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UTC 1 : 30 Apr 20, 2024
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#Wizard
Awakening Wizard Feedback to February 8th Changes
Feb 10, 2023, 22:35 (UTC)
1481 13
1 2
Last Edit : Mar 21, 2023, 19:49 (UTC)
# 1

Family Name: Piag
(NA/EU): NA
Class (Awakening/Succession): Wizard (Awakening)
Suggestion: Additional Smaller Tweaks
Details:
(If you haven't read my previous post go read that Here.)
Following the changes to Awakening Wizard on February 8th, I and many other wizards are left very happy. The changes to Hellfire, Elementalization, and Chilling Wave are all positive and welcome changes, and I would like to thank PA for pushing them throug. Awakening Wiz rise up :D
Those kept in mind, all that's left now is to do some house cleaning QoL & Functional changes to the class

Awakening skill tweaks:

-Barrage of Water: Separate the Movement of this skill into a separate skill, called "Rushing Stream", which would have an input of W+RMB, have a non-lingering super armor, and  have a cooldown of 9 seconds.
Change Barrage of Water's Input to RMB after "Rushing Stream," Magma Bomb, Bolide of Destruction, Aqua Jail Explosion, and Flow: Aqua Bomb.

Reason: Currently, The movement section of Barrage of water is far, far too un-intuitive to use. It is incredibly hard to predict whether or not this skill will move you, depending on where your target is in front of you. Sometimes it will even move you past your target, and miss its attack entirely, leaving you open to grabs or punishing damage immediately afterward. Separating the movement of this skill into a different skill would entirely remedy this problem, given the activation of the movement would never be accidental.

- Flow: Aqua Bomb: Remove Air Smash, and add an alternative input for this skill, being LMB after Aqua Jail, Magma Bomb, Barrage of Water and Bolide of Destruction.
ReasonCurrently, Aqua bomb's Air smash often times ends up being a detriment to combo potential, given it pushes targest Away from your AOEs, sometimes even out of range. The alternative input would add to some utility in certain skill rotations, such as not wanting to do the Knockdown of Water Sphere in order to cast Magma bomb afterward. 

- Elementalization: Allow use from Staff via S+Space Input, change order of protection from | Super Armor -> Invincible| to | Invincible -> Super Armor. |
Reason: The changes to Elementalization were all almost exactly what I wanted. The skill is now absolutely feasible to use, and very rarely ends up being a detriment to cast, unlike previously. However, it could still use some tweaks. Currently, the skill runs into issues with Hit Stagger. When being hit by many times, much like other movement skills This skill's movement is shortened / entirely denied. (see Spiral Torpedo on Awakening Mystic, Sea Mist on Awakening Corsair, Hellfire on Awakening Wizard, Flash Step on Striker/Mystic, etc.)

Often times I will use this skill in an attempt to Retreat, to no avail because the Hit stagger from being hit during the Super armor denies me a meaningful distance traveled, making the skill feel like it was wasted. The input of S+Space for Staff would allow for another Staff -> Sphera Swap, as well as some additional movement that isn't TeleportEarths Response or Magical Evasion, the first being my Wizard's main movement tool, and the latter two being currently Unprotected.

Flow: Magical Evasion: Allow use from Staff, making this skill a Staff -> Sphera Swap, and reduce cooldown to 2 Seconds.

Reason: Currently, It is very, very rarely a good idea to use Magical Evasion while wielding the staff, as it is unprotected, slower, and travels a shorter distance. The utility of swapping to Awakening, as well as activating the Super Armor from staff would be greatly useful in any case I would have wanted to use Magical Evasion with the staff, even if it means I have to swap back. The cooldown is currently too long for the protection this skill gives, being a Super Armor. If this skill were Invincible instead, then the 4 second cooldown would be entirely warranted. Unfortunately, it is not, so I feel the cooldown being two seconds is reasonable.

- Bolide of Destruction: Allow the Quicker casting animation to be used after Cataclysm, Flame's Calling, and Magma Bomb.

Reason: The added touch of Bolide of Destruction being faster after Hellfire is a great, great change. However, often times using Bolide after Hellfire is not the greatest idea, particularly in PVP circumstance such as when using Core: Bolide of Destruction for the Knockdown. A Stun immediately into a Knockdown makes for a very bad combo, typically. Allowing this skill to be cast faster after Magma bomb would remedy this, and being able to cast it faster after Cataclysm and Flame's Calling would be extra utility.

-Hellfire: This skill requires no further changes. I just wanted to thank PA for the changes they did here. They went above and beyond what my request was initially, and this skill is now exactly as it should be. Thank you PA. 

Lava Field: Revert the casting distance change done to Lava field. Or, if this is to be how this skill works now, Increase the damage a little.

