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They've basically become the Pelagic Guardian, so apply Stuns to remove Guard and use blight skills or PROT rend to address them later.
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As of Radiant Mode update, they not only got some decent PROT levels, they can now guard people with Foul Warding, which also buffs their PROT.
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Feel free to ignore them for the bigger problems or stun them if you're that afraid of getting hit with a knockback. Outside of the stun, these guys are a joke. Their final attack is a desperation attack done at ranks 3&4 called "Clumsy Axeblade," with the express purpose of moving them up one to attack. Their other attack, "Axeblade," is just raw damage and a pitiful amount at that. However their attack capacities are very limited: The main attack you have to worry about is "Dead Weight," a shield-bash that both stuns the victim and pushes them back one in order to screw with your formation. This enemy is the hardy tank of the bone patrol, boasting a wealth of protection along with a decent amount of HP to work through. Depending on your circumstances, you may have to address these enemies first so you don't lose a life, but an enemy with a stun is just as good at removing him from the fight until the other threats are gone. Much like their club brothers, these guys have "Graveyard Slash" at ranks 1-3 for general attacking, and "Graveyard Stumble" at rank 4 in order to get them back in the fight along with doing small damage. With a longsword and some patchworked pieces of armor, these enemies come with damage reduction, more damage, and an alarming crit rate to boot. This enemy is the advanced version of their rabble counterparts. These guys exist to fill out the ranks though, and you either one-shot these to remove the action queue or just ignore them until the rest of the threats are gone. In rank 4 however, in the extremely rare circumstance they wind up there, they have a move called "Tic Toc" that pushes them forward one. These enemies have two attacks: The most common attack, "Bump in the Night," is just a basic attack used in rank 1-3. These are the common front-line enemies you'll see in the Ruins, boasting very little health, evasion, and generally no threat. The Bandit team, The Cultist Team, Spiders, Maggots, and the Madman Exclusive Enemies (for now): Bone Rabble (Threat Level: Mild) In order to maximize your treasure output as well, It is recommended that you bring two skeleton keys and two holy waters for curio exploitation, along with 3-4 shovels for both wall surmounting and backup curio exploitation. Alongside him, the enemies within the Ruins are heavily resistant to bleed but extremely weak to stun and blight, so bringing a plague doctor or any alternative classes with those skills can be a godsend to you.
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For future adventurers, we advise bringing a crusader here since he's the only character that has an anti-Unholy property in one of his skills. In terms of combat mechanics, the enemies here mainly focus on regular damage or high stress damage, with some stun procs and very rare chance of bleed procs doled out from enemies. The main theme of this area is a focus on the Unholy, namely centered around skeletons and the undead. The Ruins is the first dungeon you will explore when starting out, and its possibly the tamest dungeon in general when it comes to themed mechanics. Part 5: Overview: The Ruins The Ruins "Come explore the rich history and deep culture from our family line" Post theme:
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