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Aegis Thousand Year War - DMM Online Game


Re: Aegis Thousand Year War - DMM Online Game

Even on freemium they only use those unit from time to time
Not a core~

Only for Subjugation - AFK
Not a core~

Well...... I got My answer~
 
Re: Aegis Thousand Year War - DMM Online Game

New topic: Top 5 worst classes in the game, and how to fix them.
Rules: This is about the class-gimmicks, not the individual units, so even if the class has one or two really good units, if they are good despite their class, it still counts. With that said:

#5: Samurai:
-Pros: Decent attack and health, hit all blocked enemies, Hibari is cool and she tokenizes them.
-Cons: Thin defense, high cost keeps them from being effective anti-rush units, vanguard strategists do the same job but for cheaper and with added benefits, their skills are strong but make them do different things than what the class is really good for
-Fix: Just give them some extra defense, for god's sake! Or barring that, lower their cost so that they would be cost-effective sweepers

#4: Sailors:
-Pros: Cheap melee support, 0 block during skill can work well on certain maps, extra damage against the fish-guys
-Cons: Average stats and weak skills (aside of Rinbells SAW) leads to a lack of DPS and overall presence on the map, other free(ish) melee support units like Emperor-kun blow them out of the water (no pun intended)
-Fix: More stats, more multipliers, more everything so that they have a fighting chance

#3: Enchanters:
-Pros: Useful if you have physical burst DPS units to boost, their token is powerful
-Cons: Low stats, short range, little-to-no map presence outside skill use, the token costs an arm and a leg, they are only worth taking along if you already have good DPS units in your party, their skills don't work well on maps with scattered ranged spots
-Fix: Either make it so that they can summon a lesser golem pre-AW, so that people would have a reason to bring them along from the get go, or give them a big multiplier against golems so that they could actually do some damage to something while their skill isn't up

#2: Avengers:
-Pros: High health, skills synergise well with class gimmick, very high attack multiplier on low health
-Cons: Not particularly useful against any enemy type, hard to use, other classes can do the same without the risk-factor
-Fix: Either tokenize them, or make it so that the multipliers are not from current health, but cumulative damage received (e.g.: 1.5x at 2000 cumulative damage, 2x at 3000, 3x at 4000, 4x at 5000)

#1: Curse Users:
-Pros: They can maybe tip the balance on maps the player is just barely unable to clear otherwise.
-Cons: Abysmal stats, hog a ranged placement slot, their gimmick rarely ever comes to play unless you base your entire strategy around it (e.g.: golem-assassination on certain Magic City maps)
-Fix: Just raise their stats, or alternatively, make it so that their gimmick works especially well on certain targets (anti-orc, anti-goblin, anti-whatever), so that they would have a niche use at the very least
 
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Re: Aegis Thousand Year War - DMM Online Game

New topic: Top 5 worst classes in the game, and how to fix them.
Rules: This is about the class-gimmicks, not the individual units, so even if the class has one or two really good units, if they are good despite their class, it still counts. With that said:

#5: Samurai:

#4: Sailors:

#3: Enchanters:

#2: Avengers:

#1: Curse Users:

Samurais: I think samurais are fine as they are now. If they are not heavily used (except Hibari) is because they are not better than other options, just more or less the same.

Sailors: agree, they need some stats and better skills in general but big part of the problem are maps and synergies more than raw performance I think. (A guy cleared Vepar with a Sailor team).

Enchanters: magic dmg is no more the holy grail so.... I would give them multi-target (3) or something like that.

Avengers: a lot of ideas on this class, adding paralysis or some kind of on demand nullification.

Curse users: I think they have a lot of potential but as u say, we need to build a team around them. Giving them more range would solve a lot of its problems by making them "fit" in other strats. More interesting skills could be a plus too.
 
Re: Aegis Thousand Year War - DMM Online Game

Aside of raw stats , maybe give Curse User untargetable too / 50% RNG nullification like Oracle
Would be suck if they die too easily~

Samurai is OK , but I want an upgrade. Like Zenobia / Crave
Block 2 , but have chance that attack can land to enemies near them
Sometime I rather use Zenobia instead on a map with 3 lane or so rather than Hibari , Zenobia could even kill steal. lol
 
Re: Aegis Thousand Year War - DMM Online Game

10%/15%/20% atk reduction would be nice for curse users. current issue with them is that they actually reduce too little attack to be worthwhile.
 
