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UTC 14 : 43 May 4, 2024
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#Wizard #Witch
What about Awakening Witch?
Oct 28, 2022, 17:47 (UTC)
1845 14
Last Edit : Dec 5, 2022, 23:55 (UTC)
# 11
On: Oct 28, 2022, 17:47 (UTC), Written by Despins

The Awakening Witch community is so small, it cannot adequately reach the ears of Pearl Abyss. It’s not because the class cannot be popular. The class is an original classic of the game: it is merely deserted (considered weak, frustrating to play, clunky, ancient). If some kind souls ever feel like pushing the idea to help this good old class, here’s a few ideas to dig in.

The list begins by stating a problem from the class and attempts to provide a solution to each solution. The given solutions are generally simple and do not concern any % damage buff of any kind. I hope you will feel that those given changes are reasonable and would help modernize the class to a certain ‘current year standard’.

 

Cancelling Awakening skills.

Awakening Witch needs ways to cancel out of her abilities in the middle of the cast. Some skills require up to 2 seconds of casting before being able to commit to any new actions (other than dying).

Elementalization, Flow : Magical Evasion, Teleport should be usable to cancel the following skills: Yoke of Ordeal, Fissure Wave + Perfect Sign, Equilibrium Break, Thunderstorm, Lightning Blast.

 

More Staff Swap to Sphera Flexibility

Allow the Witch to cast Flow: Magical Evasion (Sphera magical evasion) while using staff to swap naturally to Spheras. There is never a reason for an Awakening Witch would wish to use the staff Magical Evasion over Flow : Magical Evasion.

Allow Elementalization to be used while using Staff to swap back to Spheras. It would work similarly to the S + C swap Teleport, acquiring the full lists of current cancels.

 

Mobility

On the matter of Teleport. Awakening should not have split teleport. However, giving them a access to shorter Ultimate: Teleport cooldown would allow them more flexibility in their movements. The cooldown of Ultimate: Teleport would need to be reduced by 3 seconds. As such, double teleport would be continuously available to them. It would provide them a significant disengage or continuous engage momentum when needed.

Ultimate: Teleport cooldown reduced to 7 seconds from 10 seconds (for Awakening).

Elementalization should be changed to be an invincibility frame during the whole casting animation, not just during movement.

 

How Much Should a Mage Rely on Basic Sprinting?

When an Awakening Witch’s teleport is on cooldown, Elementalization is on cooldown, her best mobility option is to press TAB to unsheathe her Spheras quickly and hold SHIFT + W to sprint away.

When a Mage in a fantasy game needs to use their legs to sprint, it’s really time for the Devs to get back to the drawing board. Let’s be serious.

It was thankfully improved with the Reboot via the Magical Evasion hopping, but, Sprinting is still much faster and better without slow debuffs or once a safe distance is established.

 

The Pet Blessing System.

The new system that was implemented during the reboot was to give the Witch a special bonus depending on the current pet summoned.

Tett for Voltaic Pulse and Thunderstorm.Gorr for Fissure Wave’s Perfect Sign and Equilibrium Break.

The given bonuses for Equilibrium Breaks in terms of Cast/Animation Speed should never have been part of this conditional system. Equilibrium Break is in a shameful state without Gorr Pet out due to its poor casting speed patterns and is generally obsolete given that Lightning Blast does the same work while being a much safer frontal with its camera turn.

Additionally, the Pet Blessing is also conditional on the pet staying alive. However, the pet’s life total seems to decrease drastically whenever node wars begin. The life pool total is very hard to guess. But currently, it seems to be at most 10-15k life. Being an Awakening Witch in nodewar or siege feels like playing Tamagochi with this constant need to reset the favored pet’s hp via resummons. If this life hp reset is not done, the pet will simply die during the next ball engage and the Witch will suddenly lose a huge portion of her damage.

Increase the Pet's HP pool drastically during nodewar and siege.

