Talk:Siege Turtle Attack (Fort Aspenwood)

From Guild Wars Wiki
Jump to navigationJump to search

Siege Turtle Attack[edit]

Tested many times with my ranger by using Savage Shot and Distracting Shot, It requires total 3 times interrupt attempts before an interrupt actually occurs.

Also, even Siege Turtle cannot be knocked down beside Juggernaut Toss, Devastating Hammer, Hammer Bash and Heavy Blow(when Turtle suffers weakness) can interrupt Siege Turtle Attack. I think other causes KD Hammer Attack can interrupt as well. I dont know if it is a bug.

Anyone want to test any other cause KD skills that can interrupt Siege Turtle Attack? --Cruel Atomic Bomber 07:14, 22 March 2009 (UTC)

I can verify that KDs interrupt it.74.181.200.229 01:52, 9 August 2009 (UTC)

It appears it removes enchantments too. I tried to bond the npc's and each time, my bonds were removed, even when i cast regular ench, they got removed. Plz add that to notes/bugs ~Groth

It removes at least one enchantment, it seems. I usually bring protective spirit on my monk to forst aspenwood and it always appears to get removed whenever i get hit :(

Another question: is this actually an attack? I see the name, but it is listed as a skill, not a attack skill. 74.72.47.117 02:14, 4 June 2009 (UTC)

It actually only requires 2 interrupts. You can test this using Disrupting Accuracy and a bow interrupt of your choice. I suggest A/R for their ability generate higher percentages of critical hits. The whole 3 interrupt thing is due to a somewhat odd mechanic from what I've observed. It works like this: If the second interrupt lands after Siege has reached about 75% or more activation completion, then that second interrupt will essentially 'carry over' into the next activation. Which means when it goes to active Siege again, it only takes 1 interrupt. Using something like a flatbow/shortbow, an IAS, and superb/lucky timing it is possible to interrupt a Siege with 2 interrupt without using Disrupting Accuracy, but once again that takes superb/lucky timing as the first interrupt has to land almost immediately after Siege starts to active. (edit forgot to sign) Cauldron Born 09:54, 11 July 2009 (UTC)
I was doubleshotting a turtle the other day, it seems that interrupts are (partially) separate from this skill. Sometimes the turtle would be interrupted, sometimes not (only interrupting once). I'm not sure if interrupts while the turtle is idle count towards the counter, or if they have to be during the activation. More testing might be done by me maybe. -~=Sparky User Sparky, the Tainted charr sig.PNG (talk) 04:41, 19 August 2009 (UTC)`
OK guys, just thought id clarify some things. First 1 interupt can interupt a turtle. Tested it in about 50 or 60 games where i constantly only use 1 interupt against it and it works about 1 in 6 or 7 times. To interupt for certain its slightly more, not too sure but 3 almost always works (sometimes i lag and it doesnt so im not sure if all the interupts hit or not). Shock Interupts and other KDs (meteor doesnt seem to, unless its my lag lol). AND finally turtle atk removes ONE enchantment not all. Just to clarify for those who didnt know.--Silven 10:22, 23 August 2009 (UTC)
No, I tested a lot with doubleshotting. It takes three interrupts before an interrupt occurs. All three interrupts do not have to occur on the same attack. This means if you interrupt the turtle once per siege, then every third siege will be interrupted. Likewise, if you can get two interrupts in (which takes skill due to the aftercast), then every other siege will be interrupted. I'm not sure if interrupting every siege is possible with a single player; but, in theory, it may be possible through the use of weapon swaps, a third interrupt (which must be elite), some distance, and skill (or practice). -~=Sparky User Sparky, the Tainted charr sig.PNG (talk) 23:53, 24 August 2009 (UTC)`
Managed to get 3 interupts. dshot b4 it started using the skill (it hit just as the skill started) then swapped to diff bow and svg shot then mesmer interupt. (or just use shock lol)--Silven 10:37, 12 September 2009 (UTC)
I've interrupted this skill several times solo with Psychic Distraction, and it varied between 2 and 3 interrupts to interrupt it. --Toroquin User Toroquin Toro icon.png 20:09, 2 January 2011 (UTC)

Confusing Images[edit]

Welcome back, interrupts! <>Sparky, the Tainted 01:04, 11 August 2009 (UTC)

Now, for a challenge: do 3 interrupts (only you, nobody else) while it's activating one STA (not on multiple attacks) without confusing images. It is possible. I've done it as a Mesmer. Have never been able to Diversion STA though.