Re: Aegis Thousand Year War - DMM Online Game

New topic: Top 5 worst classes in the game, and how to fix them.
Rules: This is about the class-gimmicks, not the individual units, so even if the class has one or two really good units, if they are good despite their class, it still counts. With that said:

#5: Samurai:
-Pros: Decent attack and health, hit all blocked enemies, Hibari is cool and she tokenizes them.
-Cons: Thin defense, high cost keeps them from being effective anti-rush units, vanguard strategists do the same job but for cheaper and with added benefits, their skills are strong but make them do different things than what the class is really good for
-Fix: Just give them some extra defense, for god's sake! Or barring that, lower their cost so that they would be cost-effective sweepers

#4: Sailors:
-Pros: Cheap melee support, 0 block during skill can work well on certain maps, extra damage against the fish-guys
-Cons: Average stats and weak skills (aside of Rinbells SAW) leads to a lack of DPS and overall presence on the map, other free(ish) melee support units like Emperor-kun blow them out of the water (no pun intended)
-Fix: More stats, more multipliers, more everything so that they have a fighting chance

#3: Enchanters:
-Pros: Useful if you have physical burst DPS units to boost, their token is powerful
-Cons: Low stats, short range, little-to-no map presence outside skill use, the token costs an arm and a leg, they are only worth taking along if you already have good DPS units in your party, their skills don't work well on maps with scattered ranged spots
-Fix: Either make it so that they can summon a lesser golem pre-AW, so that people would have a reason to bring them along from the get go, or give them a big multiplier against golems so that they could actually do some damage to something while their skill isn't up

#2: Avengers:
-Pros: High health, skills synergise well with class gimmick, very high attack multiplier on low health
-Cons: Not particularly useful against any enemy type, hard to use, other classes can do the same without the risk-factor
-Fix: Either tokenize them, or make it so that the multipliers are not from current health, but cumulative damage received (e.g.: 1.5x at 2000 cumulative damage, 2x at 3000, 3x at 4000, 4x at 5000)

#1: Curse Users:
-Pros: They can maybe tip the balance on maps the player is just barely unable to clear otherwise.
-Cons: Abysmal stats, hog a ranged placement slot, their gimmick rarely ever comes to play unless you base your entire strategy around it (e.g.: golem-assassination on certain Magic City maps)
-Fix: Just raise their stats, or alternatively, make it so that their gimmick works especially well on certain targets (anti-orc, anti-goblin, anti-whatever), so that they would have a niche use at the very least

I think that samurais are quite ok. Candidates for #5 are more likely alchemists or monks. I never used those, but used samurais other then Hibari from time to time, as the can kill multiple enemies fast.
 
Re: Aegis Thousand Year War - DMM Online Game

I think that samurais are quite ok. Candidates for #5 are more likely alchemists or monks. I never used those, but used samurais other then Hibari from time to time, as the can kill multiple enemies fast.

Alchemists seem bad because we have only a few of them, and they all require a lot of effort put into them before they turn dividends, but every one of them are at least decent on their own.

Thelma is a decent (and very cheap) AOE unit with Gold Get!, great for gold farming with Totono or even alone.
Corrine is bad until SAW, after which she can be used to both heavily damage and weaken bosses with high MR at the same time.
Charles is the single cheapest AOE unit (aside of a Rino with a maid) post-AW, and she has a global skill that halves enemy defense and increases ally defense at the same time, which is pretty good and makes it so that she can affect the battle even without putting her on the front lines.
Makina is a high-mid-tier black with great utility, both as an AOE nuke (he SAW covers about half the map for pretty good damage) and as a support unit through her token.

Their only real weakness is their pitiful range, but aside of that all alchemists are very solid, and their gimmick works wonders on physical DPS teams and against enemies with MR (such as demons).

As for monks, they are actually not bad, their only problem is that their skills rarely ever synergize with their class. Alice is a pretty good black all things considered, Ur is a great source of burst true damage DPS, Lin has proven to be a pretty good AOE burst hitter on subjugations, Gina is a good meat-shield that can run around with just under 9k HP and she is one of the few monks whose 50% dodge makes her even better at her role, Peach has surprisingly decent stats, and while her SAW is a back-and-forth switch between extra attack and defense, it has a very good uptime and good multipliers, Dan is a decent emergency meat-shield and Mao is... well, she is fodder for Alice.