 

Finally, I don’t see the class being suddenly overpowered should the pet blessing system be completely removed.

This current system creates more problems within the class’s internal balance. Because some players favor Tett and some favor Gorr. If one skill performs poorly without Gorr pet out but is adequate while Gorr is out, how should balance be approached through that perspective? In a more concise point: Equilibrium break or Perfect Sign (Fissure Wave Flow) being quite useless without Gorr out and viable once Gorr is out.

 

Yoke of Ordeal?

I do not wish to talk about any other skills to put all the emphasis on this Yoke of Ordeal + Gorr Roll skill. Everybody knows about Witch’s Gorr Roll. This is the “signature” skill. This is the 2nd protected CC skill of Witch. This is our Tier 3 addon in Awakening.

Except… I don’t currently have a Addon slotted on the skill, and I certainly don’t use it at all anymore.

Nobody knows what happened to this skill after the Class Reboots, but this skill got from a “good situational ability” to a “Why did I do this skill?” ability. The damage is disappointing, casting this skill was suicidal even before the Twilight Kama Slash world, so imagine now.

Once this frontal guard skill is casted, you need to wait 2 seconds before being able to dash or teleport out of it. And in terms of damage distribution, about 15% of the skill damage is dealt within the first 2 seconds, followed by 85% of the rest in the last 2 more seconds.

Yoke of Ordeal needs new glory days.

Cut down the windup animation of Yoke of Ordeal by approximatively 0,8 seconds at the beginning of the cast to make it so that Knockback is attempted right after the cast is initiated.

Improve the quality of the crowd control effects. First tick of CC could remain Knockback, but the second tick of CC on the second wave of Yoke of Ordeal could be a Knockdown.

No need to buff the damage of the skill if the damage is dealt in a shorter damage window, if it can be cancelled at any point via dashes or TP, or if the attempts at CC are more convincing.

 

Pre-Absolute staff skills VS Absolute staff skills

I hate myself for pointing that one out given that it would make me quit the class should the bug be fixed. But it has been going on for quite a while already, and nobody has been complaining about it yet; therefore, it probably is balanced.

However, the Pre-Absolute skills (Such a Risidual Lightning rank IV) are currently dealing approximately 46% more damage in PvP than it’s “superior” rank, Absolute: Risidual Lightning. The damage difference varies around 30% to 46%.

This trend is true for Rank III Fireball Explosion, Rank III Meteor Shower, Rank III Lightning Storm.

This change was introduced almost one year ago in an attempt to buff the Pre-Absolute staff skills before reaching level 56 on Witch, Wizard (and Berserker). They nearly doubled the damage of the pre-absolute ranks, but seemingly never realized the lack of PvP damage reduction modifiers from them. This causes the Pre-Absolute ranking to be MUCH, MUCH stronger than the Absolute staff version of the skills.

So here’s the point. If after one year of this change, nobody cared to complain or found it odd. It probably means that the mistake needs to become official.

Just make it official: swap the damage on those Awakening Mainhand skills and make the Absolute’s damage similar to the current pre-absolute versions of the skill. Do not remove the %MP damage portion.

Keep rank III Meteor as is.

