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Aegis Thousand Year War - DMM Online Game


Anelai

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Re: Aegis Thousand Year War - DMM Online Game

Note, the below is said in a jokingly tone, and is not intended to offend.
Now I feel offended, LOL :)


Anyway, I am not so desperate to roll gacha (I wanted black shaman more, she didn't like me so much) but I finally bought my barracks! (2nd month with silver stamp, yay! If I decide to farm Nagi I might get gold one, LOL)

So I have question: How you guys use them? I mean what character you are putting there besides Rita? Girls you do not use anymore or AW materials? Fairies? What. Tell me please! I need to know ;D


Back to the main topic:
Nagi is at least good looking girl so she might not be eaten by anyone ;p


Note, the above is said in a jokingly tone, and is not intended to offend anyone (exkale <3).
 

marcus3708

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Re: Aegis Thousand Year War - DMM Online Game

I thought this was just stuff that was data mined they actually put an official spoiler up? somehow I dont really mind not getting the fox girl maybe because I like how this ninja looks better + shes a black unit I'm only like slightly disappointed
 

FruitSmoothie

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Re: Aegis Thousand Year War - DMM Online Game

I thought this was just stuff that was data mined they actually put an official spoiler up? somehow I dont really mind not getting the fox girl maybe because I like how this ninja looks better + shes a black unit I'm only like slightly disappointed
Well it's a combination of things. The event title and story dialogue seems in favor of the fox girl being the event unit, but that's minor and could be dismissed. Then there's that we already have a recent black ninja, kind of odd for them to put out two black ninja events isn't it?

The biggest thing though is that she's actually in the damn event window like the event unit is for these events. I wasn't all that bothered by it until I noticed that. We all know that they want to try to put the most popular girls in gacha to make money, it's not exactly a secret. The problem I have with it is how transparent their money grabbing attempt is here. It seems so blatant it's kind of offensive, like they didn't even bother removing her from the event page. The transparency and laziness here is a bit of a slap in the face in my opinion. Come on Aegis.

In short, this is what I have a problem with:

 
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Anelai

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Re: Aegis Thousand Year War - DMM Online Game

btw. during Eden event we also had gacha girl in event info.

EDIT:

I just did tactics for 100/2 I've mentioned above. It is pretty nice and easy but my Ethel is lazy gurl. I should lvl her a bit since she is used more often on nico now. Mine CC30 without any affection. It is not enough to survive wild ninjas ;p
2 star and all the drops. Will complete this later on, should be easy. I can always switch Ethel with someone who will tank them (maybe Karma? I finally remember I have her so she is used from time to time ;D)
 
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exkale

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Re: Aegis Thousand Year War - DMM Online Game

Now I feel offended, LOL :)


Anyway, I am not so desperate to roll gacha (I wanted black shaman more, she didn't like me so much) but I finally bought my barracks! (2nd month with silver stamp, yay! If I decide to farm Nagi I might get gold one, LOL)

So I have question: How you guys use them? I mean what character you are putting there besides Rita? Girls you do not use anymore or AW materials? Fairies? What. Tell me please! I need to know ;D


Back to the main topic:
Nagi is at least good looking girl so she might not be eaten by anyone ;p


Note, the above is said in a jokingly tone, and is not intended to offend anyone (exkale <3).
I've been sitting comfortably at 160 unit capacity and I'm starting to feel the need to get the second barracks one day. My inventory usually hovers around 110~120, but this event will push me towards 130~140 and that's cutting it close, although it's not as bad as Petite's hoarding of everything.

@Dragonpaladin
Good to see that there's someone willing to max out Nagi. I thought I might be the only one, because I still see some viability in using her even if I do plan on getting Saki some cost reduction as well. There's also the fact that I don't want to deal with using Rainbow Fairies. My Sherry's skill is still at 4/5 after using 6 fairies recently.
 

TieSKey

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Re: Aegis Thousand Year War - DMM Online Game

Note, the below is said in a jokingly tone, and is not intended to offend.

NO YOU IDIOT THAT'S FRICKEN GATLING GUN

IT'S A BLOODY VULCAN GATLING GUN NO LESS.

XD

---
Black Ninja Nagi wise, I am going to max her.

Just because everyone else decided to cry over the youkai, I am going to max the ninja instead. Cause screw gacha. Given me another silver, repeatedly, every single bloody time I random rolled per patch.
Lol, the Gattling word in Petite's translation of her skill was literal, now I have no other option but to AW her XD


-----

I would have joined you but I bought the barracks 2 weeks ago so maxing her would leave me with 0 crystals T_T
I'll try to get her to -3 and if she turns out to be clearly superior to Saki then I'll just feed her the time fairies.
 

Dragonpaladin

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Re: Aegis Thousand Year War - DMM Online Game

千年戦争アイギス 妖怪大戦:合戦!忍者の乱 ☆3 (金以下)

Cleaned up version of the original. Still pretty painful in terms of cost, but at least it's not as heavy in terms of execution.

