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October 30th, 2010
#1
Salutations! My name is dreld and i just started playing dragonball online. In all previous mmos ive played i have played a tank and thusly i decided upon the namekian warrior ( plus namekians are cool ). I was wondering if anyone could give me advice on what rotations/builds/ strategies to use as well as a comparison between Shadow Knight and Dark Warrior( i know that SK is axes with slightly more damage and DW is claws with better tanking ability but im not sure how much better). I would primarily like to do PVE however i will still most likely PVP from time to time. Most of all i would like to know how bad DW's damage is compared to Sk and how bad SK's tanking is compared to DW. Also i've read the various laser beams and mouth energy waves and such in the base warrior tree suck, exactly how bad do they suck?

PS: I apologize for my bad english
October 30th, 2010
#2
Salutations! My name is dreld and i just started playing dragonball online. In all previous mmos ive played i have played a tank and thusly i decided upon the namekian warrior ( plus namekians are cool ). I was wondering if anyone could give me advice on what rotations/builds/ strategies to use as well as a comparison between Shadow Knight and Dark Warrior( i know that SK is axes with slightly more damage and DW is claws with better tanking ability but im not sure how much better). I would primarily like to do PVE however i will still most likely PVP from time to time. Most of all i would like to know how bad DW's damage is compared to Sk and how bad SK's tanking is compared to DW. Also i've read the various laser beams and mouth energy waves and such in the base warrior tree suck, exactly how bad do they suck?

PS: I apologize for my bad english

I'll answer this in a way so you won't have any questions at the end, nor will you need any more input, as I've levelled two namekian warriors, and had both of these classes, so this is my area of expertise.

Dark Warriors are better in tanking for a couple of reasons, and shadow knights are more so meant as a pvp class with high defenses that are able to put out some pretty hefty damage as well.

I'll list some perks that dark warriors have over shadow knights in terms of tanking.

-More health

-Aoe Taunt (INCREDIBLY valuable as a tank, shadow knights don't get this)

-Aoe Heal attack that heals for insane amounts (does 100% weapon damage, and heals for 590% of the damage done.. so do the math... ), making it incredibly useful as dark warriors can easily obtain upwards of 10k hp without great namek form

-400 more spir/phys defense than shadow knights (which might not seem like a lot, but it is)

If you take a look at my thread called *Request a build here* I already have a couple of good builds for dark warriors, and shadow knights, and their pro's and cons are listed. I have pure tank builds for dark warriors, but in choosing these builds, you will have a slow time levelling, although you will be almost unkillable and can solo supers, and potentially even ultra's with ease. I also have builds that you can use while levelling up.

Simply put though, shadow knights don't just do slightly more damage, they do ALOT more damage than dark warriors, as again, they are meant as a dps/pvp class, and not so much a tank, though they can fill the role just fine, but aren't as useful tanks in TMQ's as a dark warrior would be, and in most cases you'll have a lot of free running mobs attacking you healer and whatnot.

Also, the spiritual moves in the main skill tree for warriors aren't beneficial for anyone but shadow knights who are great with spiritual damage attacks. The mouth beam sucks, the regular masenko isn't that great either, but charged masenko which can be used as an aoe knockdown and special beam cannon are pretty decent once you get them, and as long as you can position and use them right.

As for rotations, such a thing doesn't really exist in this game, it's not that polished, but yeah, basically you just want one long range pull move (but you don't really need this for tanking dungeons anyway, as your single target taunt has a far enough range anyway) and as long as you keep your aoe taunt up, use a couple aoe attacks (the whirlwind moves) you're fine.. Lastly, pvp. I don't know the build used by the last person (that I'm aware of) to win the level 30-55 budokai tournament, but it was a Dark warrior, whom before that, everyone thought tht swordmasters were the top tier in pvp, but apparently this was proven wrong, as even after the budokai, he went 1on1 with several swordies, and never lost.

So to recap a couple things, spiritual attacks for dark warriors suck, but are good for SK's.

