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UTC 1 : 22 Nov 18, 2025
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#Wizard
Awakening Wizard-The only solution for this class to be playable as it is.
Oct 10, 2025, 18:55 (UTC)
2299 3
Last Edit : Oct 10, 2025, 18:55 (UTC)
# 1

I believe every class should be different, pros and cons.
I will start with the conclusion- Wizard needs a skill(something like bolide-11 sec cooldown) with grapple immunity in order to be playable. Why?
This spec is desinged to be a battle mage brawler- you jump in with teleport and spam skills, trying to 1. deal a lot of damage 2. shred Super Armor. If you look at his kit, he is suppose to be like striker, like berserker, like guardian, like warrior, that type of playstyle, always apply pressure, not long range. His buffs are All ap and casting speed, where is the dp and evasion? The only thing he has is magical shield- 30% resistance... for 30 sec and 2 min cooldown... Let's look at the other brawlers... that 30% resistance its almost nothing. In those 30 sec you are a plastic tower and the rest of 1:30 min? Paper tower. So he needs resistance in order to do what he is designed for, to be able to achive his purpose in combat. Another important fact. He needs to be the king of trading or really in the top. Why? Awk wizard mobility:1. Teleport(99% used for engage-the only long distance skill). 2.Magical evasion(Shift+directional)-1m 3 sec cooldown-elementalization-1m 5 sec, thats it. In terms of mobility, we are really low, one of the lowest (if not the lowest) compared to the other classes but there is another important thing. All of those 3 skills DO NOT deal damage, so no CC opportunity. Striker, Berserkers, Warriors etc have way more mobility and can deal damage, they are not stationary like us. Does that mean AWK Wizard needs more mobility? No,but if others have more mobility and can deal damage while moving, its logical Wizard need to deal way more damage and resist more when you Super Armor trade and compared to them, win in those trades. To be honest, there should NOT be a class that can Super Armor trade with him. He is designed(all of us know this) to be that character that when he engages, there is destruction, so you flee or your SA dissapares and then you die. He doesn't have mobility, he is stationary(aqua jail, cataclysm, bolide,chilling waves,hellfire-it moves you 1 m, doesn't count,Water sphere,barrage-moves you 0.1 m..., doesnt count), he only has 1 skill that can move him a long distance(teleport with 7 seconds cooldown), he can be kitted really easy, he can be outtraded by some classes in a SuperArmor battle... So what is his purpose after all? What is Awakening Wizard good at? If he doesn't have good mobility, the majority of the classes(if not all) outshine him and is designed to be this close combat battle mage, ok, no mobility, but make him a real turret, that if you choose to stay near him and trade, you lose, have no chance, he needs to be good at something. That was the first problem, really important, but that is not why the class is in this state. The real reason is ....even if you give him more durability and the only good thing about him is to jump and spam skills stationary, in order to deal as much damage and forcing the opponents to flee or else they die... the vast majority of the classes have grab. Shift+W+Grab, thats it, you deleted AWK Wizard. How can a wizard jump into the enemies,dealing stationary dmg when 2/3 of the classes just i frame dash and grab you? Really now. Thats not a skill issue, we all know why Awk Wizard doesn't work, its because of this. The solution... Awk Wiz rework or on 1 skill (For ex Bolide) you add:1-Damage resistance up X% AND Ignore grab for 4-5 seconds. Bolide has 11 seconds cooldown. If you jump, 2/3 of classes wouldn't just dash grab you, they would need to flee or play really safe for 4,5 seconds-and then they would have a window(6,7 seconds) to punish you and chase you. If you add this, then yea, Awk Wizard would be fine, Tp in, deal 3 4 high damage skills-apply pressure, then, once the grab resistance is down, you need to play safe for 6 7 seconds and be careful about the grabs. Against range classes, its normal to struggle, but we need to have something that we are good, a role. Based on how the class is designed, I believe this is the only direction. Adding more no dmg no cc mobility skills would not solve the issue+it deviates from the purpose of the class. That's all, thank you for reading this and I hope this does help and will be usefull. I dont want 10000 i frames and 1 mil damage per skill, the perfect class, I just want my class to do what is suppose to do.

