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Turtanks


Karmattack

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Tortanks are easy. I always kite 4-6 of em, and let the team deal with 1 at a time if possible.

I don't think they need a nerf at ALL. 

It's clear that Klei is aiming for team coordination, or at least that's how it's laid out.

Spoiler

Focus fire, fly a kite if you can.

 

Remember: The Forge is a six man team experience. If you don't have team cohesion and direction, you might as well play the Forge solo and get the same results. Tortanks are no different. Tortanks are a test of a team's ability to properly deal with single targets one at a time. Splitting damage is a death sentence in the Forge.

I can tell that Wigfrid and her spear are counters for them. Spear ability reloads fast and her melee weapon is the only melee weapon which can stun them for a really long time (I don't count petrifying book as melee even though you have to be close to hit them), also it's much easier to knock them down when they spin because spear ability works in straight line, so when they go spinning back at you just charge at them for a stun.

Don't forget about putting them to sleep if you have to.

Tortanks are probably my most favorite mob. Their behavior leads you into thinking you are being smart and you go "Oh, this one just shelled. The other one is attackable. Let me attack it instead. Rinse repeat." But you get punished for using that common sense when more than one starts spinning

Focus fire, like people above said. Undo the shell-ins by special attacks. If it spins, evade the attacks by using a variety of movement patterns (mine is to draw stairs), or time your special attacks on their spins. All of this is pretty rewarding when you manage to do it

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