Turtles

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StarKeep
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Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Turtle Race

#61 Post by StarKeep »

Added tier 1,2,3, and 4 staves.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Turtle Race

#62 Post by StarKeep »

Turtlemire will now randomly spawn on the world map, such as Elven Ruins or Golem Graveyard.

Turtlemire's NPC Levels changed to 15-25.

Turtlemire's NPC's now all have additional powers.
Moss Turtle now has all 4 types of mosses.
Earth Turtle given Earth's Denial.
Ice Turtle gains Ice Shards.

Rex now lives up to his name.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Turtle Race

#63 Post by Sradac »

is the random turtlemire in addition to, or does it replace an existing random dungeons spot?

StarKeep
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Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Turtle Race

#64 Post by StarKeep »

If I did it correctly, it should be an addition.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
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Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Turtle Race

#65 Post by StarKeep »

Minor bugfixes.

Fixed lore.
Added a warning about Turtlemire 4.
Removed rarity from a reward item.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

jayseesee
Higher
Posts: 51
Joined: Fri Dec 21, 2012 12:33 pm

Re: Turtle Race

#66 Post by jayseesee »

So, I've been bashing on Turtles, and I decided I'd run one through and put my money where my mouth was.
Rather than the usual practice of overcoming MegaTurtle's limitations, I decided to work with it and try to stay at the 20% global for the life of the character.
http://te4.org/characters/10173/tome/b1 ... 71ee1c169f
2 early game deaths. One when I double tapped where I wanted to single tap a move, and the other when I turned a corner and hit 6 lumis in Nur 2. Other than that, once I got resists up and running it was a yawn fest. Major attack in Moss, I could moss,bump,repeat for nearly ever, with Moss 2 getting my health back as it cooked. Mucus really stacked quite a bit of damage as well but didn't figure it out until L40ish.
Did Rex at 42. Was quite easy by then. Was about 56% R/All at that point.
Charred Scar... sucked horribly. Even with dropping a few points into Harmony for the global speed bump and 2 800% move infusions, I only made it 90% of the way. I was a half screen from seeing the bridge. That was disappointing.
Almost didn't keep Aeryn alive in the final fight. Glad I did since I got a chance to pop Atamathon. He was nasty. At one point he dropped the last 2k of my shield and chewed into 2k of my health. Did finally get him though, but I was down to about 800HP at one point of 3200, which not even the final fight dropped me under 2k.
Certainly a different play style, not something I'm eager to try again. Wish I had gotten something else to bump resist all cap, but 77%/all was quite interesting along with the 135 Antimagic. I'm sure I had a LOT of wasted points, and mostly played it as Moss/Mucus/Bump/Repeat.
Immune to Poison, Disease, Bleed, Confusion, Blind, Stun/Freeze WAS nice though along with an 87% crit shrug.

StarKeep
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Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Turtle Race

#67 Post by StarKeep »

Items-

Pawnch's Shell:
Mastery removed.
Life regen lowered.
Armor lowered.
Requirement lowered.
Damage when hit increased.

Brand new Artifact. - Kudos to Jayseesee

Turtlemire-
Size greatly decreased.
Enemy count greatly decreased.

Ancient Turtle Cave-
Boss global speed doubled. (From 10%, to 20%)
Resist All lowered.

Mega Turtle-
Life per Level decreased to 30.
Base Regen lowered to 3 per turn, from 5.

Heart of the Mega Turtle:
Passive Life regen lowered to 2 per talent level, from 3.
Active Life Regen lowered to 8 per talent level, from 10.
Self-Damage reduction increased to 60%. (This means 40% at max talent level.)

MegaHomeGuard:
Cooldown increased to 40 turns, from 25.
Duration increased to 20 turns, from 15.

The Mega Turtle God's Resilience:
Resist All per level lowered to 6 per talent level, from 7.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Turtle Race

#68 Post by StarKeep »

Some Descriptions fixed.

Artifacts:

Tier 1-4 Staves:
Earth/Stone Mastery changed to 0.08/0.11/0.14/0.17.
Updated their icons.

Tier 1-5 Staves:
Physical Damage boost changed to 20/25/30/35/40.

Shield:
Description modified to hint towards it's ability.

Turtlemire:
Vaults removed.
Non-Turtle npcs removed.
Overall difficulty increased.

Snap and Deranged have had their health boosted up.
Added Mega Turtle.

Mega Turtles and Snap are seen as leaders in the turtle community, and will have followers near them.

