Pies Posted October 29, 2017 Share Posted October 29, 2017 I have no idea what the turtles in The Forge are called now, so I'm just gonna reffer to them with what truely reflects what they do. I just thought they need a nerf on the ammout of time they spin and their ammount of hp. Both of the complaints stem from the fact that it's just not fun to constantly have to wait for them to stop what they're doing and wait till you are able to attack them. Link to comment Share on other sites More sharing options...
Zillvr Posted October 29, 2017 Share Posted October 29, 2017 Hello @Pies, welcome to the forums. They may seem unusually beefy and also untouchable when they spin, but there is a way to stop them from spinning. The easiest method is with the Forging Hammer, characters that can use melee weapons can use the weapon skill of a hammer to stun them while they spin. The trick is to land the stun right where they will be once you land. So its a matter of reading their movements, determining which of your allies is their target and then predicting the next direction of their spin. With that you'd be able to stall their spins. You can also use Woodies Axe skill to stall them, or even Wigfrid's dash attack skill I believe. There might be other methods I can't recall right now but the key thing to know is that there is a way to stop them. Also, try not to attack all of them at once. Because once they are low on health, the spinning starts. The general tip would be to only kill them 1 by 1 while one of you lures the others away. That way you'd only have to deal with one spinning Snortoise at a time, at least. Here's a decently informative community documentation of all the creatures at the Forge. The Forge Beasts and You. I hope that helps, cheers. Link to comment Share on other sites More sharing options...
JohnWatson Posted October 29, 2017 Share Posted October 29, 2017 Focus on one turtank at a time with the whole team so that you don't get several of them spinning simultaneously. They only start spinning at low health, so it's best to kill all of them one by one instead of spreading out damage. You could also halt spinning turtanks via special attacks or by letting them hit WX. Link to comment Share on other sites More sharing options...
Electroely Posted October 29, 2017 Share Posted October 29, 2017 its beyblade not bayblade Link to comment Share on other sites More sharing options...
watermelen671 Posted October 29, 2017 Share Posted October 29, 2017 Pro tip: stick a WX in the middle of the spinning Metal Koopas, and eventually they'll get shocked out of their spin attack. Link to comment Share on other sites More sharing options...
SourNVitriol Posted October 29, 2017 Share Posted October 29, 2017 Barrage also stops the spinning, if you can get it to hit. That sounds like it doesn't work, but if you can time it just when they rev up for their next dash, it'll just make them stay in place for a bit then pop out limply. It's really weird to see. Link to comment Share on other sites More sharing options...
AretMaw Posted October 29, 2017 Share Posted October 29, 2017 The Spinny Boi's don't need to be nerfed. Buff them instead Link to comment Share on other sites More sharing options...
Cpt. KatKit Posted October 30, 2017 Share Posted October 30, 2017 They also fall asleep if they cross the healing spell but it is inconsistent. Link to comment Share on other sites More sharing options...
Pies Posted October 30, 2017 Author Share Posted October 30, 2017 Thanks for the tips everyone Link to comment Share on other sites More sharing options...
JohnWatson Posted October 30, 2017 Share Posted October 30, 2017 7 hours ago, Cpt. KatKit said: They also fall asleep if they cross the healing spell but it is inconsistent. Any mob always consistently falls asleep when inside the heal circle. Link to comment Share on other sites More sharing options...
HamBatter Posted October 30, 2017 Share Posted October 30, 2017 I think hitting them with darts/staff while they're spinning through the circle prevents them from sleeping? Link to comment Share on other sites More sharing options...
Cpt. KatKit Posted October 30, 2017 Share Posted October 30, 2017 6 hours ago, JohnWatson said: Any mob always consistently falls asleep when inside the heal circle. I meant while they are spinning. Link to comment Share on other sites More sharing options...
TheBlob Posted October 30, 2017 Share Posted October 30, 2017 The spinny turtles do reliably fall asleep after entering the heal circle, but there's a delay. Instead of immediately conking out like other things, they'll swing back and forth through the circle a couple times, clonking the people who are inside the heal circle to heal (and potentially killing them)- then after doing that the turtle will pass out just outside of the circle. So while the sleep circle does work on the spinny turtles it's not as effective as using the hammer or WX, because sleeping them gets them to become vulnerable to attack again but it doesn't quickly stop them from doing damage. I believe Wigfrid's dash may also flip a spinning turtle but due to their high speed I don't think I've ever seen her land a dash on them. It's way easier to get them into the hammer AOE. Link to comment Share on other sites More sharing options...
Bmann Posted October 30, 2017 Share Posted October 30, 2017 I just yell "FIDGET SPINNERS" when they turn into that mode. Seems to be just as effective. They're tough, but I think they're fair! Link to comment Share on other sites More sharing options...
HamBatter Posted October 31, 2017 Share Posted October 31, 2017 17 hours ago, TheBlob said: The spinny turtles do reliably fall asleep after entering the heal circle, but there's a delay. Instead of immediately conking out like other things, they'll swing back and forth through the circle a couple times, clonking the people who are inside the heal circle to heal (and potentially killing them)- then after doing that the turtle will pass out just outside of the circle. That means it was still focused on its original target and decided to sleep after the target was dead. That's not very reliable. Link to comment Share on other sites More sharing options...
Pink_Infatuation Posted November 1, 2017 Share Posted November 1, 2017 how to avoid: WX's passive stops them when they hit the robo molten darts special, lucy, and hammer special all stop them in their tracks. If they pass through the healing circle one or two times they fall asleep. focus them one at a time. On 10/31/2017 at 2:01 AM, HamBatter said: That means it was still focused on its original target and decided to sleep after the target was dead. That's not very reliable. that's not what blob means. the turtle falling asleep is irrelevant to the people inside the circle dying: whether there are no people, some people, or dead people in the circle, it will fall asleep after passing through 1-2 times. it is reliable. it's happened in literally every game anyone has played of forged. they wake up pretty fast after since they're not continuously in the circle, but they stop doing the spin attack so it works just the same as any other way to prevent it. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.
Please be aware that the content of this thread may be outdated and no longer applicable.