Diversion[edit]

Can't be diversioned, can it be disabled any other way??? Silven

Thay want us to discover things by ourselves, sooner or later they will ask the wiki community to describe the game to other players for them...oh wait ?! Yseron - 90.15.58.53 11:50, 17 September 2009 (UTC)

This skill[edit]

Needs to fucking Die. It is the single biggest contributor to FA being Deadzone. This skill by Itself makes any and all prot completely useless unless your spamming mass enchants on your target. Not to mention it does excess of 300 damage to EVERYONE in the blast range. Its completely Imba and makes monks more frustrated than you could possibly imagine. Ill say it one more time THIS SKILL NEEDS TO FUCKING DIE --71.193.48.146 14:28, 25 January 2010 (UTC)

Actually it's 300 to target, 80 to others near it.
The description says it's just 250 to the target and 80 to foes in the area, but it's actually 300 dmg to players in the area and decreases like Wurm Siege to other players. And the enchantment removal triggers on everyone who is taking any dmg of it. --Toroquin 15:45, 19 May 2010 (UTC)

I agree, way overpowered. Also, this bad boy does damage related to how close a player is to the actual target. This bull can do 2400 dmg.

lol nubs--SilvenUser Silven sig.jpg 05:33, 12 May 2010 (UTC)
"This bull can do 2400 dmg." What, did you find a way to use Frenzy and Primal Rage at the same time? On a monk? --Kyoshi User Kyoshi sig.png (Talk) 06:35, 12 May 2010 (UTC)

Enchantment removal[edit]

The enchantment removal seems to happen on everyone who takes any dmg of this skill. This is frustrating, not just for the monks that can bring much cover enchantments, but also for all proffesions or builds that needs a keep-up enchantment. 80% of the builds I make for FA fails cause of the AoE enchantment removal from the turtles. --Toroquin 17:36, 19 May 2010 (UTC)

You fail for centering builds around enchantments in FA kurzy side. Justice 09:31, 28 June 2010 (UTC)
Well, it certainly limits build possibilities. Hey, it's only fair since almost every single Kurzick NPC is anti-physical, which is much more difficult to get around than this one skill, practically locking entire professions. It's easy as pie to win from the Kurzick side, lol. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 17:54, 10 July 2010 (UTC)

While the Kuzurichs have anti-meele npcs you forget that you have a turtle to shoot them down all you have to do is wait like 15 seconds for them to die...In other words "turtle with 250 damage enchant removing megashot cannon" > "mortal anti-melee npcs" I would say the advantage goes to luxon since yall get two.-daggerbird

Play FA much? Also, you seem to assume that I am Luxon. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 00:26, 19 August 2010 (UTC)

Phoenix[edit]

This skill's function kinda reminds me of Phoenix. Do you think we should put it as a related skill? --MageUser MageMontu sig.pngMontu 09:37, 28 June 2010 (UTC)

Because it causes aoe dmg? Nah i think we will be fine without. Justice 10:08, 28 June 2010 (UTC)
Actually not sure anymore. Is it foes near the turtle or foes near the target that takes damage? --MageUser MageMontu sig.pngMontu 10:12, 28 June 2010 (UTC)
Foes at target. Huge area effect. Perhaps you were thinking of the teleporting skill it uses. Justice 10:16, 29 June 2010 (UTC)
Then I misread the describtion. I though it was "Foes near the turtle and target foe who takes damage" same effect as phoenix :) --MageUser MageMontu sig.pngMontu 12:43, 30 June 2010 (UTC)

Actual Behavior of Damage Effect[edit]

According to the skill description, the damage to all foes other than the target should be static, about 100 after adjusting for level. Anyone's who's played at Aspenwood on the Kurzick side can probably attest to being smashed for up to about 300 damage near the center of the blast zone as a caster, even when they're not the primary target of the turtle. At the very edge of the blast zone, I've taken as little as 2 to 0 damage. Would anyone object to describing the actual function of the skill in a note as something to the effect of "Launch a siege attack at target foe. All enemies in the blast radius take up to 250 earth damage. The damage each foe takes is reduced according to their distance from the site of impact." Additionally, I suggest a regular note reminding players that the damage is modified by the turtle's level, meaning the actual damage is closer to 320 earth damage at the site of impact. I've seen several players express the belief that the damage is a bug. MA Anathe 07:16, 11 December 2010 (UTC)

Migraine?[edit]

I haven't tested this, can anyone confirm if it effects the casting time. Would 'pwn' if it did (with a 3rupt bar) and Frustration. [no_sig/IP]

Both Migraine and Confusing Images double skill activation, making the Siege Turtle extremely easy to interrupt. Frustration doesn't really do much for it. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 01:07, 22 April 2011 (UTC)

QZ[edit]

I did some tests and QZ doesn't seem to quick it ? bug ? --The preceding unsigned comment was added by Ich bin marc (talk) at 09:22, 11 April 2012 (UTC).

Yeah, many Monster skills cannot be disabled OR have their recharge times reduced. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 09:27, 11 April 2012 (UTC)