Rex himself has devoted followers, willing to lay their lives down for him.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Turtle Race

#69 Post by Crim, The Red Thunder »

jayseesee wrote:So, I've been bashing on Turtles, and I decided I'd run one through and put my money where my mouth was.
Rather than the usual practice of overcoming MegaTurtle's limitations, I decided to work with it and try to stay at the 20% global for the life of the character.
http://te4.org/characters/10173/tome/b1 ... 71ee1c169f
2 early game deaths. One when I double tapped where I wanted to single tap a move, and the other when I turned a corner and hit 6 lumis in Nur 2. Other than that, once I got resists up and running it was a yawn fest. Major attack in Moss, I could moss,bump,repeat for nearly ever, with Moss 2 getting my health back as it cooked. Mucus really stacked quite a bit of damage as well but didn't figure it out until L40ish.
Did Rex at 42. Was quite easy by then. Was about 56% R/All at that point.
Charred Scar... sucked horribly. Even with dropping a few points into Harmony for the global speed bump and 2 800% move infusions, I only made it 90% of the way. I was a half screen from seeing the bridge. That was disappointing.
Almost didn't keep Aeryn alive in the final fight. Glad I did since I got a chance to pop Atamathon. He was nasty. At one point he dropped the last 2k of my shield and chewed into 2k of my health. Did finally get him though, but I was down to about 800HP at one point of 3200, which not even the final fight dropped me under 2k.
Certainly a different play style, not something I'm eager to try again. Wish I had gotten something else to bump resist all cap, but 77%/all was quite interesting along with the 135 Antimagic. I'm sure I had a LOT of wasted points, and mostly played it as Moss/Mucus/Bump/Repeat.
Immune to Poison, Disease, Bleed, Confusion, Blind, Stun/Freeze WAS nice though along with an 87% crit shrug.
Several folks have tried running speed themed builds to overcome the slow speed of a megaturtle, having tried to overcome them before, to you think you get more of a punch out of them when you work within the speed limitations, or when spending your points to try and counteract it?
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

jayseesee
Higher
Posts: 51
Joined: Fri Dec 21, 2012 12:33 pm

Re: Turtle Race

#70 Post by jayseesee »

Crim, The Red Thunder wrote:
jayseesee wrote:-snip-
Several folks have tried running speed themed builds to overcome the slow speed of a megaturtle, having tried to overcome them before, to you think you get more of a punch out of them when you work within the speed limitations, or when spending your points to try and counteract it?
I actually never tried running a speed build. I imagine it'd just make what I did better though, as you can do more and kill more in the same amount of time. Basically, my entire strategy was to "turtle up" and whether the storm. Hence needing the instants to let everything cook while near me. I'd love to see what someone would do with a few choice lines on a MegaTurtle Adventurer though. I bet you could get all the way up to 100% global! :D

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Turtle Race

#71 Post by Crim, The Red Thunder »

That's exactly what's been done. But when you're investing that much in support abilities to overcome the speed penalty, it's a fair bit less invested into defense/offense/etc. I wonder if you're better off working within the speed penalty with a much better selection of offense and utility, then worrying about reducing your speed penalty.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

jayseesee
Higher
Posts: 51
Joined: Fri Dec 21, 2012 12:33 pm

Re: Turtle Race

#72 Post by jayseesee »

I did at one point have the option to offhand a +5% global MindStar. I decided against it even though it WAS superior to my current offhand. Even that small bump would have taken me from 1 in 5 to 1 in 4. Two of them and you'd be running 3 in 10, which would definitely help.

You probably are correct though, a LOT of those speed boosts are deep in their respective trees. Working on passive damage and survivability in that time period with those talent point would probably be a better choice.

All I know is that I'm done with Megas for QUITE a while. At least till I feel like Nightmaring one. Not looking forward to that day.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Turtle Race

#73 Post by StarKeep »

Turtlemire:
Mega Turtle now has Turtle Followers.

Snap:
Now has Turtle Followers.
Now has a personal Mega Turtle guard.
Reflect rate properly set.

Ancient Turtle Cave:
New layout.
Now has 3 boss-level guardians.
Loot adjusted due to spike in difficulty.
Normal enemies are now of a higher level as well.

Rex:
Level increased to 50, from 40.

Items:
Tier 1 and 3 Staves have been made more unique.
Tier 1 and 3 Staves can be wielded in the off-hand.
Tier 1 2 and 3 Staves are now one-handed.

Tier 1 - 5 Staves had had their requirements adjusted.
They will now require more Magic, than Constitution, to make them usable without pre-planning all of your stat points.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Turtle Race

#74 Post by StarKeep »

Turtle:
-Mind Speed Penalty removed.

Earth Turtle:
-Stone's Loving Embrace-
--Resist All lowered to 4% per talent level.
--Physical Resist changed to 3% per talent level.
--Now grants +3% physical damage per talent level.
-Earthen Shell-
--Now reduces damage dealt by 10/20/30/40/50%.
--Resist all lowered to 4/8/12/16/24%.
--Resist all cap lowered to 2/4/6/8/10%.
--Still retains knockback immunity.
--Still retains life regeneration.
--Now affected by catagory points and/or mastery amulets.

Ancient Turtle Cave:
-Bosses now have unique icons.

Turtlemire:
-Normal turtles npcs re-enabled.
-Earth turtle npcs tile changed to be different from normal turtle.
-Earth turtle npcs nerfed somewhat.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Turtle Race

#75 Post by StarKeep »

Multiple Artifact Edits

Earth Turtle:
Talents tagged as spells.

Ancient Turtle Cave:
Item levels modifed some more.




Kim Qui venturum...
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

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