Awakening Nova Guide
Awakening Nova Guide
Changelog
Quickslots:
- added Countergambit (after you skill Queen’s Gambit, Countergambit can only be
used from Quickslot)
- added Queen’s Gambit to the optional Quickslots
- 29.01.2024: added Frozen Ring to the optional Quickslots
Addons:
- 13.09.23 changed the Addons example for PvP
Gear Options:
- 22.09.2023: updated the section including the garmoth example builds
Crystal Options:
- 15.01.2023: On January 4th the entire crystal system was revamped. Crystals now
aren’t limited to certain weapon or armor slots anymore but to groups. This means
you can now use completely new combinations of crystals, in general you have a lot
more options.
Official Patchnotes:
https://www.naeu.playblackdesert.com/en-US/News/Detail?groupContentNo=4579
&countryType=en-US#UI
- 22.09.2023: updated the crystal build examples
Protections:
- added Queen’s Gambit (the new spell you unlock after doing The Magnus: Abyss
One Questline) to the Super Armors
Combo Examples:
- 29.01.2024: added Accel KD Combo 3
Awakening Nova PvE:
- 22.09.2023: removed some old sections and added the sections: “PvE Hit Rate
Calculator, Ap Caps and Species Damage”; “Artifacts and Lightstones” “Buffs and
Consumables”
Addons:
- 04.12.2023: changed the PvE and PvP Addons since the addon system was heavily
changed on Nov. 22, 2023
- Official Patchnotes:
https://www.naeu.playblackdesert.com/en-US/News/Detail?groupContentNo
=6217&countryType=en-US
Skills to lock
Evasion Roll
Icy Fog (with this locked you can immediately swap from pre awakening into
awakening protected by dashing ( shift+w/a/d/s))
Rage Transfer (it’s on x by default and since your first rabam is on shift+x by
default, it sometimes messes with your rabam. You can lock rage transfer and
rebind it to a quickslot to still be able to use it.)
Rage Absorption (same as with rage transfer, the inputs of your second rabam
are connected to those of rage absorb. We personally set the input for rage
absorption in the settings on y because we use the rabam with shift+y inputs.
Then we lock rage absorption and put it on a quickslot which we bind to Z. We
use QWERTZ keyboards, you probably want to do it the other way around if you
use a QWERTY keyboard)
Quickslots
Winter Testudo
Command: Opening (you have to have guards spawned from sitting in block before
to make them attack and stiff)
Quoratum’s Binding
Countergambit (after you skill Queen’s Gambit, Countergambit can only be used
from Quickslot; not a good spell though so don’t necessarily have to bind at all)
Optional: Brutal Ring (to be able to use it without having to use Slicing Ring, Frozen
Ring or Star’s Ring before)
Optional: Frozen Ring (to be able to use the non accel version during accel)
Optional: Queen’s Gambit (can be used to swap into pre awakening with SA)
Optional: Royal Fencing: Riposte (over hotbar you can use it to swap from
pre-awakening into awakening with only the first hit that is frontal guard. If you use
it with inputs, you always have to do the last unprotected hit as well)
2. Skill Tree, Addons, Skill Enhancements (Rabams), Core Spells
Skill Tree
Overview over which skills you might want to use and what they do
Pre-Awakening:
Absolute: Punishing Trap: it’s the grab and picking up absolute level reduces the cd
from 25 secs to 20 secs
Quoratum’s Opening: good movement option after you miss your grab for example
You don’t need Absolute: Quoratum’s Protection anymore since they removed the dp self
buff for Awakening
Command: Blooming Icy Thorns IV: Level 4 puts a -15% Attk./Cast Speed slow on
the spell
Absolute Level reduces the CD from 13 to 12 seconds
Can be used from awakening stance -> Protected way to swap to pre awakening
Absolute: Icy Kiss: Absolute level gives you a 20% crit rate self buff but only for 5
secs
Queen’s Gambit: Can be used from awakening stance -> Protected way to swap to
pre awakening
Command: Opening: command the guards to port into the target and do an attack
that stiffens
Winter Testudo: place down a wall that blocks attacks and movement from
players (enemies and allies); can be useful depending on what content you do. Can
for example be used to block raid engages in Nodewars and Sieges;
disappears once you do anything besides sitting in block or after 5 secs
Icy Prison: ranged freeze (without guards spawned) / float (with guards spawned)
but unprotected
Quoratum’s Binding: Freeze for 6 secs which is extremely long and always a
guaranteed cc reset. Can for example use it in a combo if you don’t have any of your