So yeah, if I had to pinpoint the reason why they are not commonly used, I would say it's that, unlike rogues, their attack stat and skills are not great enough for us to risk putting them down and hoping that they dodge those attacks that would otherwise rip through their paper-thin defense.
 
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Re: Aegis Thousand Year War - DMM Online Game

Alchemists seem bad because we have only a few of them, and they all require a lot of effort put into them before they turn dividends, but every one of them are at least decent on their own.

Thelma is a decent (and very cheap) AOE unit with Gold Get!, great for gold farming with Totono or even alone.
Corrine is bad until SAW, after which she can be used to both heavily damage and weaken bosses with high MR at the same time.
Charles is the single cheapest AOE unit (aside of a Rino with a maid) post-AW, and she has a global skill that halves enemy defense and increases ally defense at the same time, which is pretty good and makes it so that she can affect the battle even without putting her on the front lines.
Makina is a high-mid-tier black with great utility, both as an AOE nuke (he SAW covers about half the map for pretty good damage) and as a support unit through her token.

Their only real weakness is their pitiful range, but aside of that all alchemists are very solid, and their gimmick works wonders on physical DPS teams and against enemies with MR (such as demons).

As for monks, they are actually not bad, their only problem is that their skills rarely ever synergize with their class. Alice is a pretty good black all things considered, Ur is a great source of burst true damage DPS, Lin has proven to be a pretty good AOE burst hitter on subjugations, Gina is a good meat-shield that can run around with just under 9k HP and she is one of the few monks whose 50% dodge makes her even better at her role, Peach has surprisingly decent stats, and while her SAW is a back-and-forth switch between extra attack and defense, it has a very good uptime and good multipliers, Dan is a decent emergency meat-shield and Mao is... well, she is fodder for Alice.

So yeah, if I had to pinpoint the reason why they are not commonly used, I would say it's that, unlike rogues, their attack stat and skills are not great enough for us to risk putting them down and hoping that they dodge those attacks that would otherwise rip through their paper-thin defense.

Do you think, they are better then samurais? Both of them looks much more situational and if we take into account blacks, Hibari is very useful in almost all missions.
 
Re: Aegis Thousand Year War - DMM Online Game

Do you think, they are better then samurais? Both of them looks much more situational and if we take into account blacks, Hibari is very useful in almost all missions.

That's because Hibari is a.) a black unit and b.) an anomaly within the class, as her skill not only doesn't decrease her block number (with the other exception being Akane), she gets a good multiplier for both her attack and defense, and it is the latter why she is usually used, as she is a better tank than any of the event heavy armors while also dealing good damage.

The reason why I consider Samurai a not well-thought-out class is not only because half their skills go against the class' main gimmick (sweeping), but Vanguard Strategists fulfill the same role, except in some cases even better, for half the UP cost, and with added benefits.

In retrospect I would say that samurai is roughly on the same standing as monks: conceptually good units with powerful skills that don't utilize their actual class gimmick well, if at all, weakening the class itself.
 
Re: Aegis Thousand Year War - DMM Online Game

We have a lot of class overlapping and maps do not include a lot of gimmicks to favor a wider variety of units. That's the actual problem with a lot of classes more than their stats.

For instance, I use monks a lot for 4 star clears and certain other maps were there is an early rush followed by some "heavy hitting" monsters. In this case monks shine cuz they can easily deal with a rush and then use the skill to clear the heavy hitters. Their stats/cost ratio is one of the best in the game.
 
Re: Aegis Thousand Year War - DMM Online Game

Don't know why people talking shit about samurai when they have Kojuro. That man be tanky AF, a legit baller for the men only maps
 
Re: Aegis Thousand Year War - DMM Online Game

Nanaly on the Desk:
ZyUUXNG.png


Finished rough translations for the current event. Japanese user finished his job sooner than I expected; for a moment, I thought I really would have to do one map a day. A single anonymous Patreon user contacted me, so I did a proofreading pass (may do another one after I rest).

Aloof Monster Master:
SXsnjw4.png


She looks like she was illustrated by Aria and Lucille's illustrator (内有一馬; ).

Pick One:
1) Premium Unit
2) Paws for Hands/Feet
3) Outrageous Design Below the Neck (i.e. Mitra/Leona)


Makirin (Patra, Sophie, and Aoba's illustrator) had his Twitter account suspended by the idiotic Twitter team. Twitter is such a shit service, the only reason I even have an account on it is because so many Japanese creators are using it (their character limit isn't as imposing on Japanese kanji and kana). Banning Makirin's account is like shooting themselves in the foot; it's plain stupid. Not to be deterred, Makirin created a new Twitter account because he's a masochist:

Someone really should create a non-idiotic competitor to Twitter. Just making it so everything is allowed would probably be enough to get every single Japanese creator to migrate to it, and therefore make it quite profitable for advertisers. Services like Twitter should sink to the bottom of the tar pit where they belong.


