Talk:Carrier Defense

hmmm? --Karlos 02:55, 11 June 2006 (CDT)
 * I think turtles in Fort Aspenwood have this. Not sure.  --68.142.14.34 02:58, 11 June 2006 (CDT)
 * Juggernauts in Jade Quarry do, not sure on turtles. --Kalessin 03:32, 11 June 2006 (CDT)
 * Fort Aspenwood turtles have this for sure, my touch ranger was kicked around a lot by this skill. --Noobus 11:09, 22 June 2006 (CDT)
 * Confirmed the turtles in Fort Aspenwood have it. Its got an instant, or almost instant cast. Does dmg (not sure on armor pen. etc) and teleports you far enough away to be truely annoying. (The teleport makes you feel like you've lagged.). Only appears to effect attacking foes, not ajenance foes. --Djsmiley2k 13:54, 19 August 2006 (CDT)
 * It Effects all foes, I have been teleported away while running past it with amber. Now The great developers at anet make it spammable and knock down. Which makes this a very unbalanced skill as they already have strong defence from turtle shell agaisnt the damage most foes will use that get close to it close to it. Can someone else Explain how this skill makes the game any better, of course it helps luxons in Apsenwood but....--Sefre 22:55, 24 October 2006 (CDT)

Apparently it now does knockdown.

I HATE THIS SKILL BEYOND ALL END!!! Every time I go to Aspendwood with my Suicide-Sin (2 Superior Runes, gank build, kills anything without a block or damage reversal/prevention, etc.) and go for the Turtle, I tend to take out one, and always have trouble with the second due to this skill. I get within melee range, open up with Unsuspecting, and it doesn't even finish b/c I'm getting blown away from this skill. I run up again to smack it, BOOM knocked away again. This really needs a nerf, it's so frustrating..

Hidden activation requirement
It appears that they only use it when they're close enough to allies. I haven't seen it used when the turtle's on its own. -- Gordon Ecker 22:46, 26 October 2006 (CDT)