I'll try to get her to -3 and if she turns out to be clearly superior to Saki then I'll just feed her the time fairies.
I have 2 copies of Saki and she is CCed. But I don't like how Saki's skill doesn't increase damage and how heavy her cost is. Hence I rather go for this Ninja instead.
Also, ninja is best when min-costed. Otherwise, it's kinda pointless imo. (Due to AW cost reduction stacking - min-cost Saki is lawl with a <3 sign)

Karma, Liana, and now Nagi. They all have their niche role.
(I recall tanking a certain black demon that instant stuns with Liana's skill activated, breezed through that map because of it)

Also ... that shuriken is gigantic. (The real reason is this)

Update:


... Shizuka, that's your castle!?
So when are they going to change Shizuka into a black rarity unit anyways.
 
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TieSKey

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Re: Aegis Thousand Year War - DMM Online Game

Also, ninja is best when min-costed. Otherwise, it's kinda pointless imo. (Due to AW cost reduction stacking - min-cost Saki is lawl with a <3 sign)

Karma, Liana, and now Nagi. They all have their niche role.
(I recall tanking a certain black demon that instant stuns with Liana's skill activated, breezed through that map because of it)
And I agree. But raising Saki and Nagi is too much for me so I'll stick with the best one since I like them both.

Although I'm missing 1 time fairy to max cost reduce Saki :S
 

Petite Soeur

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Re: Aegis Thousand Year War - DMM Online Game

This event is annoying, and quite possibly a contender as the 2nd worst event depending on how one looks at it (no event could ever be as bad as the Touhou event).

Liana's Event First Phase:
+-1) They Described the Primary Aspect of Liana's Skill (Cures Status Ailments and Extends Range; Nothing about Duration).
+2) Best farm map drops Black Fairies and Healer Christopher.
+3) Every 45 fragments, you get a present.
Total: +2 (☆, Would Farm Again.)

Nagi's Event First Phase:
--1) No Info on Nagi's Skill Whatsoever*.
-+2) Best farm map drops Ninja Kagerou and Platinum Armours.
+3) Every 45 talisman, you get a present.
Total: -1 (F, Fail, not Passed.)

Lian's Event First Phase:
+1) Describes Lian's Skill, and her Class Perk.
-2) Didn't inform players of Lian's class, so everyone thought she was a Front Tactician like Uzume.
-3) Best farm map drops Samurai Sanosuke and Nothing Else.
-4) No presents for farming scrolls.
Total: -2 (-, FUCK YOU.)

*Seriously, the lack of info on Nagi is the worst thing with such a crummy first phase. I only have enough black fairies to raise two black units to LV/CC80, and Liana currently occupies the highest position despite the fact I haven't seen any situations where I would want her over Iris or Sedis on my main team (she's mostly been a temporary support for certain maps). I don't know anything about Anya's awakening yet, and I like Saki's AW Skill, so spending crystals to farm Kagerou, who I don't need, is stupid. While Platinum Armours are nice, I'm in a much direr need for more Platinum or Black Fairies; even Nagi is going to need around 28 black fairies just to awaken her (and Chounin need to be around AW60 to rehabilitate their HP and Defence, so possibly more black fairies for her or Saki). I doubt the 7 stamina map drops these Platinum Armours at a rate that is even comparable to the Extreme-tier Monday Daily.

EDIT:
An educated guess as to what Nagi is going to be like is that she's most likely going to get a damage bonus against youkai-type enemies like Claudia got a bonus against dragon-type enemies based on Nagi's spoiler description that she's an anti-youkai unit (対妖怪の切り札; Anti-Youkai Trump Card). Out of the skills they could give her, I'm going to give an uneducated guess that she's going to get Lita's skill, where she can't be targeted by ranged attacks, but she still can get hit by AoE attacks, and has to fight anything she's blocking, making it so she's mainly good to have around in certain situations for stuff like Aisha's meteors and the Tengu's lightning bolts.

@exkale:
My hoarding has a purpose: I just awakened Maurette with my accumulated resources, which freed up to 60 spaces. I was hoarding a lot of LV20 Hashim that I wanted to use with fairies for my gold/platinum units, which wasn't possible with the Extreme-tier Dailies and the Gold Rush dropping 2 silver fairies instead of 3 bronze ones with a high chance like the best Gold Rush.
 
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Altrius

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Re: Aegis Thousand Year War - DMM Online Game

Well saki lack of atk is countered with that super aspd (fastest atk-er unit in aigis) and that fast atk speed help her to triger her instant death skill for big mob (still remember how ppl use saki to kill the big golem in eden event)

I'm pretty sure the new black ninja base atk will be around the same as saki, the question is whats her skill gonna be and her aw ability + aw skill.
I think that giant shuriken make us expecting a boost is atk skill / increase range or maybe Aoe? etc etc or just stupid high chance dodge lololol no one know.