In other news, according to Japanese players and amazon book reviewers, the 7th Light Novel by Hibiki Yuu is the final one in the 'Bride in the Moonlight' (月下の花嫁) series. These light novels consistently received negative reviews aside from the first one that received some praise for making Kaguya cute.


Used My Legend Ticket, Guess Who I Received:
RBch3KL.jpg

Comic of Character in Question by Original Illustrator:
vGlXtEx.jpg


Source:

Tasaka: "Amanda-chan (9 Years-old) in the Valley of Wind. Its (the cat's) spoiled body cannot be hidden."
Tasaka: "Fat cat saves the world."
Tasaka: "I think I may continue this series a little."
Tasaka: "If there was a premium revival for this kind of Amanda-chan*, I would definitely throw my money at the screen."

*Tasaka hates big breasts with all of his heart and body, and only did Amanda because he didn't want to lose to Obui (Daniella and Mitra's illustrator; ; ).

My Thoughts on Character:
Trivia about the comic. There's a Japanese expression 'hidden tiger cub' which is kind of the Japanese equivalent of a 'nest egg' (money you have stashed away). Amanda's fat cat looks like a tiger cub, and she's trying to monopolise its fluffiness all to herself.

1st Year: Nanaly (Base)
2nd Year: Iris (Premium)
3rd Year: Nanaly (Base SP)
4th Year: Amanda (Legend Ticket)

She isn't a character I would consider a hazure pull; whenever I make a list of characters I should use a black ticket on, she comes up on it because of her ability. However, I'm not too sure about her practical use. A Japanese user I know only used her for Monday Daily maps. Though, she has 'Gold Get!' now, so I can justify bringing her along even if she's mediocre compared to most black units and some plat ones.

Good:
1) +8% to Gold/Plat Armour Drops (if the service of this game lasts for a couple more years, this may pay off in due time).
2) Has 'Gold Get!' as a Destroyer, and makes all other Destroyers easier to get on the field.

Aside from this, I can't recall anyone ever saying anything positive about her. Though, they don't complain about her as much as they complain about Clissa Da, but that also means the staff haven't really bothered to buff her. Sybilla's AW skill has a magical DPS of 2021 and a range of 280 for 40 seconds, and Amanda is just a physical DPS of 2165 for 50s. Plat Bandit Lyra has a DPS of 2431 with her AW skill that hits all nearby land enemies, and Black Oni Kibahime has a physical DPS of 2129 for 30s that also paralyses nearby land enemies, halving their defence and making it so she can easily kill all four Heavenly Kings with the help of Aoba/Sukuha for the initial stun without any other help.


Due to the Subjugation Mission, and Summoning Amanda, I haven't used my Black Ticket on Kayou yet (need some resources before I can power-level and awaken her). Biggest problem with having Amanda is that she's still in the Premium Summon pool, and I don't know if they're going to remove her next like Leone, or keep her in there forever like Plat Bandit Seria due to her ability. Kayou's also a Premium Summon unit, though it's probably more likely they'll remove her from it in due time. So, if I use my Black Ticket on Kayou, then I'm going to want to wait until either of these two are removed to lessen the chances of getting a duplicate of them if I were to roll in the distant future.
 
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Re: Aegis Thousand Year War - DMM Online Game

Are any of these 2 units particularly useful?

 
Re: Aegis Thousand Year War - DMM Online Game

Are any of these 2 units particularly useful?


Hell Yeah! Margaret AW Skill is similar like Leone (the black version). It's useful to burst enemies quickly

Leda is useful to boost drop but also strengthen the enemy power. Only use her if you need to
 
Re: Aegis Thousand Year War - DMM Online Game

Are any of these 2 units particularly useful?


Margaret is one of the best gold units in the game, period. She is really cheap (and she should be the prime candidate for any free gold cost down fairies you might get), and her normal skill, while it has a long windup, is a perma-skill that gives her decent extra range and attack. After AW she deals extra damage against demons and she gets a 7-shot SAW that, while can only be used once per map, has a very short windup and can deal some serious damage.