Reason: Previously, this skill could be cast further from the caster in order for a more ranged placement of the field without having to be very close to where the field would land. This was a very good utility, especially when bracing for an opponent to approach in a Duel or a Guild battle. This utility is now gone, and for seemingly no reason. This is not a massive impact on the class' kit, but this skill is now worse for no benefit. If this is how the skill is going to be now, it should at least be more rewarding to cast.

That's all I have to say for Awakening Wizard changes, if all of these were to go through I would have very little to no more changes to request for this class.
The only change out of this entire list I feel REALLY needs to happen is the movement on Barrage of Water. It's very clunky.

11 141
Lv 64
Piag
Last Edit : Feb 17, 2023, 12:09 (UTC)
# 2

Aqua Jail should still get an +evasion buff, so that the MELEE WIZARDS, can go evasion...
Split Teleport should be a thing for both specs. I'm actually tired of barking about this. Does anyone at PA not playing the Awk Wiz? The class is too stationary and just screams "GRAB ME, GRAB ME".. The only escape is the 1 TP, assuming it even goes off before grab gets in. Then every rat with 5 different protected movement skills, just comes and grabs at you again. Its beyond frusterating why this continually gets passed over..
Elementalization change was nice, but still unreliable, as pointed out by your post. 

Edit: After reading the discord, it seems some wizards are laboring under the delusion that Elementalization is in someway equal to having another teleport... 
Its not. Not even close, nor will it be, even if its made into a full iframe.. If that's the delusion the devs are laboring under; then just remove the spell entirely(because you can't get it right) and give both specs split TP.



Lv Private
XxValakxX
Last Edit : Feb 14, 2023, 16:24 (UTC)
# 3

Toxic Flood and Lava Field
The Lava Field and Toxic Flood range adjustments were made to allow the Mage to apply the the skill to a target directly in melee after a grab or a hugging range voltaic pulse.

Honestly, they should just have increased the AoE in a way to fit it to the Mage's feet.

Lava Field and Toxic Flood could get a Down Attack bonus since well... The skills is clearly meant to complement a combo and not much else.

In a more thematic sense, Toxic Flood, being some sort of acid effect, could receive something related to a block break or block recovery debuff.

Elementalization

Did you mean iframe during the precast, then SA during the movement?    OR was it iframe during precast and movement and SA at the end frame?

Last Edit : Feb 14, 2023, 22:21 (UTC)
# 4

lava field nerf was uncalled for?

why isnt elem full iframe yet or increase tankiness in sa part like triple times?

Flow:magical evasion more charges pls?

fix stupid pvp modifiers.

Last Edit : Feb 15, 2023, 03:40 (UTC)
# 5
There are two little buffs I would like to add to this thread. I've submitted the following as suggestions to Global Labs in the past as well, but maybe this is a better place to write it.

Hellfire:
Increase the damage of the Marg effect to match every other instance of Marg Effect. As of this patch, the value remains at the original reboot damage value of 775% (Interestingly, the total damage was nerfed this patch from 775%x5 to 775%x4). I would like to see the value be raised to 1300%, as is the case with every other time that Marg is summoned. It might not be a significant buff, but it would be a satisfying one nonetheless as it would make the kit in PvE more consistent, and help to reinforce Hellfire as a powerful release of flame.

Cataclysm:
Perhaps less necessary now with the new changes, but some amount of innate critical hit rate would make this skill feel a lot better. Given it's identical functionality with Voltaic Pulse in Awakened Witch's kit, it's impossible not to draw comparisons and get caught up in the disparity. Consider giving this skill some critical hit rate.

Wizard is hella fun even with these suggestions lingering in the back of my mind. I had debated in my mind if I wanted to tag Sage, but I really missed Awk Wizard, and this patch makes me wanna play him more than ever. Feels good to be a wizard.
Last Edit : Feb 15, 2023, 20:58 (UTC)
# 6
Elementalization

Did you mean iframe during the precast, then SA during the movement?    OR was it iframe during precast and movement and SA at the end frame?

Preferably the Latter, but the former would still aid it not getting hit by hit stagger as much. I would take either, to be honest.

11 141
Lv 64
Piag
Last Edit : Feb 17, 2023, 13:17 (UTC)
# 7
On: Feb 14, 2023, 22:20 (UTC), Written by WhySoSeeryus

why isnt elem full iframe yet or increase tankiness in sa part like triple times?

fix stupid pvp modifiers. (god yes)

I think we should stop arguing to fix Elementalization and arguing that they should get rid of the spell and give us double TP.
At this point, our own community, none of whom pvp in awake mainly, think awake is fine(outside a few knob turns). Arguemnent one is that Elementalization "IS" our double TP, when its not. Even in full iframe, you're still going backwards ffs and a shorter distance than TP.
I'd rather get rid of the spell entirely than let them try to crutch it as some half-assed TP and call us good.
I've asked by what metric they consider us fine? Alledgedly, we can't use AOS standings, so we're to believe that PA balances around small group pvp and node war. So lets go with that, we're a melee wizard who can't SA or move around..
"Well, you're not supposed to be in main ball silly, you're supposed to be in Flex"
Ok.. well to be in flex you need protected movement and damage mitigation, neither of which we have.
Its such a circular argument. 

