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(Nutaku) Milenium War Aigis (English Version)


Xovian

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Re: (Nutaku) Milenium War Aigis (English Version)

Yay, finally 3 stared Castle Retake, and with the first black armor no less.
Lich does not like Nanaly, she wasn't the last placed but he picked her anyways.

That map is just silly. Challenging to be sure.

Still waiting on stamina for daily, & still broke even after a full day of dailies too. Least it feels that way when units are taking over 7k each per group of 4.
 

Eab1990

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Re: (Nutaku) Milenium War Aigis (English Version)

God, today was an amazing day for pulls.

Phyllises everywhere. I think I pulled three today.

But seriously.

Pulled a Betty, which completes my collection of all the gold units available.
Pulled a Nanaly, which completes my black-tier collection as well. (also pulled my second Despara, goddammit)

And finally, I pulled the plat unit I've been looking all this time: Lilia!

Well, I'm pretty happy now. I could still use a few plat cuties like Bashira or Sherry, but hell, this is more than enough to satisfy me.
 
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dartred

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Re: (Nutaku) Milenium War Aigis (English Version)

unfortunetly i dont have the crystals for more summons (only at map armor of the dead though), but i DID get 3 platinum armors today. so it was a good day in its own way.
 

unentschieden

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Re: (Nutaku) Milenium War Aigis (English Version)

What makes Lilia so good, outside of set completion?

Also has anyone ever regretted a CC due to the increase in cost? Given how important she is for the start of a map I´m nervous about CCing Katie.
 

Shurelia

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Re: (Nutaku) Milenium War Aigis (English Version)

For Katie it kind of is a mix for me. The improvement to the reinforcement skill was really nice as was the ability to block 3 units, but the extra 3 points is annoying. Makes some of the maps require more precise timing at the start, but once up she is useful in many situations. Still though kind of wish I could cost reduce her down to at least 11.

Is the daily for the fairies tomorrow worth the effort? I don't have that many units outside of the ones you get from the quests so currently I am making due with mostly silver units. As a result I kind of am iffy if I should even bother with those maps for now.
 

Xovian

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Re: (Nutaku) Milenium War Aigis (English Version)

What makes Lilia so good, outside of set completion?

Also has anyone ever regretted a CC due to the increase in cost? Given how important she is for the start of a map I´m nervous about CCing Katie.
While the cost increase is defintly there, and is often felt once you have several units CC'ed, in the case of Soldiers, it really is better in the long run. If you run into a map that simply can't handle the rush, it's easier to just reduce the cost of a bronze while farming and use it as a stand in until you need to remove it to recover the cost for a more expensive blocker.

As to Lilia, she has a Def skill that can let her tank some tough enemies, even if she is under leveled for the map. Unless her awaken skill is superb (not in game yet), she's not any better than other Plat+ princesses IMO.


Is the daily for the fairies tomorrow worth the effort? I don't have that many units outside of the ones you get from the quests so currently I am making due with mostly silver units. As a result I kind of am iffy if I should even bother with those maps for now.
Fairy day(s) is pretty much if you are after Black and Rainbow fairies.

So unless you just have a Silver that's been CC'ed that you just can't live with out, there's really no reason to do the daily unless you want to increase their skill with a Rainbow.
 

Eab1990

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Re: (Nutaku) Milenium War Aigis (English Version)

What makes Lilia so good, outside of set completion?

Also has anyone ever regretted a CC due to the increase in cost? Given how important she is for the start of a map I´m nervous about CCing Katie.
As far as I can tell, she's completely inferior to my Sybilla. Not that that's saying much, considering how broken Sybilla is to begin with.

Regardless, I wanted her because she's cute as hell.
 
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Gromelon

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Re: (Nutaku) Milenium War Aigis (English Version)

Love it when Nutaku website says my session is expired and throws me outta game. In the middle of Dragon Hunt. With mission counting as failure afterwards. :mad:
 

Lafate

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Re: (Nutaku) Milenium War Aigis (English Version)

Soo..... decided to 2k seeing if I would get anything.... hoping for Bernice and Themis... or at the very least Soma or Daniela so I can better prepare for thursday....

100k+ and 50+ rolls later....

absolutely nothing... never doing that again.
 

Haunter7

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Re: (Nutaku) Milenium War Aigis (English Version)

Soo..... decided to 2k seeing if I would get anything.... hoping for Bernice and Themis... or at the very least Soma or Daniela so I can better prepare for thursday....

100k+ and 50+ rolls later....

absolutely nothing... never doing that again.
I've spent like 300k on it I think and got 1 silver so far, but I'll keep doing that since there's no better way to spend money atm :p Also, the 2k gatcha is the only way to get a lot of units if u're a freemium user and can't afford the premium one.

Btw guys is there actually a reason to keep the sacred crystals for events if ure not gonna buy any extra ones? If I remember it right, the only type of event that requires a lot of crystals saved up will need u to have about 40-50 of them, which isn't reachable anyways so I dunno if there's any point in doing such events at all. Yeah, u may need some crystals for refills for the other types of events, but aren't the extra 5-8 crystals provided by the event maps enough for that?
 
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Gromelon

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Re: (Nutaku) Milenium War Aigis (English Version)

Soo..... decided to 2k seeing if I would get anything.... hoping for Bernice and Themis... or at the very least Soma or Daniela so I can better prepare for thursday....

