Talk:Siege Turtle

I removed the note that said carriers defense is only used in the Jade Quarry as I'm certain it's also used in Fort Aspenwood. I suspect it is also used during the Gyala Hatchery mission however I am not certain of this. If someone can confirm it is NOT used in Gyala Hatchery either point it out here or add the note saying Carrier's Defense is only used in Aspenwood and the Quarry. Dancing Gnome 21:43, 7 August 2007 (UTC)
 * I've not seen it used in aspenwood, the turtles are about breaking the gates down, not carrying the amber for the kurzicks, unless they are double agents :o --[[Image:User Gummy Joe Sig Icon.PNG]]Gummy Joe 21:45, 7 August 2007 (UTC)
 * I've been bounced by the turt in Aspenwood (just a few secs ago). So yea, they have it there too...-76.111.173.68 05:41, 12 August 2007 (UTC)

When a Juggernaut flips a turtle (Highly amusing, I must say...), does the turtle take more damage? In Fort Aspenwood they seem to, but I've found nothing to prove that. Anyone else have the info? Insaneasylum 08:40, 18 April 2009 (UTC)

In the notes it states: Players have managed to interrupt its attacks. What is meant? The skill? I don't know what other attack there is and Turtle Siege or whatever the skill is called is easy to interrupt as a ranger. Matte 08:02, 26 April 2009 (UTC)
 * also the note about dazed should be wrong as Siege Attack is a skill, not a spell. Weaponmaster 05:05, 5 May 2009 (UTC)

Carrier's defense
The turtles use carrier's defense when they are being blocked by enemy players, and need them to move to start moving. This is rare in FA because rarely are they in a position when a player is near them and they can't be attacking with Siege Attack. I'd think that the turtles in Gyala hatchery and even in Eternal Grove can use it, but rarely do computers use these tactics, or the players get close enough to attack them before they stop moving. Tearh 00:19, 25 May 2009 (UTC)
 * The turtles in Gayala Hatchery and Eternal Grove do not have Carrier Defense. Carrier Defense was originally only on hauler turtles and juggernauts, but was only added to the siege turtles in Fort Aspenwood in a later update to prevent people from easily taking the turtle down with melee. <>Sparky, the Tainted 00:52, 1 June 2009 (UTC)

Carrot
Should add note that siege turtles love carrots -- E lven C haos  04:22, 3 March 2010 (UTC)
 * Did it Rhonin Soren 11:26, 3 March 2010 (UTC)
 * http://farm4.static.flickr.com/3236/2804966620_ed955b5d07.jpg :S Vael Victus  [[Image:User_Vael_Victus_Sig.jpg|18px|Pancakes.]] 06:38, 5 March 2010 (UTC)

Stuck
Sometimes the "purple" turtle is still stuck in front of the outer purple gate without apparent reason. I think it's an occult nerf in favor of the Kurzicks.

Trivia Worthy? - Knockdown Animation
The Siege Turtle's knockdown animation is likely unfamiliar to most players, resting its head on the ground. You can see this while Earthbind is in effect. Juggernaut Toss actually inflicts its own unique knockdown status, the better known turtle flip. Edit: To the best of my knowledge, normal knockdowns don't cause the Toss penalties, either. MA Anathe 01:15, 22 August 2010 (UTC)

Earthbind Knockdown confirmed
Knockdowns inflicted through Earthbind (PvP) are definitely true knockdowns. Although the animation is subtle, as described above, any effect that requires the target to be knocked down will take effect as normal. So, you can Crushing Blow or Ash Blast a Siege Turtle that has been knocked down while under the effects of Earthbind and get the conditional effects as well. During these knockdowns, no additional penalties caused by Juggernaut Toss apply. Note on main page modified accordingly. MA Anathe 11:15, 23 March 2011 (UTC)

Stonefist Insignia pseudoknockdown
Knockdowns while wielding a Stonefist Insignia cause the Siege Turtle to enter its knockdown animation, and disrupts any currently used skill - Siege Attack or Carrier's Defense. The knockdown does not cause susceptibility to "if knocked down" effects, to the best of my knowledge. (Tested with Ash Blast). This is most likely the source of the original note about attack skill-based knockdowns disrupting Siege Turtle Attack. MA Anathe 21:51, 24 March 2011 (UTC)


 * Iirc, I decided that by using 3-second ranged knock downs instead of ranged with Stonefist. I guess they act differently, which is odd, but less odd than Earthbind's effect. That, and I believe Trampling Ox always interrupted the turtle's siege &mdash; or I'm just confusing that with pressuring the siege attack with Exhausting Assault. –~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк)  &larr;&hearts;– 01:43, 25 March 2011 (UTC)
 * Nasty Carrier's Defense made it difficult to tinker with many melee knockdowns. I'll try Gust, 4 second Backbreaker, and Trampling Ox sans Stonefist and see what happens. MA Anathe 16:59, 25 March 2011 (UTC)
 * Backbreaker and Ox are a no-go without stonefist. Gust is probably no exception, but it'll be a while before I get around to testing it. MA Anathe 17:22, 25 March 2011 (UTC)
 * It's a one second Knockdown. Used Meteor Shower to give me time to followup easily, and Ash Blast inflicted blindness.  Weird. MA Anathe 17:46, 25 March 2011 (UTC)
 * Hm. I guess the additional second from Earthbind and Stonefist bypass knockdown immunities? At least for the turtles, but I know Stonefist allows KDs to interrupt giants... it might knock down every creature that uses Stun Immunity for one second, too. –~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк)  &larr;&hearts;– 18:41, 26 March 2011 (UTC)
 * We've talked about this before, sparky :p. Wurms seem to be an exception that can never be knocked down. Manifold [[Image:User_Manifold_Neptune.jpg|19px]] 19:07, 26 March 2011 (UTC)


 * Haha, I guess that happened too long ago for me to remember. Thanks, that saves a good amount of time. :D –~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк)  &larr;&hearts;– 19:52, 26 March 2011 (UTC)