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UTC 18 : 11 Jul 17, 2025
CEST 20 : 11 Jul 17, 2025
PDT 11 : 11 Jul 17, 2025
EDT 14 : 11 Jul 17, 2025
#Witch
Awakening Witch AoS 2025 S2 Initial Feedback
Jun 5, 2025, 14:42 (UTC)
2229 2
Last Edit : Jun 5, 2025, 14:42 (UTC)
# 1

Initial thoughts on the 2025 S2 season (focussing only on witch).

Mobility

The changes made to our awakening dash are welcome, although the Iframe tends to be cancelled by grabs; its roughly on par with warrior/valk side dashes. Stamina consumption on subsequent dashes is terrible however, and this has severely limited our extended kiting potential on an already immobile class. Realistically we are forced to sheath sprint more while defensive, than was previously the case. This in turn leaves us more vulnerable as we cannot quickly cancel this movement with fissure/thunderstorm, as we would when Shift S dashing.

Solution: Remove stamina consumption from Teleport and Elementalization, or, reduce stamina consumption on dash to 100
Also remove the stamina bar locking during many pre-awakening skills; Healing Aura, Meteor, Earthquake, Earth’s Response, Fireball, Concentrated Magical Arrow, Speed Spell and Magical Shielding.

General QoL

Fix the ongoing bug where Black Spirit Rage Detonative Flow cannot hit pvp targets.

Improve our Q-block self DP buff to last 20 seconds, remove the animation lock from Q-block.

Return the 20 DP self buff on Teleport, allow it to last 10 seconds as an intermediate buff when Q-blocking is impossible.

Return the first knock-back CC tick to Yoke of Ordeal. Allow us to manually input the Yoke of Ordeal Knockdown hit with LMB.

Return the multi-hit CC to Earthquake in pre-awakening.

Allow Elementalization to be used from pre-awakening skills with S+E input, and cancel pre-awakening skills.

Increase the duration of Protected Area to 10 seconds.

Increase the viability of our pre-awakening spells. Increase their projectile speed, damage, AoE, and in the case of Multiple Magical Arrows, add it as an S+LMB input in awakening, obtaining an elemental effect similar to that of succession, but based on our summoned pet. Gorr provides FG, while dealing medium damage, while Tett provides no protection and instead slows on hits (20% slow) and deals strong damage. This skill should be on a medium cooldown (~15s) and serve as a combo-filler skill, or ranged poke.

Last Edit : Jun 11, 2025, 16:27 (UTC)
# 2

Additional suggestions:
Remove the casting gap on Voltaic Pulse when used with pet-blessing active. Currently during the initial wind-up frames of Voltaic Pulse, the Super Armor effect is not applied.

Increase the damage of all awakening skills by a further 10-15%

Remove class modifiers from the game

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