100k+ and 50+ rolls later....

absolutely nothing... never doing that again.
It's actually ok to not get anything in 50 rolls. But knowing how sticky this game's random is, I usually stop for an hour and refresh the page after 15-20 of bad rolls. On the other hand, when you do get silver unit, its usually better to go ahead and roll more. Got Phyllis this way, and then in less then 10 more rolls Alyssa appeared. :D
 

schogette

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Re: (Nutaku) Milenium War Aigis (English Version)

Same for me, got Soma and Alissa
 

shirochan

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Re: (Nutaku) Milenium War Aigis (English Version)

So the event are about who spend more stamina get better units right ?

For a second i thought that to participate in event you need crystals :confused:
 

evilmonk

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Re: (Nutaku) Milenium War Aigis (English Version)

So the event are about who spend more stamina get better units right ?

For a second i thought that to participate in event you need crystals :confused:
Different event types have different goals, people are talking about spending crystals because for some events you need to run maps a ton of times to get the units in their fully upgraded versions so you use crystals for Charisma/Stamina
 

Lafate

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Re: (Nutaku) Milenium War Aigis (English Version)

Help Credits
BlueMoon(ULMF)
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Tenshiryu(ULMF)
FruitSmoothie(ULMF)
Altrius(ULMF)
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Role Tag Legend
  • Anti-Rush: Refers to units of three separate roles with similar jobs. The first is the name sake of this tag Anti-Rush units. They deal with units that love to rush in one by one. They normally have fast attacks speeds. The second is Anti-Swarm units. They deal with units that come in large groups that need to be dealt with, and would normally otherwise just leak by as they are not killed fast enough or blocked. The third is Anti-Zerg these are units specifically meant to deal with rushing swarms early in maps when unit points are tight.
  • 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 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: 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 in 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.

Heavy Armor/Battle Master/Gigant Armor
Damage Type: Physical
Blocks: 3/3/4
Role: Tank
Description: Units of this class for lack of better words 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.

Valkyrie/Unicorn Knight/Brynhildr
Damage Type: Physical
Blocks: 1
Role: Duelist, Ganker, 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 units, 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.

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.

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 players will want to have at least one on their primary teams.

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 you notice them taking too much damage you will need to switch to another duelist such as a Valkyrie or a tank such as 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 mages due to their high health pool, and the fact Mages ignore defenses. When awakened, they deal 50% additional damage to armored enemy units.

Samurai/Samurai Master/Shogun
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 units(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 an excellent Duelist as well.

Ninja/Ninja Master/Ultra Shinobi
Damage Type: Physical
Blocks: 1
Role: Anti-Rush, Assist
Description: Units of this class are your '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 your 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 ranged attackers.

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 closest to the exit first. When awakened, they deal 30% additional damage to flying enemy units.

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 closest to the exit first.

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 damaged unit first. When awakened, all healer half the duration of status debuffs.

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 closest to the exit first. When awakened, they will slow the unit they are attacking even more.

Pirate/Captain/King of Pirates
Damage Type: Physical
Blocks: -
Role: Rear
Description: Units of this class are ranged physical attackers meant to be able to deal damage to heavily armored units. They have a longer range and hit harder than Archers, but this comes at the cost of slower attacks. As a warning to newer players; normally a pirate is not going to be a unit you wish to use. Their saving grace in most cases are their skills.
 
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Kaa

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Re: (Nutaku) Milenium War Aigis (English Version)

I have a question about CC, as I never done it before
If I combine a CCed unit with its' base version, will it still have a chance for deployment cost reduction? Or do I need to reduce it beforehand? Or it won't transfer after evolution?
Also, which class should I evolve first? I find my archers incredibly lacking, I still cant clear Deep Forest Road for 3 stars because they have short range, should I evolve Soma first?
 

Lafate

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Re: (Nutaku) Milenium War Aigis (English Version)

how about Cecil-chan?
I feel she would get tired of me, and kill me in one of the many 30 minute naps I've been getting the past day.

Note randomly falling asleep makes it impossible to kill LoV Bosses lol.
 

akoss

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Re: (Nutaku) Milenium War Aigis (English Version)

Am I going to need level 40 bronze soldiers to handle the daily on hard?

I have a question about CC, as I never done it before
If I combine a CCed unit with its' base version, will it still have a chance for deployment cost reduction? Or do I need to reduce it beforehand? Or it won't transfer after evolution?
Also, which class should I evolve first? I find my archers incredibly lacking, I still cant clear Deep Forest Road for 3 stars because they have short range, should I evolve Soma first?
You can cost reduce before or after, but you should try to cost reduce after if the skill changes (most golds and above). Archers are a pretty good first CC.

To clear Deep Forest Road, try putting 3 archers in the top row, soldiers in the bottom 2 rows, and then add a mage and witch to the bottom. You can remove the soldiers after the last wolves die, and deal with the ogres using healers and tanks/valkyries/whatever.
 
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Lafate

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Re: (Nutaku) Milenium War Aigis (English Version)

I have a question about CC, as I never done it before
If I combine a CCed unit with its' base version, will it still have a chance for deployment cost reduction? Or do I need to reduce it beforehand? Or it won't transfer after evolution?
Also, which class should I evolve first? I find my archers incredibly lacking, I still cant clear Deep Forest Road for 3 stars because they have short range, should I evolve Soma first?
Well cost reduction will pass one threw CC, but if you are trying to cost reduce while CCing it won't work. As for who first I'm seeing a pattern of people ccing katie, cloris, leeanne, alissa, and soma first. Take your pick I suppose. For Deep forest road Soma would be the best choice however.
 
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