Last Edit : Oct 13, 2025, 15:33 (UTC)
# 2

There is no resistance anymore and grabs have a gap, so you just need to press one of your 7 protected 360° aoe skills if someone comes close and they will not grab you.

Lv Private
Pryah
Last Edit : Oct 13, 2025, 19:25 (UTC)
# 3

Hey, 8-year awa wiz main here. My response to this post is essentially "Yesn't," that is to say I agree and disagree with alot of this post
Awa Wiz is in fact supposed to be a brawler-style battlemage, and at current it isn't particularly good at doing that in the wake of other classes doing too much damage in comparison to his damage being good, but only just. Awakening Wizard doesn't do damage on the scale of Hashashin, Sage, or Deadeye, nor is he as fast as those classes, nor are his iframes timely enough to avoid those aspects of those(and other) classes. All that being said, I don't think the solution is to give him some specifically anti-grab tool, and I don't even really think grabs are the main problem for the class at this point, either.
What the class needs, In my opinion, is more mobility, more cancels, and some more ways to cast our spells than the options we currently have. 
For me, I'd do these few things: 
(The obvious one) being Split teleport; Give us what Succession has, Let us use our teleports independently of eachother.
To those who would say this takes away a niche from Succession Wizard, To Succession I would give them Prime: Teleport and Prime: Ultimate Teleport, which would have shorter cooldowns (3 and 7 respectively vs the current 7 and 10 now), and make them cost less stamina. That's #1. 

Second, I would give awakening an Awakening-version of Earth's Response, have it travel a similar distance to Magical Evasion, have it be activated on the same input (A / D + LMB) and give it super armor on a 5 second cooldown, usable during cooldown but unprotected. Also allow this to be used from staff, so it's a protected awakening swap. Make the float PVE Only, though. 

Third, I'd make Rain of Fire an actual ranged skill similar to Prime: Bolide of Destruction or Absolute / Prime: Areal Meteor. 
This is just to make it like... actually useful, at current it's kinda terrible because it does 0 damage, it's a stationary unmovable forward guard and has no CC. It's just terrible rn. Making it ranged would just make it useful to apply some damage and maybe addons. 

Fourth, I'd add at least SOME healing on hit on SOME of the skills (Such as Aqua Jail Explosion or Chilling Wave) since those are pretty commital animations, so they should have some reward associated with landing hits with them, and our heals being static value, unprotected, stationary animation lock skills doesn't justify the kit not having any heal on hit anymore. 

Fifth, I'd add more ways to cast the skills we have in the awakening kit, more ways to flow them together. 
For Aqua Bomb: I'd add an input for it being RMB after Torrential Cascade, and LMB after Magma Bomb and Bolide of Destruction.
For Bolide of Destruction, I'd add enable the normal S+F input to quick-cast it after Cataclysm and Barrage of Water. 
For Aqua Jail Explosion, I'd add an alternative Shift+LMB+RMB input for it that lets you condense its damage into one explosion, which would generally deal less total damage but would deal more upfront DPS (I.e it currently does 3236%*6 = 19416%, make this secondary cast deal 5900%x3=15900%, same PVP mod, or less if you feel that it needs it.) 
For Barrage of Water, I'd simply allow its use from Staff stance, i.e W+RMB in staff takes you to awakening and casts Barrage. 
For Elementalization, I'd enable its use in Staff stance via S+Space (It's old input) 

That's what I want for Awakening Wizard. Let me know what you think. 

On: Oct 13, 2025, 15:33 (UTC), Written by spregtseuchweg

There is no resistance anymore and grabs have a gap, so you just need to press one of your 7 protected 360° aoe skills if someone comes close and they will not grab you.

also uh no they still will lol, plus we only have 2 360 degree skills those being cataclysm (which is a super armor bound, to be fair,) and aqua jail (which is only a stiff with the core, which is terrible.)

16 175
Lv 65
Piag
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