I personally have a maxed out copy of her that I use as a single-use nuke against bosses, as you can put her down, ten seconds later you can activate her skill, she deals some enormous DPS for a whole 30 seconds, then once the skill is over you can withdraw her for her full cost. She is a really amazing unit, and you should raise her ASAP.

Leda is the game's premier thief. Thieves increase the attack and health of the enemies on the map (20% pre-AW, 30% post-AW), but they give a flat bonus to drop-rates of gifts, demon crystals and collection items during events (3% pre-AW, 5% post-AW). This might not sound much, but it adds up with the specialized drop-rate increasers (Monica, Kyuteri and Roberto), allowing very high drop-rates during certain events, and during collection-type events she can spare you a couple of SCs if you are grinding the right maps. Otherwise she is fairly useless as unit as far as actual placement is concerned, but it's worth AWing her and using her so long as the rest of your team is strong enough to beat the relevant dailies and event maps even with her in tow.
 
Re: Aegis Thousand Year War - DMM Online Game

So... I have my first AW Archer now... and its Miko Soma. I don't even know why I prioritized her. Maybe I am too used to keeping Soma in my team? Man the Silver Version at level 55 is so much fun with that triple shot chance. Now shes back with quad shot, assassinate, true damage and 150% damage chance! Welcome back Soma!
 
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Re: Aegis Thousand Year War - DMM Online Game

New topic: Top 5 worst classes in the game, and how to fix them.
Rules: This is about the class-gimmicks, not the individual units, so even if the class has one or two really good units, if they are good despite their class, it still counts. With that said:

#5: Samurai:
-Pros: Decent attack and health, hit all blocked enemies, Hibari is cool and she tokenizes them.
-Cons: Thin defense, high cost keeps them from being effective anti-rush units, vanguard strategists do the same job but for cheaper and with added benefits, their skills are strong but make them do different things than what the class is really good for
-Fix: Just give them some extra defense, for god's sake! Or barring that, lower their cost so that they would be cost-effective sweepers

#4: Sailors:
-Pros: Cheap melee support, 0 block during skill can work well on certain maps, extra damage against the fish-guys
-Cons: Average stats and weak skills (aside of Rinbells SAW) leads to a lack of DPS and overall presence on the map, other free(ish) melee support units like Emperor-kun blow them out of the water (no pun intended)
-Fix: More stats, more multipliers, more everything so that they have a fighting chance.

I don't really disagree with the top three. At least I don't disagree enough that'd argue against them being on this list of yours.

Sailors are given a bad rap, to be honest. Like many melee supports, they are skill dependent, but during skill they do significant AoE DPS. Like, far more than mages or cannons during their skills. This is due to their innately high aspd, which is only slowed slightly during their skill(except for Reanbell). They are also really cheap to deploy, and have a distinct niche in being the cheapest class-based source of AoE in the game. I could see increasing their cost in exchange for stats, but considering their special ability I don't really see a problem with their stats being so underwhelming, as you are effectively paying for the AoE in stats at present.

Worth noting is that Viera just got an update to her SAW. It's now auto-permanent, making her an excellent afk unit. Just put a sweeper or other source of aoe(demon summoners are great for this as they won't get interruptions in their targeting) nearby to finish off the waves, to mitigate her 'cannot kill' penalty(unless they removed that, I don't know offhand as I haven't leveled her yet).

As for samurai...

It's not so much that they are great. But I don't really think they are so bad as to be one of the worst classes. Bandits(suffer from usability problems in tough stages as well), maids(only Sarah is ever deployed), necromancers(token gimmick has been stolen by so many classes that the only remaining selling point is their underwhelming DPS, only one anyone really cares about is Metus), dark priests (absorption healing mechanic is mitigated by MR and they prioritize attacking over healing, making them unreliable) are just a few classes with similarly questionable usage. Meanwhile Kojuro and Shizuka are alright and sufficiently tanky, and Sakuya isn't the worst unit ever even if her SAW is rather odd.

Re: monks, Alice and Ur are quite useful. Even the plat event one is pretty good all things considered. I can't speak for the golds, but generally I'd say this class is okay when compared to the old days, especially considering the event plat is not awful.
 
