Re: Aegis Thousand Year War - DMM Online Game
Now that I have an AW Towa I've been testing her with various units.
As we have discussed in the ulmf Discord, Towa has the most significant impact on ranged units, some more than others. There's a couple reasons for this, but the primary one is that ranged unit delays tend to be much bigger - so things like vampire hunters, pirates, mages, healers, witches, onmyouji, necromancers, monster slayers, cannons, etc. REALLY like Towa. A less immediately obvious reason is that melee units are simply out of range with great frequency and are more prone to delay resets as a result. It's not all bad though - unless the unit has a skill that completely removes delay, there will generally be a fair bit of benefit even for very fast melee units like rogues and monks.
Among ranged units, the most obviously powerful benefit is definitely healers. Because Towa's passive is global and is always active, the general hps of one's team will greatly increase even over a relatively small period. The increased healer tempo increases resilience in the most dangerous of stages and should have a far bigger impact in the long run than some measly healer attack buff passive. At the same time, Feng Shui users and Shamans also greatly benefit, but War Priests benefit very little because their animation is so long and their delay is tiny.
Outside of the relatively obvious synergy between Towa and mages/witches, Mikoto the hybrid has a significant benefit when used with Towa. Mikoto's attack animation is measly in length and her delay is over 4/5th's of her full cycle. Two example images of Mikoto in the 12 charisma rural gate map with no prince killing the same enemy with, then without, Towa:
It should also be mentioned that Towa pairs really well with units that have -delay affection and fast cast passives. Units like Sue, Minerva, B. Iris and so on. The stacked -delay really adds up and just comparing them to units in the same class doesn't make sense anymore.
So yeah, easily the best passive in the game imo.
Now that I have an AW Towa I've been testing her with various units.
As we have discussed in the ulmf Discord, Towa has the most significant impact on ranged units, some more than others. There's a couple reasons for this, but the primary one is that ranged unit delays tend to be much bigger - so things like vampire hunters, pirates, mages, healers, witches, onmyouji, necromancers, monster slayers, cannons, etc. REALLY like Towa. A less immediately obvious reason is that melee units are simply out of range with great frequency and are more prone to delay resets as a result. It's not all bad though - unless the unit has a skill that completely removes delay, there will generally be a fair bit of benefit even for very fast melee units like rogues and monks.
Among ranged units, the most obviously powerful benefit is definitely healers. Because Towa's passive is global and is always active, the general hps of one's team will greatly increase even over a relatively small period. The increased healer tempo increases resilience in the most dangerous of stages and should have a far bigger impact in the long run than some measly healer attack buff passive. At the same time, Feng Shui users and Shamans also greatly benefit, but War Priests benefit very little because their animation is so long and their delay is tiny.
Outside of the relatively obvious synergy between Towa and mages/witches, Mikoto the hybrid has a significant benefit when used with Towa. Mikoto's attack animation is measly in length and her delay is over 4/5th's of her full cycle. Two example images of Mikoto in the 12 charisma rural gate map with no prince killing the same enemy with, then without, Towa:
It should also be mentioned that Towa pairs really well with units that have -delay affection and fast cast passives. Units like Sue, Minerva, B. Iris and so on. The stacked -delay really adds up and just comparing them to units in the same class doesn't make sense anymore.
So yeah, easily the best passive in the game imo.
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