important cds ready to be able to kill your opponent. For example: Grab (notice you
have nothing ready and therefore can’t kill your opponent) -> Quoratum’s Binding ->
wait until the opponent is about to get up
-> re cc and do your normal combo
Awakening Tree:
Combust Life: Extremely important buff, either gives 40% star’s breath gain when
used outside of Accel or 10 secs SA when used in Accel
Slicing Ring: FG and good damage also gives 10% star’s breath gain on use
Royal Fencing: Lunge: unprotected but fast stun, -9% all evasion rate for 5 secs
Swooping Ring: bread and butter SA movement
(has an accel version that is faster and has really good damage; in accel you get
access to both spells)
Comet: unprotected but bread and butter movement option, knockdown and good
damage
Royal Fencing: Fleche: SA and 15% cast speed selfbuff for 5 secs
(has an accel version with 10 secs selfbuff duration but it’s only cancellable before
the last hit with Dash or Lunge)
Frozen Ring: SA damage, good to gain star’s breath if you can hit it on something,
-20 dp debuff for 5 secs
(has an accel version with different visuals, shorter channel, -20 dp for 10 secs)
Royal Fencing Riposte: 20 ap selfbuff for 5 secs, bit of movement and float on last
hit, can be used to swap from pre-awakening into awakening
Fuse Gravity: Must have, you need it to absorb the two vacuums for 7.5% star’s
breath gain for each vacuum or 300 HP heal per vacuum absorbed during accel
Level 56:
Quoratum’s Closing: 8 secs cd; -30% movement, cast and attack speed
slow for 10 secs; FG and backwards movement; a way to swap from
awakening into pre-awakening protected; can cancel grab out of it
Frozen Chain: 6 secs cd; SA only on first hit; float and down smash on
second hit; -15 dp for 10 secs; haven’t tried it myself
Level 57:
Bitter Star: 6 secs cd; unprotected; -15 dp for 10 secs; haven’t tried it myself
Level 58:
Enter the Darkness: 15 secs cd; frontal guard; protected way to swap from
awakening into pre-awakening
Quoratum’s Earth: 8 secs cd; unprotected; down smash; cool combo finisher
with good damage
Swooping Ring:
SA stiffen in a radius after a long dash; really good tool to cc behind frontal guards
especially because it is also applied to the accel version which is faster; probably the
most commonly used one
Starfall:
viable choice, adds SA to your big damage spell, which is also a float; remember
that in accel state after using combust life you have SA on everything for 10 secs,
which means you can technically use Starfall once every 30 secs protected even
without the core spell
Frozen Ring:
viable choice, adds a protected stiffen with decent range and radius to your kit
Comet:
adds FG to your dash; disadvantageous that your back isn't protected when
moving away from or through your enemy
Addons are something that you should choose for yourself at some point, based
on your personal preferences and your playstyle.
These are just a few possible build paths, starting with season graduation.
https://garmoth.com/character/U6MKxdm4db
There is no one size fits all build, when you get deeper into the game, at some
point you have to decide what content you want to do and build accordingly and
this might also change from time to time depending on the meta. For example, I
went a heavy accuracy route (309ap 4 accuracy accessoires) because of the kind
of pvp I did where I met a lot of heavy evasion players. But the meta shifted and
with new crystals and gear being added, now I meet a lot of high dr zerkers and
valks. This resulted in me changing my gear because my accuracy was way too
high for those kind of players but my ap was too low. Now I am going for a more
balanced ap/accuracy build.
If you start the game, it’s highly recommended to play season and get full pen
gear there. Also do all the different adventure journals that give you stats as
soon as it is possible for you to complete them.
As you can see you get an insane amount of stats, some are easy to complete,
some are a bit more difficult. You can look up guides online for help to complete
them.
You should then first stay full dr armors for a bit while you are trying to get
important ap brackets. Try to find a suitable mix between ap and accuracy
accessoires depending on the content you do.
As accessoire upgrades, you can choose if you prefer offensive over defensive
yourself but at least hp for rings is a bit more efficient in pvp than crit
damage, since crit damage is getting countered by special evasion. For pve
only you obviously choose crit damage and ap.