Poll Question: BY SHOW OF HANDS, WHO PLAYS AWAKEN WIZARD ON FLEX FOR THEIR GUILD.. BUELLER? BUELLER?
Don't worry, I'll wait..

Lv Private
XxValakxX
Last Edit : Feb 18, 2023, 07:51 (UTC)
# 8

Sorry - but dont we have enough classes which have to stand inside npc-groups with aoe ?

I will NEVER understand why they ruin this class with 1st rework !!! 

Awakening was a range based playstyle with a glass cannon and was perfect in grinding npc and it was so funny to play mages female class. Only ranger left on range based playstyle atm because they rework on mages awa for pvp. How many mages play atm and how many players are frustrated that this class is now a 25th or 27th meele class ? 

Sorry only way to get me back to this class on awa is a complete reroll to "before" they do 1st rework on it. It was perfect - it was funny - ok sometimes my char died on mob grps because its a glas cannon - but i miss this range and playstyle via interface keys 1-10.

How many fem. mages awa are on solaris arena top 100 ? NONE

So awa is still ruined for pvp AND pve and sorry other classes can do better as meele ! 

I tried out a little bit actual gameplay with this class - but i know which fun i had before 1st rework and dont have fun anymore with this classes. 

Dont know why p.a. dont listen to community - so many posts about mages and only try to make it playable again - it was playable before 1st rework !!!

Thats my opinion !

Last Edit : Feb 20, 2023, 23:08 (UTC)
# 9
On: Feb 18, 2023, 07:48 (UTC), Written by Ballerina

Sorry - but dont we have enough classes which have to stand inside npc-groups with aoe ?

I will NEVER understand why they ruin this class with 1st rework !!! 

Awakening was a range based playstyle with a glass cannon and was perfect in grinding npc and it was so funny to play mages female class. Only ranger left on range based playstyle atm because they rework on mages awa for pvp. How many mages play atm and how many players are frustrated that this class is now a 25th or 27th meele class ? 

Sorry only way to get me back to this class on awa is a complete reroll to "before" they do 1st rework on it. It was perfect - it was funny - ok sometimes my char died on mob grps because its a glas cannon - but i miss this range and playstyle via interface keys 1-10.

How many fem. mages awa are on solaris arena top 100 ? NONE

So awa is still ruined for pvp AND pve and sorry other classes can do better as meele ! 

I tried out a little bit actual gameplay with this class - but i know which fun i had before 1st rework and dont have fun anymore with this classes. 

Dont know why p.a. dont listen to community - so many posts about mages and only try to make it playable again - it was playable before 1st rework !!!

Thats my opinion !

I don't know what you think they did on rework, but all the changes to Witch from rework were positive. Awakening Witch was never a true ranged caster, and Staff skills even back then weren't very impactful outside of siege. (which they still are and it's called succession lol)
Awakening witch before rework was a close-medium range class, and post-rework it's still a close-medium range class, but with more options.
What you remember is other classes being less mobile, with less gap closers, less instant damage, shorter skill effects.
What you remember is the gear scaling being significantly smaller back then, with people's AP around 270 instead of 320.
What you remember for the State of BDO-- And Witch --Was a time before gear was truly extraordinarily inflated. That does not mean the game was necessarily better, because in theory the game would stay good even with this level of gear scaling. The rework did not ruin the class in of itself - The class simply was not changed in a way to keep up with the buffs every OTHER class got, like Striker, Ninja, Warrior, Ranger, Sorcress, Berserker.. I could continue the list but I think you get my point.

The current problem for Witch & Wizard on Awakening is that we are not sturdy enough to tank the rapid damage that is dished out, nor do we have the mobility to attempt to dodge it. These weren't as major problems 'back in the day', if you will, because of the state other classes were in, not neccessarily Witch.

Footnote I figured I would mention - The rank #3 Witch for Arena of Solare is awakening. Just so you're aware.

11 141
Lv 64
Piag
Last Edit : Mar 22, 2023, 04:38 (UTC)
# 10

+1 for the Cataclyms into Bolide combo. It flows soo much better by default since forever. Hellfire into Bolide is, not great as you said, specially in PvP, Hellfire into Flame Knot to grab works good if you end your hellfire right in front of your target, or you can hellfire, immediately back away and adapt from there, specially in case stun didn't go through.

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