As for farming map... cmon we still don't know yet 2nd part of the map let's just wait patiently, of coz i guess looking by the past pattern seem this is the best farming map for xtra unit, well we could use that ninja to CC + awake nagi later on. (i need tons of black fairy though have 14 plat armour :( with no whichever fairy )

I find lack of info made alot ppl afraid to focus farming this event, specialy this week is belinda event (with boosted drop right? ) next week we might get some other weekly event
 

Dragonpaladin

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Re: Aegis Thousand Year War - DMM Online Game

Claudia farm was extremely good, Claudia herself is just bad. At least until AW skill awakening the finally makes her skill ranged ... maybe.

@Petite
You are just piling all the horribad on skills onto her xD

But it did convince me to wait until the second phase. If it's anti-youkai, then there's no real point. Unless she carries the same AW skill as a certain black paladin.
I am set either way, one more saki or maxing Nagi. Here's hoping for spoilers sooner rather than later.

Update:
Burning 50+ silver fairies is ... surprisingly easy.
 
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yeehaws

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Re: Aegis Thousand Year War - DMM Online Game

Is Cypria(plat rogue) good after AW? Chance of ignoring defence is low and cost is high.

Also, for the vets, when did the desert maps appear?
 

SybillaISsoCUTE

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Re: Aegis Thousand Year War - DMM Online Game

Hi there guys=) first time posting in DMM Version of Aigis. to the matter on hands. This current event i want to get this black ninja(for stats at leat) but the problem - i just recently started playing on DMM, so my team is no good, barely managed to 3* 2nd map.but too sacred to try 3rd. will appreciate any advises on team and farm strategies=)

 

Lafate

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Re: Aegis Thousand Year War - DMM Online Game

I have come before the council of JP vets so submit my work for critique. This is a guide mean for the English Aigis players on Unit Classes on what they actually do.

Unit Class Guide
Help Credits
BlueMoon(ULMF)
*Omitted*(ULMF)
Crow_MW(ULMF)
Tenshiryu(ULMF)

Role Tag Legend
  • Anti-Rush: Refers to a unit used to slow or stop a swarm of units(huddled up goblins) or a group of fast moving units(multiple wolves). They are strictly melee slot units.
  • Duelist: Refers to a unit that are meant to fight in multiple 1v1 fights and in some cases 1v2/1v3 fights. However they may be able to kill enemies fast enough to serve in an Anti-Rush role.
  • Ganker: Refers to a unit that can be dropped on top of an enemy to kill them quickly without a healer and withdrawn before they are overwhelmed and killed.
  • Tank: Refer to a unit that is used to mitigate/take damage the damage of groups of enemy units. While allowing ranged units to deal the damage to kill enemies they tank.
  • Rear: Refers to a unit that is placed in and attacks from a 'ranged' slot. They can never block any units.
  • Support: Refers to a unit that heals or buffs an allied unit/s.
  • Ramp: Refers to a unit that either has an inherent ability or active skill that gives/recovers more unit points then normal.
  • Assist: Refers to a unit placed in a non-ranged slot that has the capability of providing support in the form damage from range in their position.
  • (Text Here): Text inside of parenthesis while outside of the description imply that whatever is there is only active while that class has their skill active.

Basic Classes: The base units of the game.
Soldier/Soldier Chief/Soldier Elite
Damage Type: Physical
Blocks: 2/3/3
Role: Anti-Rush, Ramp
Description: Units of this class are normally placed fairly early on most maps to serve as ramp units(through the use of the skill unique to their class 'Call for Reinforcements'. However, not all soldiers have this skill), and early response on rush and zerg maps. In addition they can serve as fairly decent tanks early on in the game.

Rogue/Assassin/Master Assassin
Damage Type: Physical
Blocks: 1
Role: Anti-Rush, Ganker
Description: Units of this class are low cost, single target, short term duelist with a fast attack spped. They can't serve as a traditional duelist due to their frailty. Meaning they cannot take a heavy shot to the face all that well. However their saving grace is their ability to completely avoid taking damage from a single attack by dodging it. This makes them one of the better choices when fighting against enemy units that can paralyze your team. In all but two cases a Rogue will carry the 'Assassinate' skill. This allows them to be potential answers when having problems with a troublesome unit that you just have no answers for by instantly killing them. When awakened all rogue gain a permanent version of 'Assassinate'. Those who have the skill still however, will have an increased chance to assassinate while it is active.

Bandit/Berserker/Destroyer
Damage Type: Physical
Blocks: 1
Role: Duelist, Ganker
Description: Units of this class have some of the highest health point values in the game. This makes them extremely good for fighting units that hit extremely hard and would normally result in a one/two shot death to your other units. However they have low defenses so if notice them taking to much damage you will need to switch to another duelist such as a Valkyrie or a tank such a a Heavy Armor. With that said they are the 'basic' duelist of choice for dealing with enemy boss units that have high armor and magic resistance. They are especially good against mage due to their high health pool, and the fact Mages ignore defenses. When awakened, they deal 50% additional damage to armored enemy units.