DW's have much higher defenses and tanking potential, especially due to aoe taunt... and yeah that's about all I can think of right now.
October 30th, 2010
#3
Salutations! My name is dreld and i just started playing dragonball online. In all previous mmos ive played i have played a tank and thusly i decided upon the namekian warrior ( plus namekians are cool ).

Welcome to DBO! It always good to have another non-MA player in the game. :)

I was wondering if anyone could give me advice on what rotations/builds/ strategies to use as well as a comparison between Shadow Knight and Dark Warrior( i know that SK is axes with slightly more damage and DW is claws with better tanking ability but im not sure how much better). I would primarily like to do PVE however i will still most likely PVP from time to time. Most of all i would like to know how bad DW's damage is compared to Sk and how bad SK's tanking is compared to DW.

The Shadow Knights have almost as much LP and defense as the DW's do, and on top of that they have almost 300% more dps capability than the DW's. Meaning they are on par with both Humans, damage-wise, and DW's, tanking wise.

The only reason DW is "better" than the SK at tanking is because of the aoe provoke skill and the aoe LP leech. Meaning SK can tank almost as good as DW. Those two skills are really the only advantage that the DW has over the SK.

Also i've read the various laser beams and mouth energy waves and such in the base warrior tree suck, exactly how bad do they suck?

The offensive skills of the warrior tree do not always suck. They are almost necessarily for leveling up as a Namekian warrior. Though when you reach the endgame and are lvl 55, they will be absolutely useless to you. In fact, they will be a waste of SP. So this is why people who play as Namekian warriors keep a SP reset book handy, so they can respec their builds at the endgame and use the SP for more useful skills.

Hope this helped. :)
October 30th, 2010
#4
The only reason DW is "better" than the SK at tanking is because of the aoe provoke skill and the aoe LP leech. Meaning SK can tank almost as good as DW. Those two skills are really the only advantage that the DW has over the SK.

Just from personal experience, the defensive gains a dark warrior has over a shadow knight are HUGE, and aren't minimal. 400 (rounded) physical and spiritual defense are nothing small, a passive 18 constitution is a nice permanent HP buff, and they also can gain much more EP (if needed) via another passive.

Judging from this though it seems you undervalue the importance of an aoe taunt ability as a tank, in a game where, in dungeons and tmq's, you're ALWAYS fighting decen sized groups of enemies. Also, the heal is incredibly invaluable as I already pointed out, as if you hit only one target for 100 (which you will inevitably hit for more) you heal for 590 health PER mob hit. Also, the AOE taunt cooldown finishes just in time for you to refresh it, to ALWAYS be able to keep it up. One last note is, especially in this game, if you're a tank, then damage should not be of concern to you, that's what DPS are for. With the way this game works, as a tank, you'll really only be using at most, 5 different abilities, being Guard (which should be maxed as a tank) Single target taunt, Aoe Taunt, Aoe damage heal, and possibly an aoe attack move, which will take up ALL of your time and essentially be your rotation (Aoe Taunt, Guard, Aoe Heal, Repeat and replace aoe heal while on cooldown with maybe an aoe whirlwind attack) in a nut shell.

Another thing that is suspected though I haven't proven this myself, is simply that, wouldn't the Aoe Heal attack cause very large amounts of aggro as well as it not only heals but does damage? Again, just pointing out the fact that if you plan to tank, you needn't be worried about doing damage.

Also, I don't know how long it's been since you've played, but Shadow Knights are in no way comparable to humans in damage, there was a time when shadow knights were OP as hell, though. They are able to break out some decent large hits, but to say they have a 300% damage advantage over dark warriors is a very far off and rough estimate, and if you want to be able to tank well as a Shadow Knight, you're going to be sacrificing a hefty amount of that max damage potential.

Last edited on October 30th, 2010 at 04:12 AM.
October 30th, 2010
#5

About those passives; I don't see why you think 18 constitution is actually worth the two SP. 1 constitution = 35 LP, so 18x35 would mean you only get around 600 LP added, which isn't very impressive. Neither is the EP passive. Though that 400 defense buff is good. I agree.

