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Yeah the buffs it grants seem to make up for it though. I never run out of mana.
Nebula gives buffs to pretty much everything without any real downside. Although it's easier to maintain the buffs if you have a mount and especially a flying mount.
If Turtle is good, it's not for its set bonus. For one thing, the amount of damage enemies do to you at endgame is a pittance compared to how much you do to them, mainly because you have 500-600 HP and they can have over 200,000. Because of this, if you take 67 damage from a hit (100-(65/2), 65 being Turtle's defense) and your enemy takes 100, you've taken 13% of your 500 HP in damage while your enemy has taken less than 1% of theirs.
Not only that, but there are tons of enemies with ranged attacks at endgame that aren't affected by the Turtle armor. And in any case, the fact that Turtle's set bonus requires you to get hit makes it very counterintuitive to the way the game is meant to be played, since at endgame enemies will do tons of damage to you no matter how much defense you have, which means your best strategy is going to be to dodge. And if you're dodging, your Turtle armor is doing nothing. Turtle's set bonus is just mediocre overall, there's a reason they made Beetle armor as a direct upgrade to it.
Also, you can't kill the Dungeon Guardian with Turtle armor anymore, they fixed that way back in 1.3. The Dungeon Guardian only deals 1000 damage but has 9999 HP, so you would need 9-10 different players all wearing Turtle armor to kill it, or else you'd have to get really lucky with a Black Belt.
BUT NECROMANCY IS FUN