Valkyrie/Unicorn Knight/Brünnhilde
Damage Type: Physical
Blocks: 1
Role: Duelist, Gankers, Ramp
Description: Units of this class have the Inherent ability to give you one unit point whenever they land the killing blow on a enemy unit. This allows them to act as a godly ramp unit when used on a map with a lot of little easily killed enemies. In addition when they are withdrawn they return 70/80/100% of their unit cost; effectively allowing them to act as 0 cost gankers when awakened. They are the 'basic' go to unit when dealing with low armor, high magic resist enemies and bosses. For starting players this unit class is more then likely your go to unit for magic resistance.

Heavy Armor/Battle Master/Gigant Armor
Damage Type: Physical
Blocks: 3/3/4
Role: Tank
Description: Units of this class for lack of better terms are your meat shields. They take a lot of punishment while not normally dealing a ton back. They are best paired with units that deal area of effect damage to deal with the groups of enemies they hold at bay.

Princess/High Princess
Damage Type: Magical
Blocks: 1
Role: Duelist
Description: Units of this class are your go to choice for fighting heavily armored units one v one. They are one of the best choices for dealing with enemy boss units that have high armor but low magic resistance. Most teams will want to have at least one on their primary teams.

Archer/Sniper/Artemis
Damage Type: Physical
Blocks: -
Role: Rear
Description: Units of this class are the most basic and most versatile of the physical damage ranged units. They prioritize flying units, and will attack those closes to the exit first. When awakened, they deal 30% additional damage to flying enemy units.

Witch/Lode Witch/Arc Witch
Damage Type: Magical
Blocks: -
Role: Rear
Description: Units of this class are one of your 'basic' magic damage dealer, and through the use of the classes inherent ability to slow the unit they are attacking; your 'basic' crowd control and anti-armor units. Like Archers they prioritize flying units, and will attack those closes to the exit first. When awakened, they slow the unit they are attacking even more.

Mage/Warlock/Archmage
Damage Type: Magical
Blocks: -
Role: Rear
Description: Units of this class are your other 'basic' magic damage dealer. When attacking they damage units around their primary target. They are excellent at dealing with swarms of enemies. Like Archers they prioritize flying units, and will attack those closes to the exit first. A bug/feature that existed in the JP version was that only the Mages primary target took magical based damage. While those hit by the splash damage of the attack were taking physical based damage. It is unknown if the fix was already given to the Eng version.

Healer/Priestess/Saint
Damage Type: -
Blocks: -
Role: Support
Description: Units of this class are your 'basic' support units. They heal your damaged units if they are in range of them. Prioritizing the most damage unit. When awakened, all healer half the duration of status effects.

Samurai/Samurai Master/Shogun
(Unreleased)​
Damage Type: Physical
Blocks: 2/2/3
Role: Anti-Rush, Duelist
Description: Units of this class have the unique inherent ability to attack all units they are blocking at the same time. This allows them to serve as an excellent Anti-Rush unit(They have a high unit point cost; so they cannot act as early response on most maps), and an okay Duelist. The reason they are an okay duelist is because their defensive stats are not all that great for fighting two non-fodder enemies at once without putting a strain on your healers. However if given proper support they can become excellent Duelist as well.

Ninja/Ninja Master/Ultra Shinobi
(Unreleased)​
Damage Type: Physical
Blocks: 1
Role: Anti-Rush, Assist
Description: Units of this class are you 'basic' ranged attackers that are outside of the Rear role. They are able to give additional ranged damage from a non-ranged slot. The is useful on maps where you ranged slots are taken up by mostly healers, and you need more damage to kill off swarms and bosses. However despite being ranged they do not prioritize flying units like the other range attackers.

Pirate/Captain/King of Pirates
(Unreleased)​
Damage Type: Physical
Blocks: -
Role: Rear
Description: Units of this class are ranged attackers meant to be able to deal damage to heavily armor units. They have a longer range and hit harder then Archers, but this comes at the cost of slower attack. As a warning to newer playing normally a pirate is not going to be a unit you wish to use. Their saving grace in most cases are their skill.

Advanced: The units that have more mechanics then those listed as basic, and in some cases are Hybrids of those in the Basic listing.
Dragon Soldier/Dragon Warrior
(Unreleased)​
Damage Type: Physical
Blocks: 2
Role: Duelist, Tank
Description: Units of this class are like soldier without being able to serve as a ramp unit. They have higher stats then a soldier allowing them to become effective tanks, but that comes at a much higher cost.