For the aoe taunt and aoe heal attack, I agree with you on the fact that it does give the DW an edge in tanking. But I don't think the advantage is THAT great. I realize how useful the aoe taunt can be for tanks, but holding the agro of the mobs is not a very hard thing to do without it. Not to mention if you have a mighty majin or healer in the group, the mobs will go down so easy and fast that you will not even need the taunt. The only real use I found for the skill is in tmq3 and 4 when you are facing a large boss (like Ozaru), you must provoke him and keep running to keep him distracted while the others take him down.

I also want to clear this up. The aoe heal attack is not really an aoe. It only affects multiple enemies IF they are standing directly in front of the mob you used it on, much like the super masenko and makankosappo. Many times the skill does not even leech off enough mobs to give me a significant amount of LP. But this is only my personal experience with the skill, it may have better luck for you.

Also I think you forgot that the topic starter mentioned he will do pvp also, not just tank all day long. So that's the only reason why brought the damage into light. He won't need it in the dungeons and tmq, but he will in the arena. =)

Edit: Here's how I got the 300%. I noticed that all of the DW's physical skills pale in comparison to the SK's spiritual ones. See that Whirldwind delivers 120% damage while Bold Strike delivers 235% damage. You could make this comparison with all of the other attacks and see for yourself (when the skills are all maxed btw). This is how I estimated the 3x difference in damage. But of course, this will only be true provided that this site's skill calculator is not out of date (it might be though lol).

Last edited on October 30th, 2010 at 04:58 AM.
October 30th, 2010
#6
Wow, a thread on Namekians going on for 5 really long posts I haven't replied to? Remind me why I sleep at night again.

Well, here's what I've got to say about Namekian stuf***e from my experience with them. The skills one the base tree tend to be pretty useful under certain cirucumstances. The physical attack that causes you to charge toward your opponent and the arm stretch are both pretty soild effects. However, they do so little damage in comparison to master class skills they're probably not worth it. The spiritual tree isn't all that much better, however, you're going to need it while leveling up obviously.

The Makankosappo, while I haven't personally had the opportunity to use it, deals its fair share of damage. However, if you're using a Madou Warrior ("Shadow Knight") there's a spiritual skill that deals slightly more damage at the same level with the same cast time. It takes 300+ LP to use, which if you ask me is a small price to pay, considering the insane LP stat that Namekian Warriors have anyway.

The buffs and debuffs on the base tree are invaluable by any standards. If you're doing any PvP at all, that stun is your best friend. The taunt, while it only affects one opponent, is also pretty useful if you're doing any sort of tanking and don't have the AoE one yet or are using a Madou Warrior. The buffs on the tree increase your LP by pretty substantial ammounts, especially when you max them out. I have a level 29 character right now and I'm getting around 800 LP from the combination of the two LP buffs. If you're using a Madou Warrior, the one that increases spiritual damage is absolutely invaluable, considering they're pretty much all around spiritual. That being said, it's not doing much for a Makai Warrior. ("Dark Warrior")

And probably the best buff on that tree is the buff that allows you to resist knockdowns. Put 3 points into that and you're totally immune. It's useful in the field and in PvP consdiering everything and its mom will try to knock you down.

The two passives in the base tree, increases of LP and Defense respectively, aren't too good because the other buffs are going to increase those stats a heck of a lot more. But they can come in handy I suppose.

As for Madou and Makai warriors against each other when it comes to tanking, I'd say Makai Warriors are the way to go with this. Madou Warriors don't get that all powerful AoE taunt, and the incredible defense increasing buff. Plus, there's a passive that increases LP by a metric crap ton. That being said, Madou Warriors can still tank, they're just not quite as effective. If you're using them as a tank, it's better if they're an offensively focused one. I will probably find myself as a tank when I get more into the game/it's released in Japanese or English, but I think I'll be focusing on PvP because, well, I'm the sort that likes to fight other people.
October 30th, 2010
#7
About those passives; I don't see why you think 18 constitution is actually worth the two SP. 1 constitution = 35 LP, so 18x35 would mean you 1.only get around 600 LP added, which isn't very impressive. Neither is the EP passive. Though that 400 defense buff is good. I agree.

