spam the same unsafe skill twice and keep doing that until you stop for a sec - remove the animation of the skill that is spammed when pressing it twice.

 

[Cyclone slash]

1) the Range of this skill needs to be the same as Succ Musa Cyclone

 

[Cleaver] By the beard of Zeus https://tenor.com/view/by-the-beard-of-zeus-ron-burgundy-shocked-omg-anchorman-gif-8082410

1) change the skill to be a Knockdown, with this as a knockdown we can so come crazy combos in pre awakening and go right into an awakening for our max damage so easily

 

[Cleaver Typhcone]

2) remove the animation or speed it up --musa is meant to be a fast class come on devs

3) for the love of god remove the knockdown effect it has no place there and can mess up a cc chain instead give a downsmash

 

 

[Blind Slash] the absolute skill can get buggy when canceling to fast and will not work

1) have it so it flows into skills better

 

[Retaliation decapition]  I am not sure what the dev's through it would be a good idea to lock us in this cancer of skill but we are

1) speed up the skill to where there is almost no animation or just delete this from the game

2) need to be Sa with FG ''I know a lot of people will complain about this but Warrior has Frontal Sa too''

3) maybe when a class tries to grab us it will trigger a bypass of protected SA or Fg and CC them instead, stopping them from grabbing

4) need to give more damage

5) the skill is called decapitation sooo with that said give us a massive bleed on this skill 200/300 bleed

 

[Chase] I thought it was chase so why are you running!!

1) Give chase a 5% eva buff on CD

2) make the Iframe Sa Iframe Iframe instead of the SA SA Iframe that it is now

3) Allow us to cancel more skills with a Dash

4) has to be more faster

5) need to drain less stamina

 

[Blomming]

1) buff the Sp/MP/WP drain on the skill so it drains to max max number rather than rng hits

2) allow us to chancel the lv3 skill blooming with Q or chase so we can counterplay better.

 

[Passive skills]

[force of the sword] why do we need crit hit when with have Blind thrust give us  Crit hit 30%

1) change this Passive skill to give us Crit Damage

 

[Precises Marshal Arts]

1) change the skill to ignore Knockback and stiffness resist 15% to Knockdown and stiffness resist 15%

 

[Maneuver]

1) change the skill from Melee Evasion to All evasion +1 for every lv

 

[Infinite Mastery]

1) change the hp from lv/lv2/lv3/lv4/lv5 100+hp to 200Hp 

2) change the hp and Acc from lv6 to 400HP 6% all acc

 

[Sword Training]

1) re-name the skill the Musa Mastery

2) change the melee AP to All AP

3) give All AP +2 for a player hitting lv 63 64 and lv 65

4) give 1% acc for lvs10 and lv11

 

[Awakening]

first of I don't feel like there need to be many changes apart from the speed of the skills and damage

 

[Spinner] Sadly this skill has no place in the game if you want to spice this skill up you can maybe try this

1) speed up the skill

2) full Frontal guard

3) the skill seems to be in 3 cuts why not make this are filler skill for grinding mobs, give this skill more swings at the end of the skill and have it mostly focus on PVE damage I think this would be an amazing skill if it destroyed mobs like ninja katana shower in pve

4) delete the skill--- Okie i was meme'ing but for real the skill is bad for pve and its a no go for pvp so make this a crazy high PVE damaging skill

 

[Musa resolve] I love this skill but I hate the way you stand still and can be CC

1) change the skill so we can use it when in Dash without stopping

 

[Musa Soul] Lahn got an Ebuff where us must change?

1) Remove the 50% resistance and make it give all attack speed +30% for 30 sec  all movement speed  40% for 30sec all AP 40+30sec

Warrior has this buff for the Ebuff -the AP with this Buff to Musa E buff we can press it and SA trade a lot better we also have the much-needed attack speed and movement speed that i feel musa needs in pvp and pve

 

[Core skills]

1) Crush crusher to be changed from frontal to Sa as a choice

 

Musa needs his HP/Stamina/Acc buffed  Hp for SA trading in node wars Acc to her is damage off when fighting high eva players and Stamina to keep his in the fight for longer, To me Musa should not have to be so Try hard and if you guys onyl take a look at other class like Zerka E buff or nova moment speed or guardian Damage on their skills you will see that none of this buff come close to out scaling them in pvp or pve. as always let me know. to all my musa that have not fully rerolled stay strong and hold on <3

 

Last Edit : Aug 10, 2021, 19:34 (UTC)
# 3

So, I am just giving my 2 cents. I have played Musa for about a year and a half now in succession.

