검은사막 리마스터

잠시 후 검은사막이 시작됩니다.

게임이 시작되지 않는다면 검은사막 런처를 설치해 주세요.

게임 시작을 위해 검은사막 런처를 설치해 주세요.

이미 설치가 되어 있다면 곧 게임이 실행됩니다.
자동으로 런처가 실행되지 않는다면 설치되어있는 런처를 직접 실행해 주세요.

설치 가이드

1 다운로드한 BlackDesert_Installer_KR.exe를 실행하여 검은사막 런처를 설치해 주세요.

2 설치가 완료되면 게임을 시작해 주세요.

커뮤니티

게임 토론
#PVP #PVE #클래스
Awakening Witch Improvements
2023.08.27 03:22
532 2
최근 수정 일시 : 2023.08.27 03:22

Family Name: SeedofYggdrasil
Region: EU
Class: Witch (Awakening)
Suggestion: Possible ways to improve Awakening Witch's kit
Details: 

 Fissure Wave: Increase the cooldown of this skill from 3sec to 7sec, but make the Frontal Guard effect from Core apply by default.

Reason: As a compensation for all these buffs, it's necessary to nerf our overpowered skill. This adjustment would decrease our damage output and make it more challenging to perform a double Knockdown combo (currently achievable with this skill alone).

(new skill idea for Awakening stance) Earth Edge: Cast eight stone edges of earth from the ground into the sky, concluding the skill as they converge to form spikes at a single point. This skill has a 'Floating on hits' effect.

Reason: With the increased cooldown of Fissure Wave, a new skill is needed to reapply second CC on our target.

(new skill idea for Awakening stance) Flash Spear: Instantly teleport a moderate distance forward, forming a large lightning spear during the teleportation and launching it at the enemy when the teleportation ends. The attack deals significant damage but doesn't have a CC. (Teleportation is unprotected, but the attack has Super Armor.)

Reason: I often find myself a few steps too far from my enemy after I've CC'd them. I end up walking toward them to conserve the Teleport cooldown. This proposed skill would address that issue and also allow us to fit in more filler damage, given our combo damage is relatively low.

 Lightning Blast: If this skill is used after Detonative Flow or Flow: Magical Evasion, we should still be able to cast both Blasts of this skill, and the first Blast should be casted instantly.

Reason: Currently, we're missing out on half of our damage. (It should cast fast enough to get air attack on both Blasts when I catch my opponent with Detonative Flow into Lightning Blast.)

 Equilibrium Break: -If this skill is casted after Teleport, the 'mark' part will be skipped and only does the 'hit' part of the skill.

- If we cast this skill, after we get the 'mark' part we can cancel this hit part with another skill or just walk out, while the 'hit' part still does it´s damage.

- Allow to cast Equilibrium Break not only in front of our character, but at where we point our cursors (like Lightning Blast but with half the distance)

- Add a 200 Pain Damage every 3sec for 18sec effect on the 'hit' part of this skill

Reason: This skill is just so slow to cast and it´s is usless in PvP

-   Protection of CreviceExtend the duration of the +20 All DP buff from 5 seconds to 20 seconds.

Reason: It's 2023, PA. Let the buff match the duration of modern classes.

  Flow: Magical Evasion: Allow us to cancel out of our awakening abilities and add a second skill Magical Evasion skill which would allow us SA move twice before we are unprotected (like Woosa has 2 side dash skills).

Reason: Our FG don´t offer too much protection, other classes have gotten so much moblity thats they have such an easy time to get to our backs. This would help us to still stay protected while in combat. 

 Elementalization: Change "Super Armor at the start of the skill" to "I-frame at the start of the skill". And allow us to use it from Pre-Awakening stance to switch to Awakening stance with the old "↓ + Space" input (if used in Awakening stance keep the "↓ + E" input).

Reason: As of currently we get Hit-staggered to death (which also reduces movement distance to nothing), because its Super Armor! Also we don´t really have a good way to get from Pre-Awakening stance back to Awakening (else I would use our Magnus skill 'Earthen Eruption' much more). 

 Summon: Keeper Gorr (Summon: Keeper Tett): Change the effect 'RMB while summoning Keeper Gorr (Keeper Tett) to use special skill' to a diffrent key.

Reason: Input collsion.

  Detonative Flow: Increase the maximum distance this skill and Lightning Blast hits by 20%.

Reason: The movement of other classes got powercreeped, they can get out of our cast range too easy.

  Mana Arrows: Remove the second attack of this skill and implement the damage + the mana drain to the first part.

Reason: The seond part of this skill feels weird and is just BAD.

 

  Lightning Arrows: Increase the damage, increase the crit rate of this skill from +25% to +100% (like Multiple magic arrows has on it), decrease the cooldown from 20 sec to 7 sec and change the flow from Residual Lightning to Lightning Storm.

Reason: Lightning Arrows does less damage than Absolute: Multiple Magic Arrows which is laughable and the flow does make no sense since Lightning Storm is the prerequired skill to unlock this skill and Residual Lightning can be already casted after Sage's Thunder.

  Healing Lighthouse (Sage's Light ): The skill has 3 ticks, change the effect as following:

1st Tick: It has SA and recovers 30% of your HP and MP (self and allies)

2nd Tick: Max HP +800 for 30 sec (self and allies)

3rd Tick: Recover 300 HP every 5 sec for 30 sec (self and allies)

Reason: Currently Sage`s Light heals to much HP instantly and Healing Lighthouse is too weak since it heals only a fixed amount of health. Also in mid-combat you can´t heal your allies without getting yourself CCed. I think this would make both skills pretty fair.

I often find myself a few steps too far from my enemy after I've CC'd them. I end up walking toward them to conserve the Teleport cooldown. This proposed skill would address that issue and also allow us to fit in more filler damage, given our combo damage is relatively low.

-  Magical Shield: Increase the uptime of the buffs to last 1 min to match the cooldown of this skill. And either reduce the MP consumption when taking damage by 50% or double our current MP pool.

Reason: Our class is designed to damage trade but can´t survive, we just die standing-up. And the MP consumption is outdated

 Speed Spell : Increase the uptime of the buffs to last 50 sec to match the cooldown of this skill (only for yourself, for allies it stays 30 sec). Additionally increase the buffs from +20% to +25% (or make it a unique buff that cannot be overwritten by other buffs).

Reason: In PvE, using this skill often feels inefficient unless you're in a party or at a high-end spot where you're not killing many mobs. This is because Voltaic Pulse already provides +10% Cast Speed, and your 100% Black Spirit Rage skill grants +25% Cast Speed (These buffs all overwrite each other).

  Teleport (Ultimate: Teleport)

After reading a post in the feedback forum about ultimate teleport, I think an better solution to improve Awakening Witch movement would be to

1. Remove the Cooldown of Ultimate Teleport completly, and 

2. Ultimate Teleport can now be only casted after normal Teleport and Elementalization.

Reason: The movement of other classes got powercreeped, they can catch up to you too easy. The distance of Teleporting twice isn´t enough. Also matching both cooldowns would be a huge QoL/buff to Awakening Witch.

게임 토론

검은사막 콘텐츠에 대한 의견을 나눌 수 있는 게임 토론 게시판입니다.

last
게시글은 1만개 단위로 검색됩니다.