Pegasus Rider/Pegasus Knight/Pegasus Lord
(Unreleased)​
Damage Type: Physical
Blocks: 1(0)
Role: Anti-Rush, Duelist, Ramp
Description: Units of this are similar to that of the Valkyire class. However they do not have that stats to deal with bosses or give you units point when they land the killing blow on a unit. However they do return 70/80/100% of their unit cost when withdrawn like Valkyrie. What they have over Valkyrie is a skill all units of this class have in some form. When active their skills allows them to 'fly' on their Pegasus for the duration allows all enemy units to pass under them. While in the air their deal area of effect damage to all units within their range. This is useful for when swarms get to large to handle one by one; or when they are about to die. You can just activate their skill instead, and let the enemy through instead of withdrawing them.

Dark Fighter/Dark Knight/Paladin
(Unreleased)​
Damage Type: Physical
Blocks: 2
Role: Duelist, Tank
Description: Unit of this class are designed to be the able to tank magic damage dealers like a Heavy Armor would tank physical; while also keeping their ability to tank physical damage dealers. This comes at the cost of being able to tank 1-2 less units then the traditional tank. In addition all Dark Fighters have skill that lower all enemy attacks to varying degrees.

Avenger/Death Avenger
(Unreleased)​
Damage Type: Physical
Blocks: 1
Role: Duelist, Ganker
Description: Units of this class are arguably the best units to deal with low damage, high health or high damage(slow attack), low health enemy units. This class have the inherent ability to increase their attack power as the take more damage. When they are lowered to 50% of their max health their attack is doubled; When they are lowered to 30% of their max health their attack is tripled; and Finally when they are lowered to 10% of their max health their attack is quadrupled. This allows their attacks to become devastating. In addition to this each member of this class has either a self heal, ability to cheat death, or become an immovable wall.

Monk/Master Monk/KenKiyoshi
(Unreleased)​
Damage Type: Physical
Blocks: 2
Role: Anti-Rush, Ganker
Description: Units of this class have high attack, and have the inherent ability to avoid attacks like rogues. However, due to low defense in combination to block two units; they cannot really serve as a duelist. They can serve as a gankers, but you have to be extremely careful when using them to gank due to same reason that makes mean bad duelist.

Avant-Garde Tactician/Avant-Garde Strategist/Warrior Strategist
(Unreleased)​
Damage Type: Physical
Blocks: 2
Role: Duelist, Ramp, Support
Description: Units of this class are like Soldiers, but with a higher cost and better stats. However where they shine is in their ability to provide boost to your other units through their skills and abilities. They have the inherent ability to reduce the deployment cost of your other units by 1; or 2 if awakened. After awakening they gain the ability to attack all units they block akin to Samurais.

Magic Swordsmen/Rune Fencer/Rune Lord
(Unreleased)​
Damage Type: Physical(Magical)
Blocks: 1
Role: Duelist, Assist
Description: Unit of this class are similar to Ninja in that they provide additional ranged support from a non-ranged slot. Unlike ninja however their ranged attack deals only 50/60/70% damage. However if they are blocking an enemy and attack that enemy from melee range, then they deal full damage. During skill activation their attack become magic based ignoring physical defense.

Angel/Archangel/Dominion
(Unreleased)​
Damage Type: Physical
Blocks: 0(2/3/3)
Role: Anti-Rush, Duelist
Description: Units of this class having noticeably higher stats than others of the same rarity. In most cases they can be considered the strongest unit stat-wise in their rarity class. However, the drawback to this is that they can only block and attack while their skill is activated. If their skill is not activated they will do nothing, and let all enemies through. Once class changed they can attack two enemies at once instead of one while having their skill activated. They can act as 'lightning rod' units, are good at fighting strong enemies, and stopping enemy rushes for a short period of time.

Sailor/Sailor Chief/Sailor Elite
(Unreleased)​
Damage Type: Physical
Blocks: 1(0)
Role: Duelist, Assist
Description: Units of this class are simply duelist like Valkyries, but without their ramping capabilities. However, during skill activation, they will let all enemies pass by them without blocking them. In addition to this they become a ranged attackers capable of provide additional range support from a non-ranged slot. You can use this to your advantage by activating the skill when they about to die to allow them to remain on the field dealing damage without dying.

Priest Warrior/Priest Warrior Chief/Divine Armor
(Unreleased)​
Damage Type: Physical
Blocks: 3
Role: Tank, Support
Description: Units of this class are used to provide additional healing from a non-ranged slot. Useful when your ranged slots are all occupied by other units, and you need the additional healing. They can block multiple enemies like a soldier, but they will stop healing and attack the enemies they are blocking. During skill activation they will focus on healing, regardless of if they are blocking any enemy or not.

Mage Armor/Battle Mage/Mage Armor General
(Unreleased)​
Damage Type: Physical(Magical)
Blocks: 3/3/4
Role: Tank, Assist
Description: Units of this class are similar to Heavy Armor unit, but with lower defense, slower attack speed, and higher attack. During skill activation, they will deal ranged splash magic damage similar to Mages. They can be considered one of the highest damage per second units in game during their skill activation. This is due to them having a higher attack speed than Mages, and their skills giving them attack boost during the skill's duration.

