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#Wizard
Random Issues I found for Awakening wizard after trying it in PvP again.
Jan 2, 2023, 10:31 (UTC)
798 6
Last Edit : Jan 2, 2023, 10:32 (UTC)
# 1

General thoughts:

The class should be able to tank multiple people while still dishing out some damage (I don't mean just deleting multiple people while being excessively tanky). It does have some damage, but you are so squishy that you can barely stay alive. Further it also has very low protection to grab. Most choose to either become a bomb or try to become tanky enough to survive and do low damage while still not being tanky enough.  All the while not providing even remotely as much Utility as other options.

The class should become tankier, for example via magical shield. The class should receive buffs to utility, adding an attackspeed/castspeed slow to water skills. Other forms of utility may be multihit ccs on aquajail or perhaps even a vacuum. I would rather have a shai/valk or succ mage than a awakening wizard on my team/guild as of now.  

Magical Shield, Spellbound Heart, Mana Absorption: Turn Magical Shield into a toggle rather than a limited-time skill. The tankiness on this class does not rely on Evasion or Damage reduction but on Mana. Currently, a wizard loses most of their HP before their MP even reaches zero. They have to heal up and then also recover mana. I believe instead the mages should recover their mana multiple times before being forced to heal their HP. 

Due to the lack of increases in MP during the past years, these skills are lacking in effectiveness. I would like to have 2~3 more levels added to Magical shield. The highest could perhaps reach 75% Damage mitigation to mana. Using multiple levels allows people to choose what they believe is best. However, as the mana levels are still very low I would also like the Spellbound Heart to increase the Current Maximum Mana by 100% or 3000 MP. Lastly, Mana absorption should recover 60~100% of the classes MP.  This would also allow for counterplay to the enemy. The mage will receive and survive large amounts of damage, but would then also be forced to use less protected skills to recover the MP.  I don't think this will cause a large difference between Witches and wizards due to the implementation via increasing the levels of Magical shield. People will simply be able to choose. It will also add a unique playstyle to the game. 

Abyssal Skill, 'Rain of Fire': 1. This should cost 0 Mana. The purpose is to regenerate mana, however, it cost mana to do so.  2. issue is that this skill cannot be used from range, so it is more like a mediation skill if anything. 3. If it remains melee the skill being FG is really annoying, as one gets caught instead of protected. Not to mention the mana regenerated heavily exceeds the actual mana the player has. If this is changed to SA together with a change in Magical Shield this could become a great way to mitigate damage. Perhaps add the damage to mana conversion from the magical shield as an added effect. 

Elementalization: This should be fully iframe and have no collision. Simply make it similar to teleport. There are many occasions where the character would not move at all. 

Aquajail: 1.Add 20% to 40% Attack/CastSpeed slow. 2. The core should apply Stiffness on every single hit. Make it a multihit cc. 

Hellfire: 1. Add a small animation, perhaps a ball to show the stiffness effect. An example would be the 'Aerial Burst' from Awakening Drakania or "Smokescreen" from Kunoichi.  2. Remove friendly collision.  

Chilling Wave: 1.Add 20% to 40% Attack/CastSpeed slow. 2. The start and the beginning of the frontal guard have gaps. Please fill these gaps. 

Sprinting: When casting a skill and then sprinting there seems to be a relatively consistent gap. Skills go on cooldown, but the protection does not apply. The sprinting shouldn't have such a high priority. I assume it is a similar topic as the Grab vs Iframe and desync debate. 

Calling Fire: Remove Downsmash, add Frontal Guard. This skill is hardly used due to the bad ratio of damage applied and protection. Not to mention the downsmash ruining a cc. 

Flow:Aquabomb: Remove the air smash or change air smashes, such that they do not cancel the knockdown effect of 'Water Sphere'. 

Split Teleport: If the class is not allowed to be tanky it should be allowed to mitigate damage through other methods such as mobility. 

Summon Durability: They may die in large fights. Improve their durability.

Damage over time effects: The damage over time effects should create new instances instead of overriding each other. Please make them stack. Reduce their damage if necessary. List of skills affected: 'Magma Bomb', 'Fireball'; 'Fireball Explosion', 'Meteor Shower', 'Bolide of Destruction' (when Marg is summoned), 'Black Spirit: Cataclysm'. 

Summon Stiffness skill: The command to tell the Summons to activate their attack that causes Stiffness should be on a seperate skill so that they can be locked without locking the summoning skill. Skill A (F): Summon Marg || Skill B(RightMousebutton): Command Marg to attack the enemy with a stiffness attack. 

Last Edit : Jan 2, 2023, 14:09 (UTC)
# 2
On: Jan 2, 2023, 10:31 (UTC), Written by Xerathiel

General thoughts:

The class should be able to tank multiple people while still dishing out some damage (I don't mean just deleting multiple people while being excessively tanky).

Uh...no?! You are a spellcaster, not a tank. You are supposed to be rather squishy. There is no class in this game that should be able to tank multiple people except if they build full tank.

2 131
Lv Private
JeongEunji
Last Edit : Jan 3, 2023, 11:03 (UTC)
# 3
On: Jan 2, 2023, 14:09 (UTC), Written by AZzalor

Uh...no?! You are a spellcaster, not a tank. You are supposed to be rather squishy. There is no class in this game that should be able to tank multiple people except if they build full tank.

Except our spells are melee range, so; do we get insane damage as a tradeoff? Or more mobility?

Last Edit : Jan 3, 2023, 13:44 (UTC)
# 4
On: Jan 2, 2023, 14:09 (UTC), Written by AZzalor

Uh...no?! You are a spellcaster, not a tank. You are supposed to be rather squishy. There is no class in this game that should be able to tank multiple people except if they build full tank.

Awakening mages are not spellcasters. They are a melee brawler class with an Elementalist skin on top. 

Last Edit : Jan 3, 2023, 14:04 (UTC)
# 5

While i mostly agree with your pov on the spells modification.

I don't thinks turning witchards class into a magic striker is a good thing.

The problem is they are designed to trade damages while in SA/FG but can't even do it due  to sh*tty modifiers and too poor mobility to even attempt escaping.

imo they should just rethink the role of witchards in general as the current one is just soooooo outdated

Last Edit : Jan 3, 2023, 21:08 (UTC)
# 6
On: Jan 2, 2023, 14:09 (UTC), Written by AZzalor

Uh...no?! You are a spellcaster, not a tank. You are supposed to be rather squishy. There is no class in this game that should be able to tank multiple people except if they build full tank.

then it should be able to move WAY more consistently and safetly.

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