I only play musa... 630GS { 277 / 280 / 354 } [ IV BS | IV BS | V Kutum ]

Acronyns

FBT =  Forward blind thrust { W + Space }

BS = Blind Slash { S + E }

BSS = Back Step Slash { S + Space}

RS = Rising Storm{ Shift + Q }
SA = Super Armor

CC = Crush Crusher { S + C }

awk = Awaken

 

 

Trash Numbers;

5 - 7k Orcs no wep Blue Loot Scroll { depending on rotation }

4.4k Sycrica Blue ls { regardless of rotation }

4.3 - 5.1k SE Blue ls { depending on rotation}

5.4 - 6k Thorn Wood blue ls  { depending of rotation }

4.2 - 5k hystria blue ls { depending of rotation }

7 - 9k aakman {depending of rotation}

 

Pve combo

Harder Areas;

RS spam + quickshot to gather. Q block , Dbite ,RS , Backstep slash, blind slash,cyclone slash , Carver 2hit debuff,blooming, gale,back chase , FBT , gale, dbite, gale, rabam... repeat

Easier areas;

RS SPAM, run out of stamina, walk, RS SPAM

 

 

First things first the bad....

1. Lack of protection on cc initiators.

2. Lack of any method to deal with blocking classes.

3. CD's on arrow initiating abilities.

4. Lack of AOE damage on high damage abilities IE Gale, Cyclone Slash.

5. Due to class mechanic usage on stamina to use abilities going from 1 pack to the other you lack chase.

6. Tiger Blade very useless skills and becomes a run away mechanic.

7. Kicks feel under powered

 

The good..

1. Fast pace game play.

2. Mobility

3. Rat class

 

 

Things I wish were modified

1. Quickslot availability for FBT.

Reason for this is basically anyone new to musa can't use FBT or even veterans seem to make mistakes due to the cancel nature of FBT.

2. Quickslot triggering on Cyclone Slash when in CD.

In succession you should have the option to case cyclone slash when in CD if its hot barred you cannot, however you can still cast it after BS, RS, Carver.

3. Gale needs to hit a wider range of targets.

4. Abilities on CD should have a slightly different animation than abilities off CD to ethansize effects to newer players.

5. FBT should have frontal guard/SA to be more useful in certain situation.

6. Lack of down smashes in succession for combo extensions.

7. Crush Crusher has a large gap, and only has SA if the first hit hits. This compare to newer classes is kind of a joke.

8. Serene Mind should add a blue aura around the musa for better visual queue.

9. The stamina cost from consuming Serene Mind should be lowered to 25 from 100, so you can still chase out after over usage of combos{IE: triple blooming }

10. Arrow Grapple range should be extended to a minimum sage range of aoe to make this skill viable. Currently this skill is half the range of a stub arrow which is not very useful, it is also not protected what so ever, and it should have SA in the current game meta.

Since awk Sage,awk Lahn, awk Hash,nova, get a grab. There really inst any reason why Arrow Grapple should not become a ranged grab as well.

11. Stub Arrow / arrow attack range should be extended to long range rather than mid range which is shorter than Sage aoe.

12. Carver / Divider for them to become part of pvp/pve rotation should have a attack speed buff or accuracy buff.

 

The rabam's should be modified as well.

IE

Musa's resolve is too useful not to take, any rabam that would be comparing it to should be similar. Instead of critical hit buff , attack speed buff.

Quickshot is also too useful not to take when compared to a melee range skill that is unprotected, another arrow rabam should be added.

Third rabam is both useless.. and is basically filler damage for pve to avoid consuming stamina.

 

Misc....

As far as succession musa trash pulls I feel the reason it is worst than other classes is 2 fold.

One the range of high damage abilities Gale, RS, RS Blaze, are smaller than other classes area of effect.

Two due to the way blue buff works the consumption of 100 stamina when using skills that are on cd's makes it harder to reach the next pack.

To address the pve portion of the trash count to be comparable to other classes. The blue buff stamina consumption needs to be addressed, and the area of effect size needs to be addressed.

 

As far as PvP goes, an increase of accuracy on skills should be increased.

Due to chase being an attack and a movement. Attack and movement debuff affect musa's much more than other classes.

The speed you can or can't chase should be be determined by attack speed. The range and distance you chase should not be determined by movement speed.

Additional passive evasion should be added to be comparable to ninja's ,lahns, coursair.

Movement speed buff should be added to chase when compared to Ranger's ability to close the gap it is greater than musa's at the moment. W+W lmb cancel for chase should not be required to play the class in my opinion. 

As it is now musa's ability to pvp relies on desyncing and catching your opponent before you have a chance to load in their screen.

This becomes a FPS/Ping battle to check if your opponent has a good connection to the game better than yours, to land a Dragon Bite, FBT,Blind Slash behind them, or on the side to pass their frontal guard.

Lastly musa cannot SA trade at all with classes with similar gear.

 

 

 

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