Vampire Hunter/Vampire Killer/Undead Killer
(Unreleased)​
Damage Type: Physical
Blocks: -
Role: Rear
Description: Units of this class have a shorter attack ranged when compared to the Archer class. However, their damage per second is much higher when comparing the same rarity units. This is due to the class firing multiple arrows at once(2 before CC, and 3 after CC). In situation when you do not need the additional range from Archers; A Vampire Hunter will generally be preferred, but know that are fairly ineffective when dealing with heavily armored units. After awakening, they deal additional damage when attack undead enemy units. They work very well with buffers like the Dancers.

Shaman/High Shaman/Shaman Lord
(Unreleased)​
Damage Type: Magical
Blocks: -
Role: Rear, Support
Description: Units of this class are a hybrid class of the witch and healer unit classes. They are witches when their skill is not activate, and are healers when it is active.

Bishop/High Bishop/Elder Bishop
(Unreleased)​
Damage Type: Magical
Blocks: -
Role: Rear, Support
Description: Units of this class are a hybrid class of the Mage and Healer unit classes. They are Mages when their skill is not activate, and are Healers when it is active.

Rearguard Tactician/Rearguard Strategist/Staff Strategist
(Unreleased)​
Damage Type: Physical
Blocks: -
Role: Rear, Support
Description: Units of this class are the Range counterparts to the Avant-Garde Tactician class. Their attack speed is similar to an Archers, but they fire two rapid fire shots. In addition they reduce skill cooldownw by 10/20/30%.

Summoner
(Unreleased)​
Damage Type: Magical
Blocks: -
Role: Rear
Description: Units of this class are similar to that of the Angel class. They will stand around and do nothing unless their skill is activated. However, once activated they will attack everyone within their range. They can be considered one the highest damage per second classes while their skill is activated.

Feng Shui User/Fusui-shi/Feng Shirube-shi
(Unreleased)​
Damage Type: -
Blocks: -
Role: Support
Description: Units of the class heal for less than those of the Healer class, but can heal multiple targets at once. In addition they reduce the effects of maps such as poison damage over time.

Cannoneer/Heavy Cannoneer/Cannon Master
(Unreleased)​
Damage Type: Physical
Blocks: -
Role: Rear
Description: Units of this class are the physical counterpart to the Mage class meaning they have splash damage. They deal more damage then Pirates and Archer, but this comes at a slower attacking speed. They have a longer range than Archers, but a shorter one then Pirates.

Dancer/Top Dancer/Super Dancer
(Unreleased)​
Damage Type: -
Blocks: -
Role: Support
Description: Units of this class are buffers. They pass on 10% of their attack and defense to a every allied unit in range of them. However, while their skill is active they will pass on 100% + 10-50%(depending on unit and skill level) of their attack and defense to that unit while it is active.

Necromancer
(Unreleased)​
Damage Type: Magical
Blocks: -
Role: Rear
Description: Units of this class are magic based ranged attacker, but with a special ability. They can summon skeletons onto a non-ranged slot at the cost of unit points. This skeleton can block one enemy unit, and when they die, they don't count towards your 'unit deaths' for calculating map rating(how many stars you get). You can continuously use the skeletons to stall/tank strong enemy units as long as you have enough unit points.

Inu/Tenko
(Unreleased)​
Damage Type: Physical
Blocks: 2
Role: Anti-Rush
Description: Units of this class are a Hybrid of the Rogue and Samurai classes. They can block two units, attack both, and avoid their attacks while doing so. The class it self has a skill unique to them that double their attack, defense, and health for its duration.

Dragon Rider/Dragon Knight
(Unreleased)​
Damage Type: Physical(Magical)
Blocks: 1
Role: Duelist, Ramp, Assist
Description: Units of this class are single target duelist with ramp capabilities. They have a very high cost, but also very high attack and defense. Normally they act like Valkyries and other single target duelist, but during skill activation, they will switch to a single target ranged magic attack. When withdrawn they will return 70/80% of their unit cost.

There is a final second that I'll post in a second post... I ran out of characters...
 
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Lafate

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Re: Aegis Thousand Year War - DMM Online Game

Final part of the guide.

Unique: These classes are only possessed by one unit.
Prince
Damage Type: Physical
Blocks: 1
Role: Duelist, Support
Description: This is you. The every mighty and handsome savoir prince. You build a harem of beautiful girls. You... oh you want to know what you can do... Well you are a duelist. You hit things, and you inspiring your beautiful girls to hit things harder and take more damage with your inspiring and potentially sexual aura.

Dragon Princess
(Unreleased)​
Damage Type: Magical
Blocks: 2
Role: Tank
Description: Units of this class are best used to tank multiple heavily armored units. Due to dealing magic damage like a normal princess she can handle her targets alone most of the time.

Vampire Princess/Vampire Queen
(Unreleased)​
Damage Type: Magical
Blocks: 1
Role: Duelist, Ganker
Description: The best use of this unit class is a Ganker. She cannot be healed by allied units, but after being awakened can heal itself for 1% every attack.

