Turtle charm(warbringer ascendancy node)
Any idea how it works?
Block helpfile says that you have a chance to block passively with a % chance. If you raise your shield you block 100%. Turtle charm desc says you can block all hits w/o raising a shield. Does it mean you have 100% block or something? It is very confusing, halp pls! Last bumped on Jan 5, 2025, 2:31:08 PM
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From what I understand.
When you don't raise your shield you automatically block attacks according to your block %. When you raise your shield you have 100% block no matter what % of your block you have, but can be staggered or stunned after blocking a few hits. There are also some hits such as super boss moves that are unblockable and will always hit you. The ascendency allows you to auto-block those unblockable hits at the cost of some of your passive block. (⌐■_■)
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Block only work on Strike (Melee attack that use a weapon or a Limb, doesn't work on Slam attacks) and Projectile attacks. That means that AoE attack cannot be blocked. Not sure if their any others type of attacks but this node make you able to block any hit. But I'm not sure if you can block those Red Warning attacks. Regardless of that, they are telegraph attack that will most likely OS you if you fail your block, so you should just dodge it. :P
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To be (un)clear, this move is baffling and inconsistent. It DOES in fact block the red "unblockable" attacks with or without shield raised, but not at nearly the rate of your block % chance. My character has about a 60% chance to block, and I can tank the red hits at about a 10-20% rate of success.
I don't know if Turtle Charm is bugged or block itself, but it's probably one of the two. Overall, with how many 1-shots there are in this game, I'm not sure it's really worth risking. You'll be fat-rolling just to play it safe anyway, which relegates this passive to "back-up plan for when you flub." That's on top of the fact that getting anywhere near block cap with that penalty is a huge commitment and probably cuts your dps by 75% in the process. Last edited by TheRealAnebriate#6922 on Dec 11, 2024, 2:53:23 PM
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After extensively testing a build that maximizes block chance (capped at 80%) using the Turtle Charm and related passives, I’ve found a highly effective synergy for both damage and survivability. The build scales damage by leveraging the "2% increased damage per 1% block chance" mechanic. This pairs exceptionally well with Magma Barrier (Parry), which contributes about 20k DPS in AoE damage on successful parries.
Additionally, I’ve incorporated Thorns with Scavenged Plating, reaching up to 5k melee hit damage reflection. While unique items can further scale this, the trade-offs for survivability and utility generally outweigh their benefits, so I’ve opted for a more balanced approach. Through experimentation, I’ve noticed certain attacks—particularly heavy strikes from bosses and elites—appear to bypass block due to a multi-roll mechanic. My theory is that these attacks roll multiple hit chances and resolve based on the highest value, with thresholds varying by monster type and attack. To counteract this, I’ve paired max block with capped resistances, 90% physical damage mitigation via armor, and an additional 15% physical damage reduction. The result is a tanky build that feels nearly unkillable. While it doesn’t clear maps as quickly as meta builds like Spark or Ranger, it excels in survivability and is capable of handling most, if not all, fights. Currently, I’ve completed my ascendancy points and am successfully running Tier 15-16 maps. The build is proving to be both versatile and rewarding, offering a solid balance between offense and defense for endgame content |
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