What is Turtle bound to? It has an effect and an icon on your buff bar, so if you’re not seeing it, either A) you need to verify integrity to make sure your files are correct, or B) you bound it to something that won’t work well with it.
I believe you either don’t fall below 40% HP, or game files broke. I haven’t played GD for almost 2 months, but as there was no patch during this time, it has to work. It’s a yellow-ish or green-ish oval shield attached to your character.
Ok I saw turtle shell activate, it’s not a shield it’s a aurora around you. that is like a shield, it’s yellow and it was the golemborn greaves. That was not making it proc, bc it has a lower cool down then turtle shell.
My question now is it worth getting bc I have ghoulish hunger?, and ghoulish hunger is not at max. It’s at 15 of 25, and turtle shell is at 9 of 25.
Depends. I rather pick it on tanky builds that have no healing power. For all other characters, people mostly say it’s bad/trash, because it has a long cool down and you might even lose more than 40% HP on one hit, therefore you might not proc it at all. Kind of the same applies to Ghoulish Hunger. It’s actually up to you.
I say this skill is both, super good and super trash. It’s super good because if you manage to get the proc, you’re getting very durable and sometimes even immortal (in rare cases, very rare), but it’s also super trash because you may drop to 48% HP and then get killed (for example a massive burst of damage, Aleksander, Zantai, I mean Zantarin).
Combining both, Ghoul and Turtle might be a bad idea, because if one procs the other might be useless. For example, you’re running away, so if your Turtle procs, it’s super good, but Ghoul is wasted, but if you fight, and both proc, Ghoul is wasted again because you have the massive shield Turtle gives you, and you might just heal up to full HP with Ghoul and then lose it anyway. Also, Ghould’s lifesteal (ADCtH) is reduced against hero+ monsters (iirc, some hero monsters have no resist towards life leech).
I got most of what you are saying the part where you said (Ghould’s lifesteal (ADCtH) is reduced against hero+ monsters (iirc, some hero monsters have no resist towards life leech). That not sure what you mean.
Also That is why I chose turtle shell, because lets say Ghoulish hunger goes off. And I can’t attack, because Ghoulish hunger activates at 45% health. Thats where turtle shell comes in, because it activates at 40% health.
Does Ghuolish hunger and turtle shell, have the same cool down at max.
Also lets say I have 50% health, I get attacked and goes to 48% health wont turtle shell go off?. Isn’t 40% health the base at when it will go off?.
Hero+ monsters are resistant to life leech, so the amount of life you return is reduced. Let’s say you have 50% ADCtH and the monster has 50% life leech resist, you heal 25% of your damage, not 50%. Bosses usually have over 80%.
Both devotions have their own cool downs. They can activate at the same time if you drop below 40% HP. So, if both trigger (and they sure will if you drop below 40% HP), Ghoulish Hunger’s lifesteal will be effectively lost because it’ll only heal you back to 100% HP and Turtle Shell will keep on blocking damage, therefore the ADCtH won’t do anything.
Turtle Shell is just a 4.2k emergency heal in a form of shield buffer. That’s about as efficient as 5-6 points into Menhir’s Will. Haven’t used Turtle in a while, but if it has a slight activation delay similar to Ghoul then it’s even worse.
I agree that turtle + ghoul is overkill because they will most likely both be activated at the same time (difference of 5% health is not much in the grand scheme of things). Most of the time ghoul will render turtle next to useless because on weapon damage characters the life steal is extremely potent to the degree of making a character practically immortal for the duration. There are rare exceptions though, like if you get cc’d after ghoul proc or have low stun resist such that you might want the additional safety net of turtle too.
I would say that Turtle Shell is a very weak/borderline useless defensive proc. It might be decent on a caster with very high cooldown reduction, but those kind of casters usually don’t take yellow affinity devotions. If you are an autoattacker with no or very little CDR Turtle Shell is a total waste of points.
Ghoul on the other hand is something that I use even on casters with very little weapon damage sometimes. And it’s a must have for an autoattacker unless your autoattacker is already some kind of shielded tank.
It’s tier one devotion with decent nodes and good affinity bonus. I would say proc should be improved just a little bit. Maybe something like 60-70% HP activation, up the value of the shield to 5k and lower cooldown by 5 seconds. I still wouldn’t take it on any of my builds tho, but at least someone will find it useful.
Tier one, so the devotions are catorized in tiers. So the close ones are 1 and the farther out you go, it’s tier 2 etc?.
I would increase the damage to 7k, and increase the duration from what ever it is to longer. That is what Turtle shell needs right now fact, then see what else it needs. Turtle shell is one of the devotions that need looking at, most don’t need touching. Turtle shell is one that need’s changing though.
Also I would increase the damage enemies do, the damage they do. Compared to the damage absorbed etc, from each mastery. It’s not balanced that well. It’s balanced but not 100% balanced, I would increase enemy damage 15%
4200 absorbtion isn’t huge. There are two kinds of absorbtion, one like inquisitor seal and the other is just a temporary hp buffer. Turtle Shell is the latter. Typical value for it is about 8-10k on legendary items, but limited to certain types. E.g. Uroboruuk has 10k absorbtion on 15s cooldown for physical, vitality and aether. Seal of Ancestry (yeah, that one component that people overlook due to Seal of Annihilation) has 7500 aether&chaos absorbtion on 16s cooldown. Some boots like Wyrmscale, Voidwalker, Runeguard also have 10k damage-type limited shields on less than 20 second cooldown (and these are some underused boots, mind you). All of them activate by simply receiving damage of appropriate type too.
So Turtle Shell with 4200 absorbtion and 25s cooldown and 40%hp threshold activation is pretty shitty. It’s only redeeming point is it protects against all damage types.
Making it proc at 50-60% hp, increasing its uptime would already be enough imho. I guess it is not supposed to be super effective, but with the high activation threshold it also feels unreliable. I always fear getting killed without the skill activating when facing enemies with high burstdamage.
Perhaps increasing it to compare with Fiend’s Flesh Proc: M. Fiendscale Mantle would be appropriate. So max damage 10k
I’ve used Turtle shell and although it was useful at some points, the 10k of Fiend’s Flesh is more appropriate. That 10K is gone in 1-2 big hits in near end game; Turtle is typically 1 hit.
Further Fiend’s has a 20s CD, which is shorter than a full (or any) xp Turtle shell.
Turtle requires the xp grind to get it to top level, as well.
The main advantage of turtle is that @40% it adds temp HP at a point which may prevent death if you act fast. When using Fiends Flesh, it’s kind of the opposite mentality: once used, you stop being lazy.
The general nodes of Tortoise are ok for +DA and colors, though. It would probably be better without the proc and just 4 nodes in its current state…