Immortal Princess/Immortal Queen
(Unreleased)​
Damage Type: Magical
Blocks: 1
Role: Duelist, Ganker, Support(AW)
Description: The best use of this unit class is a lightning rod and boss fighter. When her skill is active they cannot die. Care must be taken to withdraw her before her skill ends if her health is to low. When awakened she will heal every allied unit on the field for half the damage dealt to her(When near death damage taken will still count as if she lost that much life).

Puppet User/Armored Puppet User
(Unreleased)​
Damage Type: Physical
Blocks: 1(0)
Role: Duelist, Assist
Description: This unit cannot be healed by other units, but gradually recovers health points while not attacking. During skill activation, she stops blocking units letting all enemies pass through while dealing ranged damage.

Bow Rider/Bow Rider Chief
(Unreleased)​
Damage Type: Physical
Blocks: 1
Role: Anti-Rush, Ramp, Assist
Description: Units of this class are a Hybrid of an Archer and Valkyrie. When withdrawn they return 70/80% of their unit cost. They attack from range in a non-ranged slot. However, when they are blocking a unit their attack is halved.

Maid
(Unreleased)​
Damage Type: Physical
Blocks: 1(2)
Role: Anti-Rush Support
Description: This unit is specifically to be used in tandem with Princess Kaguya. She boosts the Princess stats and reduces her cost just by being in your team roster. Other then this she is like a soldier that can block one unit. However, while he skill is activated she blocks and attacks two units like a Samurai, but she has low health and defense so you must be careful when doing this.

Vampire Lord
(Unreleased)​
Damage Type: Physical
Blocks: 1
Role: Duelist Unit, Ganker
Description: Units of this class cannot be healed by other units, but has high stats to make up for this. After striking an enemy six times she will paralyze them.

Dragon Shaman
(Unreleased)​
Damage Type: Magical
Blocks: -
Role: Rear, Support
Description: This unit acts as a healer, but has shorter ranged then a class changed Healer. In general they have slower heals then a Healer. However, when her skill is activated she begins to attack like a Mage. This comes at the cost of a high deployment cost.

Onmyoji/Yin Head
(Unreleased)​
Damage Type: Magical
Blocks: -
Role: Rear
Description: This unit deals ranged magic damage that significantly reduces movement speed of her target. In addition she can summon units like Necromancer to block an area.

Parliamentary Secretary
(Unreleased)​
Damage Type: -
Blocks: -
Role: Support
Description: This is Anna the white haired, amber eyed beauty you wanted to ravish since the first time you played Aigis. She is meant to be used in tandem with the prince. She provides different boost based on what title the Prince is using. Health+ title gives the Prince gradually health recovery, Attack+ title changes the Prince's damage to magic damage akin to a princess, Defense+ title allows the prince to block an additional unit, and Aura(skill) title gives the prince 10 MR. She provides 10% of her attack and defense to the Prince as long as he is in range of her. During her skill activation, she gives 100% + 0-20% of her attack and defense instead.

Chrono Witch
(Unreleased)​
Damage Type: Magical
Blocks: -
Role: Rear
Description: This unit is exactly the same as a witch. However, she has a unique skill; when activated she attack once for area of effect damage and slows all enemies hit.

Druid
(Unreleased)​
Damage Type: Magical
Blocks: -
Role: Rear, Support
Description: This unit attack a single unit with her range slowing movement and attack speed. The activation of her skill reset her attack allowing her to attack again instantly. However, this one attack hit all enemies within range of her. This means the recommend using of her skill comes immediately after she attacks; so that she resets her attack and attacks again immediately. In addition her skill allows her to summon a unit like the Necromancer. However, this unit is not a unit meant to fight or block. They are called 'Tree of Healing' and as the name would suggest they heal her or her allies. They are placed in a 'ranged' slot.

Ranger/High Ranger
(Unreleased)​
Damage Type: Physical damage
Blocks: -
Role: Rear
Description: This unit class is the same as Archers. However, once deployed they can deploy traps on non-ranged slots at the cost of unit points. Once triggered(by an enemy walking on it) it will lock the enemy in place for a brief period.

Alchemist/High Alchemist
(Unreleased)​
Damage Type: Physical
Blocks: -
Role: Rear
Description: This units deals splash physical damage that halves enemy defense for a short period.

This is for over on Hongfire/Facebook(can upload a txt doc.) where I have a much bigger character limit.
 
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bladeguy

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Re: Aegis Thousand Year War - DMM Online Game

Has the new story missions made what's best to farm rank exp and fodder exp different? Base struggle 2nd if I remember correctly, is the one for the best rank exp-charisma, and oasis for fodder exp/for lazy people.
 