I do believe you , Make Valid Points on Awakening Witch and what they would need to be adjusted, but There are a few Issue that arent addressed here and i would like to shine a bit of light on it ,  so that if by chance anyone of importance looks at this Discussion everything is on the table.
1st. 7 sec Cd on Ultimate Teleport ( if not given Split Tp) There would need to be more movement skills added to awakening witch, that would allow her to not be a stationary class . I only bring this up because there are far too many classes that simply are too fast for awakening witch/wizard  to keep up with. Also Awakening witch and wizards biggest nemesis in the pvp world is grab. Maybe it would be effecient to apply sometype of grapple resist passive or a skill that buffs resistance in awakening more so or being able to cancel skills such as Yoke of ordeal ( which you mentioned)  , Voltaic , Thunderstorm.
2nd. Useless skills in awakening witches kit need fine tuning for ex: Earth's calling , Equilibrium Break , Yoke of ordeal 
~Earths' Calling - Give some sort of protection while casting skill (Fg Perferably)  
~Equilibrium Break - Could be rework into a movement skill that allows witch to sort of Earth bend Travel Backwards while using Gor as a shield of sorts ( this would be an effective movement ability) for example the way Ninjas Illusion of Restraint works where if the frontal guard is hit , i will Iframe backwards immediately.
~Yoke of Ordeal - Speed up Animation , , giving a 10% casting /10% movement spd up upon Casting ability ( allow skill to flow into Equilibrium Break) for disengage
3rd ( Pretty much my last point to this ) -Awakened Witch/Wizard and the issue of split damage being prevelant within their kit should be removed. There are classes with far more damage , bigger aoe that do not have split damage on their skills. This is outdated issue and should be updated asap so that these classes can compete in Fragging during NW/Seige. 

~Side Note~ Witch and Wizard Ap/Dp Scaling is atrocious and values should be adjusted concerning the New classes that are out now . Awakening is built around SA trading and they cannot SA trade just abt any class in the game and if they can they will be grabbed. Please look into adjusting their innate Values. 
Thank you :D

Last Edit : Dec 6, 2022, 04:00 (UTC)
# 12
On: Dec 5, 2022, 23:55 (UTC), Written by Sosu

I do believe you , Make Valid Points on Awakening Witch and what they would need to be adjusted, but There are a few Issue that arent addressed here and i would like to shine a bit of light on it ,  so that if by chance anyone of importance looks at this Discussion everything is on the table.
1st. 7 sec Cd on Ultimate Teleport ( if not given Split Tp) There would need to be more movement skills added to awakening witch, that would allow her to not be a stationary class . I only bring this up because there are far too many classes that simply are too fast for awakening witch/wizard  to keep up with. Also Awakening witch and wizards biggest nemesis in the pvp world is grab. Maybe it would be effecient to apply sometype of grapple resist passive or a skill that buffs resistance in awakening more so or being able to cancel skills such as Yoke of ordeal ( which you mentioned)  , Voltaic , Thunderstorm.
2nd. Useless skills in awakening witches kit need fine tuning for ex: Earth's calling , Equilibrium Break , Yoke of ordeal 
~Earths' Calling - Give some sort of protection while casting skill (Fg Perferably)  
~Equilibrium Break - Could be rework into a movement skill that allows witch to sort of Earth bend Travel Backwards while using Gor as a shield of sorts ( this would be an effective movement ability) for example the way Ninjas Illusion of Restraint works where if the frontal guard is hit , i will Iframe backwards immediately.
~Yoke of Ordeal - Speed up Animation , , giving a 10% casting /10% movement spd up upon Casting ability ( allow skill to flow into Equilibrium Break) for disengage
3rd ( Pretty much my last point to this ) -Awakened Witch/Wizard and the issue of split damage being prevelant within their kit should be removed. There are classes with far more damage , bigger aoe that do not have split damage on their skills. This is outdated issue and should be updated asap so that these classes can compete in Fragging during NW/Seige. 

~Side Note~ Witch and Wizard Ap/Dp Scaling is atrocious and values should be adjusted concerning the New classes that are out now . Awakening is built around SA trading and they cannot SA trade just abt any class in the game and if they can they will be grabbed. Please look into adjusting their innate Values. 
Thank you :D

Point #1 about mobility.

Elementalization being full iframe is a good start. But, strictly speaking, there's so many things that could be discussed. I wanted to highlight a couple of points to make it readable. Yes of course, there are many fantastic ways to make the class more mobile such as these individual ideas.
Safe bet: Elementalization cooldown reduced to 10 seconds.
Wild spicy: Elementalization usable while on cooldown, only SA or no protection whichever.
Smart: 2 charges of MAgical Evasion.
Probably too good to be true: Partial iframe at the start of Magical Evasion.
Teleport cooldown for awakening reduced by 1 second.