On Nova, you don’t really use your pre awakening spells to do damage, which
means you don’t need to prioritize hitting ap brackets with your main hand.
Artifact Options:
1. Melee Ap
2. Melee Accuracy
3. All DR
a. Magic DR
b. Melee DR
c. Ranged DR for specific matchups
4. Max HP (for capped NWs and Sieges)
Lightstone Options:
2. Balanced Sets: without negative stats; gives you a bit of everything; you can
choose if you want to go for crit dmg (if you can get your hands on a strike
lightstone; cheap alternative would be down attack) or grab / kd ignore resistance
(for pvp)
3. Defensive Set
when special evasion is capped and you already reach the cap (tier 1-3 nodewars):
Selfbuffs:
Royal Fencing: Riposte / Royal Fencing: Attack (3rd hit): 20 Ap for 5 secs (doesn’t
stack with the 20ap from accel)
Debuffs:
Quoratum’s Closing: -30% Movement, Cast and Attack Speed for 10 secs
Command: Blooming Icy Thorns IV: -15% Cast and Attack Speed for 10 secs
Command: Passed Dawn VI: -15 Dp for 10 secs and -20% Movement Speed for 5 secs
on Thornwood Guard Hits
If you aren’t sure how long your protections actually last, turn on Defense Icons in the
settings.
I personally find this feature especially useful for nova since you can use some spells on
cooldown but then they are unprotected. It helps me to react faster and cancel casting that
unprotected spell.
Iframes:
Awakening:
- Break Orbit: 1 sec cd; 150 stamina; iframe -> SA
- Accel: Break Orbit: 2 secs cd; 100 stamina
Super Armors:
Awakening:
- Swooping Ring
- Accel: Swooping Ring
- Twisted Orbit
- (Accel) Royal Fencing: Remise
- (Accel) Royal Fencing: Fleche
- (Accel) Frozen Ring
- En Garde
- Combust Life
Pre-Awakening:
- Storming Star
- Punishing Trap Miss Animation
- Quoratum’s Opening
- Quoratum’s Protection
- Command: Rime Ice
- Quoratum’s Ascension
- Mauling Star
- Command: Frozen Earth
- Command: Fianchetto
- Command: Frozen Darkness
- Command: Stamma’s Mate
- Command: Blooming Icy Thorns
- Command: Passed Pawn
- Command:Opening
- Icy Fog (you should have it locked though)
- Frozen Chain (1st hit only)
- Queen’s Gambit
Although most of your pre-awakening kit is protected, you mainly stay in awakening.
Frontal Guards:
Awakening:
- Slicing Ring
- Star’s Call
- Royal Fencing: Riposte (1st hit only)
Pre-Awakening:
- Quoratum’s Closing
- Enter the Darkness
- Punishing Trap Miss Animation
- Quoratum’s Opening
- Quoratum’s Protection
- Command: Passed Pawn
- Command: Opening
6. Swapping Stances
- As opposed to sorc for example, you don’t use c swap on nova in fights.
- although the c swap into awakening is protected, you mostly use Break Orbit or
Riposte
throw in fleche when it’s off cd to recover stamina and keep up the cast speed buff
8. Cancels
Comet:
- faster if used after any spell in Awakening besides Accel: Swooping Ring
Star’s Call:
- only does the last hit if chained after any spell in Awakening
Starfall
- has a tiny wind up animation that can be canceled if used after dash
Star’s Ring:
- you can cancel right at the beginning of spawning the second vacuum and still get
15% Star’s Breath when absorbing (to be able to cancel, you have to spawn the
second vacuum only with rmb inputs)
- you can speed the spawn animation itself up by adding a/d to rmb
Punishing Trap:
Fuse Gravity:
- use Break Orbit or Star’s Call during Fuse Gravity to be protected faster
Command: Fianchetto:
9. Mouse Movement
Useful skills to mouse move:
- Frozen Ring
- Star’s Call
- Starfall
- Icy Blooming Thorns
- Punishing Trap
- Quoratum’s Closing
- Enter the Darkness
- Command: Fianchetto
10. Accel
Note: Generally the spells become better in form of more damage and normally lower cds
except for Break Orbit and Twisted Orbit. The iframe of Break Orbit becomes longer and it
uses less stamina but the cd doubles from 1 sec to 2 secs (it can be used on cd,
unprotected).
Twisted Orbit’s cd rises from 3 secs to 5 secs.
