crow_mw
Evard's Tentacles of Forced Intrusion
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- Apr 5, 2011
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Re: Aegis Thousand Year War - DMM Online Game
Lafete - I have read through your list. Below are some quick comments:
- Not all soldiers have access to ‘ramp’.
- Rogue – gain instant death chance on basic attack upon AW.
- Bandit – gains 1.5x attack power against armored enemies upon AW.
- Valkyrie – For starting players, it is likely highest mdef unit they have access to for some time.
- Archer – gains 1.3x attack power against flying units upon AW.
- Witch – do they really prioritize flying units? Not sure about that, but can’t check atm. It is worth noting that witches are your primary armored enemy killers (unless you have strong princess). Upon AW they gain increased slow. On Jp version all witches received a -1 cost buff, which wasn’t on English version last time I checked, hence the differences between jp wiki stats and what you see in game.
- Mage – for long time there was a bug/feature of mages, that only the primary attack target received magical damage. The targets hit by aoe were dealt physical damage. Don’t know if this is fixed in English version.
- Healer – strange wording with ‘some’, so not sure if I understand the statement correctly. All priests upon AW remove status effects.
- Samurai – They are not great anti-rush units, due to high deployment cost.
- Ninjas, just as witches, received a cost reduction buff along the way (applies only pre-AW).
- Pirates – I would recommend a warning to new players that pirates in general suck. Their saving grace, in some cases, is skill.
- Avanger – I would argue the opposite - they are best when dealing with low health, high (but slow) attack.
- Rune Fencers – deal 50%/60%/70% or their attack in ranged attacks. But maybe this also doesn’t apply to English version yet. That patch came with reduction of basic stats and cost of fencers.
- Angel – ‘while having the ability to…’ ?
- Vampire Hunter – not sure they are recommended over archers, when you don’t need range. They are only effective against low def opponents (due to triple attack). It is worth noting, they work very well with buffers, like dancers.
- Bishop – description is incorrect. Bishops work like Shamans – they start healing upon skill activation, w/o any splash.
- Rearguard Tacticians – They also reduce skill cooldowns by 10/20/30%.
- Cannoneer – most importantly they deal AoE damage.
- Dragon Shaman – she also has lower aspd than healers, which sometimes is important.
- Druid – mimon rules same as Necromancer. Note the minion is ranged.
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@SybillaISsoCUTE - 4 sta map is relatively easy, so we just breezed through it. Not sure you can do it w/o any CCed units though. You need at least two strong duelers I think. Kurissa is great, but you also need one on the other side. I quickly looked through strategy videos and while there are plenty silver-only ones, I havne't seen any w/o CCed units.
Lafete - I have read through your list. Below are some quick comments:
- Not all soldiers have access to ‘ramp’.
- Rogue – gain instant death chance on basic attack upon AW.
- Bandit – gains 1.5x attack power against armored enemies upon AW.
- Valkyrie – For starting players, it is likely highest mdef unit they have access to for some time.
- Archer – gains 1.3x attack power against flying units upon AW.
- Witch – do they really prioritize flying units? Not sure about that, but can’t check atm. It is worth noting that witches are your primary armored enemy killers (unless you have strong princess). Upon AW they gain increased slow. On Jp version all witches received a -1 cost buff, which wasn’t on English version last time I checked, hence the differences between jp wiki stats and what you see in game.
- Mage – for long time there was a bug/feature of mages, that only the primary attack target received magical damage. The targets hit by aoe were dealt physical damage. Don’t know if this is fixed in English version.
- Healer – strange wording with ‘some’, so not sure if I understand the statement correctly. All priests upon AW remove status effects.
- Samurai – They are not great anti-rush units, due to high deployment cost.
- Ninjas, just as witches, received a cost reduction buff along the way (applies only pre-AW).
- Pirates – I would recommend a warning to new players that pirates in general suck. Their saving grace, in some cases, is skill.
- Avanger – I would argue the opposite - they are best when dealing with low health, high (but slow) attack.
- Rune Fencers – deal 50%/60%/70% or their attack in ranged attacks. But maybe this also doesn’t apply to English version yet. That patch came with reduction of basic stats and cost of fencers.
- Angel – ‘while having the ability to…’ ?
- Vampire Hunter – not sure they are recommended over archers, when you don’t need range. They are only effective against low def opponents (due to triple attack). It is worth noting, they work very well with buffers, like dancers.
- Bishop – description is incorrect. Bishops work like Shamans – they start healing upon skill activation, w/o any splash.
- Rearguard Tacticians – They also reduce skill cooldowns by 10/20/30%.
- Cannoneer – most importantly they deal AoE damage.
- Dragon Shaman – she also has lower aspd than healers, which sometimes is important.
- Druid – mimon rules same as Necromancer. Note the minion is ranged.
---------------------------------
@SybillaISsoCUTE - 4 sta map is relatively easy, so we just breezed through it. Not sure you can do it w/o any CCed units though. You need at least two strong duelers I think. Kurissa is great, but you also need one on the other side. I quickly looked through strategy videos and while there are plenty silver-only ones, I havne't seen any w/o CCed units.
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