#2 Crappy skills
I am very much aware about how some skills are very much lacking in power. Or how some are sheer dissappointments. I did focus on Yoke of Ordeal given that it's somewhat one of her most recognizable skill, and is perhaps the one skill that should be focused on the most. I proposed an animation cut on the precast in a way to allow to strike the CC immediately on the skill activation. Allowing the skill to do a knockback then a knockdown would certify the skill as quite the solid catch overall at a 1.7 CC count. Reducing the cast animation time is also increasing the DPS.

As for Earth's Calling, it is a skill of lower importance, but, I feel that this skill is very weak and plagued by bad designs. That's without speaking of how Archers casually got the same skill with almost double the damage, faster and with a frontal guard just to be insulting. 
Earth's Calling tooltip 30% accuracy is wrong: it actually is 5% accuracy. 
Earth's Calling Downsmash is an hindrance for 99,5% of the situations where you'd wish to use it because a delayed 30% chance downsmash just doesn't work. It cannot be used before Fissure Wave because the downsmash could land in the middle of the k/d and save the opponent and potentially kill you. And it cannot be casted after the k/d because the damage will not land in time. 

There are many ways Earth's Calling could be changed. My favorites are a drastic reduction in the cast time, removal of downsmash, re-implementation of the crit chance buff. Also, it could be a good candidate for a -20 DP, which would be completely new for Witch. There's also the option of making it SA. There's the idea of making it do a CC.

Equilibrium break is just obsolete without Gorr pet. I'd take any changes to it.  The -10 ap debuff removal for no reasons when they introduced the -15 magic dp on it was very weird. Especially since the Wizards kept their +14 magic AP. Value wise, it shouldn't even have been -10 AP, should have been -15 AP...

#3 Damage overall, class ratios, damage splits etc
Well yes. I do agree... I am not winning my trades against almost every classes. Maybe that I am biased, but trading with frontal to try and equalize it while being immobile doesn't feel safe at all! I am feeling this as well.

Last Edit : Dec 6, 2022, 10:43 (UTC)
# 13

I don't usually post on these forums (I prefer the Steam forums), but I was curious to see what's said about Awakened Witch here, and I'm extremely shocked that there are so many awakened witches here who hate the clas. Wow. Just wow.

I love awakened witch so much I've made three of them, and one of them is my tagged main (with guardian).

Awakened witch, extactly as she is, is friggin' fantastic. Awakened Guardian and Awakened Witch are by far my two favorite classes in BDO, and I have 16 characters.

I guess I'll go back to Steam where people actually enjoy Awakened Witch. She's friggin' fantastic.

This was hidden by admin due to the reports it has received.
This was hidden by admin due to the reports it has received.
Last Edit : Dec 17, 2022, 07:00 (UTC)
# 16
On: Dec 6, 2022, 10:41 (UTC), Written by Deadborn5

I don't usually post on these forums (I prefer the Steam forums), but I was curious to see what's said about Awakened Witch here, and I'm extremely shocked that there are so many awakened witches here who hate the clas. Wow. Just wow.

I love awakened witch so much I've made three of them, and one of them is my tagged main (with guardian).

Awakened witch, extactly as she is, is friggin' fantastic. Awakened Guardian and Awakened Witch are by far my two favorite classes in BDO, and I have 16 characters.

I guess I'll go back to Steam where people actually enjoy Awakened Witch. She's friggin' fantastic.

I wouldn't have been writing such posts or played the class since release if I didn't care for Awakening Witch. Players around these parts truly care about her too and would like to point out aspects that deserve to be worked on.

It's alright to say you find her fantastic just the way she is. However, I strongly believe that you are in complete denial. There are many aspects to her that are clearly rough around the edges and she's quite weak overall. 

It's so bad that players feel humiliated when losing to her. 

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