Re: Aegis Thousand Year War - DMM Online Game


Again, and I can't believe I have to repeat this: My list was about the "class", not the individual units. While most samurai have niche uses and can be fairly powerful under the right situation, it is not because they are samurai. When you boil it down, samurai are defined by three things:
-Fairly high cost
-High attack, medium/low defense
-Hit all blocked enemies
Hitting all blocked enemies would make them a great sweeper class against early goblin/wolf/imp rushes, but their cost makes this impractical. They have fairly low defense, so they cannot serve well as a tank, and if their skill makes them good at tanking, they are no longer sweeping (with the only exception being Hibari). In other words, there is little to no synergy between the class and the units themselves.

In retrospect I should have named "5 least well thought-out classes" instead, and that would have saved us a lot of time and arguments.

For sailors, I cannot say much, as I barely use them. I have a Rinbel for Vepar and an Amelie that I raised when I wanted to put together a pirate-team, and I haven't used either of them outside of that narrow niche because they are just not very good at their intended job when compared to my other melee support units, and they are weak and fragile when their skill is down.

As for the other classes you listed, bandits are very good early-to-midgame units with good utility against armors and they are good meat-walls against everything but the heaviest hitters. It's just that armor type enemies are fairly uncommon nowadays and, aside of the strongest ones and bosses, they are not a big enough threat anymore for bandits to shine.

Maids are weak, but they are immediately useful even if you don't place them. I don't diss them the same reason I do no complain about how thieves have trash stats and skills, because they exists for their passive bonuses. Also, they can see niche use when deployed as tokenization-enablers, thought I admit I have only seen that happen with Sarah.

I didn't want to pick dark priests because I don't have any, and I don't want to speak just from looking at their stats on paper, while necromancers are... you know what? If you are really against samurai being on the list, necromancers can pretty much replace them, as they suffer from similar issues. They are supposed to be the heavy-hitter, long-range magic damage dealers of the game with plenty of tokens, but other classes like druids, merchants and even demon summoners make them redundant. I can't even remember the last time I used Metus either for her DPS or her tokens.
 
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Re: Aegis Thousand Year War - DMM Online Game

Again, and I can't believe I have to repeat this: My list was about the "class", not the individual units. While most samurai have niche uses and can be fairly powerful under the right situation, it is not because they are samurai. When you boil it down, samurai are defined by three things:
-Fairly high cost
-High attack, medium/low defense
-Hit all blocked enemies
Hitting all blocked enemies would make them a great sweeper class against early goblin/wolf/imp rushes, but their cost makes this impractical. They have fairly low defense, so they cannot serve well as a tank, and if their skill makes them good at tanking, they are no longer sweeping (with the only exception being Hibari). In other words, there is little to no synergy between the class and the units themselves.

In retrospect I should have named "5 least well thought-out classes" instead, and that would have saved us a lot of time and arguments.

For sailors, I cannot say much, as I barely use them. I have a Rinbel for Vepar and an Amelie that I raised when I wanted to put together a pirate-team, and I haven't used either of them outside of that narrow niche because they are just not very good at their intended job when compared to my other melee support units, and they are weak and fragile when their skill is down.

As for the other classes you listed, bandits are very good early-to-midgame units with good utility against armors and they are good meat-walls against everything but the heaviest hitters. It's just that armor type enemies are fairly uncommon nowadays and, aside of the strongest ones and bosses, they are not a big enough threat anymore for bandits to shine.

Maids are weak, but they are immediately useful even if you don't place them. I don't diss them the same reason I do no complain about how thieves have trash stats and skills, because they exists for their passive bonuses. Also, they can see niche use when deployed as tokenization-enablers, thought I admit I have only seen that happen with Sarah.

I didn't want to pick dark priests because I don't have any, and I don't want to speak just from looking at their stats on paper, while necromancers are... you know what? If you are really against samurai being on the list, necromancers can pretty much replace them, as they suffer from similar issues. They are supposed to be the heavy-hitter, long-range magic damage dealers of the game with plenty of tokens, but other classes like druids, merchants and even demon summoners make them redundant. I can't even remember the last time I used Metus either for her DPS or her tokens.

Well, the classes are defined by the units, not the other way around :p

As for samurais I get what u mean but don't forget about subjugations. They are good to deal with late swarms or multiple mid lvl enemies (since hp and def are decent for an atk centered unit).

As for necros, they need some minor rework I think. Something like increasing range a little, making tokens cheaper (reduce stats too) and regenerate a token on each kill :p

For bandits I'd go with some crazy mechanic as "hit up to 3 targets in a short line in front of them", with an animation of an axe uppercut tearing the land X)
 
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