2. For the aoe taunt and aoe heal attack, I agree with you on the fact that it does give the DW an edge in tanking. But I don't think the advantage is THAT great. I realize how useful the aoe taunt can be for tanks, but holding the agro of the mobs is not a very hard thing to do without it. Not to mention if you have a mighty majin or healer in the group, the mobs will go down so easy and fast that you will not even need the taunt. The only real use I found for the skill is in tmq3 and 4 when you are facing a large boss (like Ozaru), you must provoke him and keep running to keep him distracted while the others take him down.

3. I also want to clear this up. The aoe heal attack is not really an aoe. It only affects multiple enemies IF they are standing directly in front of the mob you used it on, much like the super masenko and makankosappo. Many times the skill does not even leech off enough mobs to give me a significant amount of LP. But this is only my personal experience with the skill, it may have better luck for you.

4. Also I think you forgot that the topic starter mentioned he will do pvp also, not just tank all day long. So that's the only reason why brought the damage into light. He won't need it in the dungeons and tmq, but he will in the arena. =)

Edit: 5. Here's how I got the 300%. I noticed that all of the DW's physical skills pale in comparison to the SK's spiritual ones. See that Whirldwind delivers 120% damage while Bold Strike delivers 235% damage. You could make this comparison with all of the other attacks and see for yourself (when the skills are all maxed btw). This is how I estimated the 3x difference in damage. But of course, this will only be true provided that this site's skill calculator is not out of date (it might be though lol).

1. For only two skill points, to gain 600 LP is VERY nice. For tanking classes in any game. Coupled with the passive LP buff in the namekian warrior tree, that's over 1000 LP right there. For you to say that Health isn't valuable for a tank class is sort of silly, no offense, in MMO's the saying goes, Everything counts in small amounts.

2. The reason why the aoe taunt is so valued, is because again, as a tank, it's YOUR job to take the hits. As a shadowknight, you will not be able to hold aggro on multiple mobs, especially with spiritualists/MA's in your group. You won't always have the luxury of having Mighty Majins in your group for fast kills, and with only one, not every mob dies in 5 seconds, though with 2, then you're laughing, but then with a typical group setup of tank (warrior), healer, 2 might majins and one direct target dps, it will be long and harder for you to take down bosses. Again I'm just going by personal experience as might majins don't exactly do that great single target dps.

3. The Heal attack would be technically classified as a frontal cone AOE abilty. The definition of AOE is Area of Effect, which doesn't mean it has to be all around you for it to be considered an aoe move. Any move that effects more than one target at a time is considered an aoe move, as it effects all enemies in the line of, or area of the attack you are using. Also, again if you position things right, and with the help of the aoe taunt, you can make GREAT use of the ability.

4. I didn't forget pvp and included a very minor bit of reasoning in my initial post as to why Dark Warriors are already inherently better in pvp, as like I stated, the last 30-55 Budokai was won by a tanking dark warrior, and people always assumed Swordsman were the top tier in pvp, but even after Budokai this guy accepted free duels and not once did he lose against swordmasters, nor anyone else. High defense/Lp>Damage apparently.

5. Last but not least, just clarifying that again in tanking mode, you don't need to be doing damage, and Dark warriors don't have to use the Physical abilities in their tree, as they also have spiritual abilities too with some quite hefty damage such as hellzone grenade (Which I use in my particular build for DW's strictly as a pull move which is good for boss pulls in TMQ's)

(And to end, no I'm not bashing your reasoning, or the information you've provided, but he did say that he had experience tanking, which if he has, he will agree with my statements on things such as AoE taunts and LP)

The two passives in the base tree, increases of LP and Defense respectively, aren't too good because the other buffs are going to increase those stats a heck of a lot more. But they can come in handy I suppose.

I agree that the Defense passive is ****ty and not worth the points, but again, the LP buff which gives you 420LP is again, invaluable as a tank.