Altrius

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Re: Aegis Thousand Year War - DMM Online Game

@Lafate
I think you want to posted that in english thread instead of JP 1.
Also some there some misinfo or not all description of their class.
For ex: druid atk slow enemy, have bigger range than witch, slower atk speed, the skill atk all enemy at increased range / atk power depend on skill lvl (reset atk interval mean you hit --> skill --> hit combo, which quite powerful due to her high atk).
Of coz also provide a minion / token tree of life that power / lvl depend on the druid.... and additional info: minion can be deployed after you deployed the summoner unit 1st.

For alchemist if i remember reading it somewhere, the moment their atk explode the defense down duration is already part of dmg calculation (alchemist is physical atk-er). Def down duration was it 2 sec I can't remember
 

rayquazaman

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Re: Aegis Thousand Year War - DMM Online Game

@Petite:

I don't have a copy of Saki, so I'm probably going to max Nagi, as a min cost black ninja is going to be a least somewhat usable. Currently praying to Aegis that her skill and ability wont be as you predicted, but chances are slim, especially when Aegis chose not to reveal her info...

If Nagi turns out to be a disaster,I get at least 2 confirmed rainbow fairies as consolation prize, and could be more if the final map drops rainbow fairies like Liana's event. The rainbow fairies matter quite a lot to me, so many units queuing up for skill AW, so little rainbow fairies. Seriously though, how do people even have so many skill AW'ed units, getting 4/5 -> 5/5 is so hard x.x

How horrible is the Touhou event btw?
 

Lafate

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Re: Aegis Thousand Year War - DMM Online Game

@Lafate
I think you want to posted that in english thread instead of JP 1.
Also some there some misinfo or not all description of their class.
For ex: druid atk slow enemy, have bigger range than witch, slower atk speed, the skill atk all enemy at increased range / atk power depend on skill lvl (reset atk interval mean you hit --> skill --> hit combo, which quite powerful due to her high atk).
Of coz also provide a minion / token tree of life that power / lvl depend on the druid.... and additional info: minion can be deployed after you deployed the summoner unit 1st.

For alchemist if i remember reading it somewhere, the moment their atk explode the defense down duration is already part of dmg calculation (alchemist is physical atk-er). Def down duration was it 2 sec I can't remember
Nope, This is the proper thread. English only players wouldn't be able to see any mistakes in the unreleased units yet. I'm asking those who play JP, and know what they units actually do as something may have become lost in translation. Such as me not know that Druids actually slowed. Them having larger range then witch makes me question of them dealing damage to everyone within the range.
 

Petite Soeur

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Re: Aegis Thousand Year War - DMM Online Game

I finally finished the translations for the two new story missions. Each one had over 4k characters of text.

You can read all of the Oriental Kingdom Story Translations .

As a question, does it bother people to read Japanese terms like Mononoke and Yamabushi without any extra explanation of what they mean apart from what Kaguya or Hikage explain? For example, would I have to rewrite the dialogue to explain those kinds of things in more detail or provide links to something like a wikipedia article, since even a Japanese reader who is unfamiliar with something like Fuujin can piece together a small understanding based on the kanji 風 (Wind) and 神 (God).

Now I'm going to do a quick check on the translations for the Youkai Taisen event for errors and stuff.

@rayquazaman:
You had to farm magic crystals, and trade them in for copies of Saki and Akane to cost reduce them and raise their skills on tedious maps that were both gimmicky and difficult.

The new magic crystal daily on Thursday and Friday replaced two maps that were used in the Touhou event that were hard and time-consuming with poorer crystal per stamina rates. The last map during the Touhou event was 50/8, and this was back when everyone had 12 stamina, and didn't have any stamina overflow when they spent a crystal to restore their stamina.

Saki and Akane were also the first event characters that had -4 cost reductions, so players had to be super lucky to get the last two 25% reductions if they decided they wanted a mincost black ninja and platinum samurai. Both Saki and Akane had high pre and post CC costs that were buffed after the event (and a couple more times even later), so anyone that got a copy of them during their events felt like they had to cost-reduce them so they could actually use them.

Basically, the whole event was like combining the worst of Lian's event, and mixing it together with a farm-type event that has no auxiliary consolation prize drops (nothing but magic crystals). EDIT: Now that I'm thinking about my experience with it, they took away around 2/3 of your unused crystals after the event, and all of the other things you could trade for in the Trading Post were garbage. If you thought the trade rates for the fairies currently in there are bad, then you're lucky you didn't have to see what they thought a crystal (2 affection) was worth.

EDIT 2:
Guess I should admit that I failed the last story mission several times before I got 3 stars. All of the problems were from messing up early in the map. 1) Deployed Aria on a spot that had a Fallen Warrior, and then had Lucille fight a Fallen Warrior too early and die, which meant I didn't have anyone to tank Fuujin. 2) Let my Prince die, and then Berenice. 3) Didn't activate Berenice's skill so she died (immediately quit the map). I don't know if I want to farm this map for the rank xp if messing up my skill activations becomes commonplace; these enemies that deal more damage the lower their health is always take me by surprise.
 
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