This means you will have less protected movement apart from gaining Accel Swooping
Ring.
The 10 secs of SA you get from using Combust Life in Accel help with being able to move
without gaps but after that be wary that you will have more unprotected movement.
All in All you are a lot more powerful in Accel (besides the longer cds on Break Orbit and
Twisted Orbit)
Riposte:
- last hit floats, unprotected but really fast as well
Starfall:
- float with a good range
- unprotected without core spell so be careful when you want to use it outside of the
SA buff
- the biggest fast damage nuke in your non accel kit so consider keeping it for your
combos
Comet:
- Knockdown
- really fast but unprotected
Punishing Trap:
- can be used from awakening stance
- slower than melee grabs so be careful when using it in melee range
- can abuse the range advantage
- has to be aimed pretty much spot on or it will just miss although it might look like it
hit; generally you’ll miss a lot of grabs you think hit; you don’t have an ignore grab
resist passive like some other classes so it will get resisted as well; the only grab
success animation in the game that is unprotected so keep that in mind when
grabbing in group fights (can counteract that by grabbing with the 10 sec SA buff
active in accel)
- if you miss your grab or it gets resisted against other grab classes, consider mouse
moving the miss animation away from you enemy since you might get grabbed out
of it yourself
Rime Ice:
- SA Stun
- if you miss your grab you will go into a long running animation that is Frontal Guard
and SA; you can use this for example to run behind your opponent and then use
Rime ice
- you might have noticed that sometimes you can cast rime ice really smoothly out of
the running animation, sometimes you first have to enter block state before you can
cast it (check out the section: how to avoid being forced into block to see what you
can do to make sure it’s always smooth)
Command: Fianchetto:
- your slowest protected cc besides Storming Star, which I won’t even get in detail
about because of how slow and obvious it is
- I wouldn’t really expect to catch anyone with it, I think Rime Ice is straight up the
better option
- but you could, (same as with Rime Ice) after a missed grab, enter Quoratum’s
Opening and then use Fianchetto, to speed it up a bit.
How to avoid being forced into block
You might have noticed that when you cast certain spells in pre-awakening you sometimes
automatically enter block stance afterwards and sometimes you don’t.
You really want to make sure to never get stuck having to enter block animation first before
you can do something else because it is slow and it makes you vulnerable to grabs.
To avoid being forced into block stance make sure, if you enteacred block, to always press q
or lmb before dashing to swap into awakening again.
- i recommend using q because it doesn’t even have a gap since you don’t have to wait
until the block protection disappears
Because if you enter block stance, then do anything in awakening and then do something in
pre-awakening again you will enter block automatically after certain spells, which also
means you can’t cancel out of certain spells anymore.
Here I don’t press q while in block before swapping -> i get stuck in block after the grab:
Here i shortly tap q before swapping -> i can dash out of grab before having to enter
block
Another useful example: Not getting stuck after Blooming: Icy Thorns (Shift+f)
The Animation is already long enough and like this it’s an even bigger risk
Another useful example: Rime Ice (s+lmb) smoothly out of grab miss animation
Rime Ice after grab has some catch potential but it is drastically lowered if you are forced
into block first
Here I use lmb to cancel block -> you can see it has a tiny gap so using q should be better
12. Combo Examples
first cc -> f (-9% eva) ->s+lmb (-20dp) -> shift+rmb -> s+q (+20 ap, air attk
modifier) -> q -> f -> w+f -> hotkey for Quoratum’s Earth
first cc -> f (-9% eva) -> s+lmb (-20dp) -> w+f (kd) ->s+q (+20ap) ->
first cc ->f (-9% evasion rate) -> s+lmb (-20dp) -> shift+lmb (kd) -> w+f
(backup kd in case the first gets resisted) -> s+q -> w+q -> f ->
first cc ->f (-9% evasion rate) -> s+lmb (-20dp) -> w+q -> shift+lmb (kd)
-> w+f (backup kd in case the first gets resisted) -> s+q -> f ->
first cc -> w+q -> s+lmb (-20dp) -> w+f (kd) -> f -> shift+rmb
To build your own PvE combo only keep in mind to first proc addons/selfbuffs and debuffs
and then use your highest damage spells.