Last edited on October 30th, 2010 at 10:12 AM. Reason: Double Post
October 30th, 2010
#8
1. For only two skill points, to gain 600 LP is VERY nice. For tanking classes in any game. Coupled with the passive LP buff in the namekian warrior tree, that's over 1000 LP right there. For you to say that Health isn't valuable for a tank class is sort of silly, no offense, in MMO's the saying goes, Everything counts in small amounts.

2. The reason why the aoe taunt is so valued, is because again, as a tank, it's YOUR job to take the hits. As a shadowknight, you will not be able to hold aggro on multiple mobs, especially with spiritualists/MA's in your group. You won't always have the luxury of having Mighty Majins in your group for fast kills, and with only one, not every mob dies in 5 seconds, though with 2, then you're laughing, but then with a typical group setup of tank (warrior), healer, 2 might majins and one direct target dps, it will be long and harder for you to take down bosses. Again I'm just going by personal experience as might majins don't exactly do that great single target dps.

3. The Heal attack would be technically classified as a frontal cone AOE abilty. The definition of AOE is Area of Effect, which doesn't mean it has to be all around you for it to be considered an aoe move. Any move that effects more than one target at a time is considered an aoe move, as it effects all enemies in the line of, or area of the attack you are using. Also, again if you position things right, and with the help of the aoe taunt, you can make GREAT use of the ability.

4. I didn't forget pvp and included a very minor bit of reasoning in my initial post as to why Dark Warriors are already inherently better in pvp, as like I stated, the last 30-55 Budokai was won by a tanking dark warrior, and people always assumed Swordsman were the top tier in pvp, but even after Budokai this guy accepted free duels and not once did he lose against swordmasters, nor anyone else. High defense/Lp>Damage apparently.

5. Last but not least, just clarifying that again in tanking mode, you don't need to be doing damage, and Dark warriors don't have to use the Physical abilities in their tree, as they also have spiritual abilities too with some quite hefty damage such as hellzone grenade (Which I use in my particular build for DW's strictly as a pull move which is good for boss pulls in TMQ's)

(And to end, no I'm not bashing your reasoning, or the information you've provided, but he did say that he had experience tanking, which if he has, he will agree with my statements on things such as AoE taunts and LP)

1. I'm going to accquaint this to Pokemon. 600 LP is maybe 10% of your LP stat. That could be very beneficial. It's like having a Pokemon with a Nature that boosts Defense. However, there's always a price to be paid. That benefical nature will reduce your stat by 10% in something else. Whether or not it's worth it for you is all your own descision.

2. I'm going to say, yeah, the AoE taunt seems pretty useful. Besides, it's only 1~2 SP... *twiddles thumbs*

3. Have you ever tried using the skill yourself? It can be very difficult to get your enemies in front of you to fire off an attack that hits the enemies in immediate vicinity. I have a good deal of trouble using the charged Masenko that way myself. While it can be beneficial, it's all circumstantial.

4. Once again, I'd say this is circumstantial. I still say that Madou Warriors are probably better for PvP in general because of two things. The first is the fact that they deal more damage. The second is the skill Fear. It causes your opponent to turn around and run for 10 seconds. This could potentially run them out of the arena for one. For two, they're turned around and many of the skills the class gets has a 50% damage increase on opponents who are turned around. While I haven't had the opportunity to use this strategy myself since I'm experimenting with a kid Namekian, I've had a friend of mine test the skills out for me, and it seems like a pretty solid combination.

Making another Pokemon analogy, I'm going to sum this up quickly. It's like the difference between a Steelix and Groudon. Steelix has the second highest Defense stat in the game, but Groudon gets attacks that can boost its damage, and a wider variety of more powerful techniques. Which ever is more useful in the particular battle you're in is all circumstantial, based on how you raise the Pokemon, its natures, EVs, moves, etc. Both can be solid Pokemon if you know how to use them.

5. "Hellzone Grenade" is the only spirtual attack in their skill tree that deals substantial damage. It deals its fair share of damage, but a lot of the physical skills just seem more useful to me, considering a few of them are AoE. Plus, you're probably not going to invest in that spirtual damage increasing buff for one or two skills. They have a higher physical damage stat without that technique.
October 30th, 2010
#9
1. I'm going to accquaint this to Pokemon. 600 LP is maybe 10% of your LP stat. That could be very beneficial. It's like having a Pokemon with a Nature that boosts Defense. However, there's always a price to be paid. That benefical nature will reduce your stat by 10% in something else. Whether or not it's worth it for you is all your own descision.

