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Foros

UTC 21 : 30 10 nov. 2024
CET 22 : 30 10 nov. 2024
PST 13 : 30 10 nov. 2024
EST 16 : 30 10 nov. 2024
#Wusa
Awakening Woosa Suggestions
02 oct. 2024, 01:52 (UTC)
797 1
Última modificación : 02 oct. 2024, 01:52 (UTC)
# 1

Family Name: SeedofYggdrasil
Region: EU
Class: Awakening Woosa

Over the past few months, I've spent a lot of time playing Awakening Woosa in Arena of Solare. The character's movement feels really fluid, and the aesthetics of her skills are really nice, they are the most beautiful in-game.

I really appreciate how most of her skills work, and I hope that the skills I haven't listed below will remain unchanged in future updates. However, not every skill in her kit fulfills its purpose effectively, and some skills feel like they don't have a clear role. With this in mind, I propose the following changes to make her kit feels more complete and coherent.

 
Suggestion: 

Absolute: Stormfall: Give back "Stun on first hit" in PvP. (Or since it's a protected CC, maybe add it as Core skill)

Reason: Aside from Blooming Death, Stormfall was one of the few ways for the class to proactively engage and attempt a CC on opponents. Removing the stun on the first hit has limited the class's ability to set up its own plays, making it more dependent on reactive gameplay.

   

Life Lure: Allow this skill to flow faster after Blooming Death and Nether Blast

Reason: Currently, Life Lure only benefits from a faster beginning animation after using Fitting Step, making it difficult to incorporate into our combos. The flower from Life Lure takes time to explode, which means we need to cast it early in our combo sequence. However, the long cast time doesn't allow us to fit it into the current combo rotation efficiently without losing precious time for other skills.

Example of an optimal combo:

- Current combo: CC -> Bloom Deluge + Bloomburst -> Damage -> reCC -> Damage

- Ideal combo with improvement: CC -> Life Lure -> Bloom Deluge + Bloomburst (-> Damage) -> reCC -> Damage

  

Mark of the Moon: Increase Damage by 20% and lower Cooldwon from 14s to 9s.

Flow: Death's Proclamation: Allow us to use this skill at any time during "Mark of the Moon" with Lmb.

Reason: Awakening Woosa currently lacks fast, high-damage Front Guard skills. If we could use Flow: Death's Proclamation at any time, we would have an option for much needed FG burst damage.

Sahee's Descent : Increase Damage by 50%, add "Recover 200HP per hit" effect and increase the Cooldown from 9s to 14s. Move the "All AP -20 on hits" from "Blooming Death" to Sahee's Descent.

Reason: With the offensive adjustments to Mark of the Moon (see above), Sahee's Descent should shift towards being a more defensive, sustain-oriented FG damage skill.

 

Soul Cleanse (Lethal Attack): Add FG to it while moving. (And make it an PvE iFrame while moving)

Reason: Currently, Soul Cleanse is highly vulnerable to desync. If a CC ability hits you at any point during the skill's animation, in any area you're moving, the attack portion gets canceled, and you get CCed.

 

Moonlit Blast : Move "Black Spirit: Mark of the Moon" 100% bsr skill to Moonlit Blast.

Reason: The animation of the 100% BSR skill fits much better with Moonlit Blast, and the current Black Spirit: Mark of the Moon lacks substantial utility compared to its non-BSR version.

  

-----------

Reworks: 

Bloodsari Flower

Current Issue: The skill is currently too slow, unprotected, and mostly unusable in combat situations. Its best use is outside of combat when no opponents are nearby. As it stands, the skill lacks practical utility in real combat scenarios.

Suggestion 1: Combat Usability

  • Add Super Armor to this skill
  • Increase Cast speed and make it more responsive

Reason: It does the same as before, but now you can actualy support your alies during combat.

 

Suggestion 2: Healing Rework

  • Rework the skill into a healing ability.
  • The 5 flowers in the current skill animation will no longer disappear after casting.
  • Similar to Flow: Seocheon Field, the flowers would remain on the ground after casting.
  • Instead of exploding and damaging enemies, the flowers would now explode and heal allies when approached.
  • Each flower heals 1000 HP, and the healing effect can be collected by yourself or any party member who walks near the flower.

Reason: This version would offer a supportive role, providing healing to yourself and nearby allies. 

 

 

Flow: Seocheon Field

Reason: The flowers summoned by the skill take too long to bloom, making it ineffective in fast-paced combat. Additionally, the CC effect is unreliable because it is based on pets, it rarely catches opponents. As a result you will only cast this skill once before you engage and then never during combat. I'm not going to make a specific suggestion for this rework, but it would be nice if its rework could support our neural game through zoneing.

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