(20ap from Riposte but it doesn’t stack with the 20ap from En Garde and since you
nearly don’t have any Accel downtime anymore you don’t have to pay too much
attention to this selfbuff)
Debuffs:
- -20dp from Remise or Accel: Frozen Ring (normal Frozen Ring only debuffs -10dp)
- -9% eva rate from Lunge but this skill is single target so you can’t debuff a whole
group of mobs with it
PvE Hit Rate Calculator, AP Caps, and Species Damage
Refer to the resources on https://garmoth.com/ to check the hit rate of your gear on
certain spots, the ap cap and ap efficiency beyond the cap as well as the species
type of every spot.
If you don’t reach 100% hit rate on the spot you grind, use -eva and + acc addons
and JIN Vipers if needed.
AP Caps
If you hit the ap cap on the spot you grind and ap is very inefficient beyond the cap
(e.g. 5%) use glorious olucas and ah’krad crystals for cast speed as well as
exquisite cron meal and giant’s draught for % special attack damage to further
increase your dps.
If you hit the ap cap but the ap efficiency is 70%, you should still use simple cron
and frenzy draught if you don’t use elixir rotation.
Species Damage
On spots where the mobs are human, demihuman or kamasylve type, you can use
species damage as it always has an 85% ap efficiency, meaning it is always superior
to ap beyond the cap.
You can look up the species type on garmoth.com under the grind tracker:
You can use the PvE Damage Calculator in the Gear Planner to test the damage of 2
different builds for certain spots.
The Build on the right does about 8.8% more damage at orcs because it is using the
“The Wild: Demihumans” Lightstone set instead of “Vicious Shadows” on the left.
It also uses Exquisite Cron and Giant’s Draught instead of Simple and Frenzy.
Addons:
This is just an example, I personally use these for high end pack to pack grind spots, like
in Ulukita.
- only one -dp addon since on spots like for example Dark Seeker’s Retreat, you have
separated packs where you can debuff all the mobs with one skill
- if you can cc the mobs on the spot you grind (e.g. city of the dead) swap out back
attack damage for down attack damage
Here is another example which I personally use for spots like Dehkia Thornwood. I basically
only swapped one addon out for another -dp addon since in Thornwood you often might
not be able to debuff all the mobs with one skill as they are more spread out or don’t all
spawn in at the same time.
Here is an example for addons I use at Human Damage Spots like Primal Giants:
PvE Crystal Builds
- if you hit the ap cap without the macalods, swap those out for another RBF Viper
and RBF Addis crystals
“Budget build” for human type mobs:
Notes:
- if you miss levels of critical hit (for example if you use perfume of courage
instead of spirit perfume) you can use Dark Red Fang Crystal - Valor
- if you grind on a spot where you can have a nearly 100% uptime on back
attacks (e.g. gyfin underground), use the new Darkness Crystals instead of
Corrupteds
- If you find yourself not having 100% hit rate on the mobs you are grinding,
swap out Power Crystals for JIN Vipers
- use the PvE Hit Rate Calculator on garmoth.com to test your gear vs.
your desired grind spot
Artifacts:
Lightstone Sets:
cheap ap options
Species Damage
Depending if you hit the ap cap on the spot you grind and on how efficient ap is
beyond the
cap, use buffs for ap, % special attack damage or a mix in between.
Ap Buffs
% Special Attack Damage Buffs
- Carolin in Heidel: 10% crit dmg. for 30mins (requires 51 amity and 25
energy)
- Erfianso at Atanis Pond: 5 extra dmg. against kamasylvian mobs for 60mins
(requires 701 amity and 50 energy)
Keep a high Accel uptime
- shortly before accel ends you spawn two vacuums -> after accel ended you spawn
another two -> you absorb all four for 30% -> use q for another 10% -> use shift+e
for another 40% -> you have 80% Star’s Breath right away
Combo Example
When you get more used to the class and the cooldowns, you will notice that you will
most likely not repeat the same combo over and over again. It also heavily depends on
the spot you grind. This is just an example on how to start off. The goal is to quickly
proc all addons and debuffs and then just use whichever of the big damage spells are
off cd to keep the dps up.
w+rmb ->s+lmb or shift+q->lmb in case you aren’t at 100% yet-> w+q -> s+q -> s+f ->
dash -> s+lmb -> w+f -> f -> shift+rmb -> shift+lmb -> dash -> shift+ q -> lmb -> s+q ->
w+q -> s+lmb -> w+f -> f -> q -> hotkey for quoratum’s earth