2. I'm going to say, yeah, the AoE taunt seems pretty useful. Besides, it's only 1~2 SP... *twiddles thumbs*

3. Have you ever tried using the skill yourself? It can be very difficult to get your enemies in front of you to fire off an attack that hits the enemies in immediate vicinity. I have a good deal of trouble using the charged Masenko that way myself. While it can be beneficial, it's all circumstantial.

4. Once again, I'd say this is circumstantial. I still say that Madou Warriors are probably better for PvP in general because of two things. The first is the fact that they deal more damage. The second is the skill Fear. It causes your opponent to turn around and run for 10 seconds. This could potentially run them out of the arena for one. For two, they're turned around and many of the skills the class gets has a 50% damage increase on opponents who are turned around. While I haven't had the opportunity to use this strategy myself since I'm experimenting with a kid Namekian, I've had a friend of mine test the skills out for me, and it seems like a pretty solid combination.

Making another Pokemon analogy, I'm going to sum this up quickly. It's like the difference between a Steelix and Groudon. Steelix has the second highest Defense stat in the game, but Groudon gets attacks that can boost its damage, and a wider variety of more powerful techniques. Which ever is more useful in the particular battle you're in is all circumstantial, based on how you raise the Pokemon, its natures, EVs, moves, etc. Both can be solid Pokemon if you know how to use them.

5. "Hellzone Grenade" is the only spirtual attack in their skill tree that deals substantial damage. It deals its fair share of damage, but a lot of the physical skills just seem more useful to me, considering a few of them are AoE. Plus, you're probably not going to invest in that spirtual damage increasing buff for one or two skills. They have a higher physical damage stat without that technique.

1. If you somehow get a debuff that would lessen the effect of your LP by 10%, then it only further proves my reasoning that having more LP is again, important (and I say this because there are such buffs)

2. Thanks, agreed (=

3. Yes, I have used them, and I've played every single class in this game now up to at least level 30 (except dragon clans which I'm in the process of). I also managed to get my Shadowknight to 39 to obtain special beam cannon, which is more of a pain to use truthfully because of cast time, and let me tell you, Dragon's punishment has no cast time. so as soon as everything is in position, fire it off at will. It's not hard at all so this arguement is moot, and also, personally I never had trouble using charged masenko, especially if you're the one pulling... I guess it just depends on your innate ability, but I've been playing MMO's for 9 years so I have extensive experience with this stuff.

Also, as I already stated, with an AOE taunt, it's MUCH easier to get mobs into position...

4. No offense, but I doubt you have any experience using the move fear if your character is only level 29, so you can't make comments about what it would potentially do, and fear moves don't just make someone run in the opposite direction of you, but erratically in any given direction so you're not always going to have that 1.5x damage benefit. Another thing is, in most mmo's I've played, fear has been designed to prevent things such as making someone run out of an arena, especially in pvp. Mind you this game is still rough, so that's probably not the case, but it is one safe to assume.

Also furthermore, the only pvp that really matters is the budokai tournaments (Which again if you're only level 29 on your namek, and have no characters above level 30, you wouldn't have experience in the 30-55 budokai) and again, as I stated, has already been proven that in a 1 on 1 fight, Dark Warriors will win over most any class as was proven after the last 30-55 budokai. The fact that this same DW also made it through the preliminary rounds, also means that he was able to kill people.

5. The spiritual damage buff isn't only a damage buff, but also spiritual defense buff as you would already know. So I wouldn't invest in it solely for a damage increase, but the pull aggro with hellzone grenade is nice, regardless, again this all just goes back to my point that if you're going to be a dark warrior, you're either going to build yourself as a tank, or a tank/pvp hybrid like the dude was who won budokai.
October 30th, 2010
#10
I've got one question because I can't remember stuff..
When can I become Dark Warrior and how and where?