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    Senior Member Jirikjurasek's Avatar
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    Default [Guide] - The Ren'gol Bestiary

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    With new expansion comes new system, which StS implement even before, but not with huge impact - Mobs with skills

    In seasons before, there were only few mobs with skills (frost giants and spiders in Nordr; wolfs, mages and giants in shuyal and planar tombs; shamans and green orcs in tindrin) and to be honest, most common runs tactics count with parking/avoid these "strong mobs with skill which can kill us".

    This new system is based on theory: "All mobs have some skills"

    For succesfull and profitable runs we have to know our enemy, hope this article will help.

    There are screenshots with my character and mob because of comparison of enemy size and for real look of enemy in zones.

    MOBS

    Grunt and Armored Grunt
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    Grunt and Armored Grunt can hit harder via red zone.
    Can be stunned/freezed by skills like Fireball/Ice Bolt


    Crossbowman
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    Crossbowman has two skills: short red zone which get you dmg and push you a bit. Second is bomb , explosion will stun you for 2,5s.
    Can be stunned/freezed by skills like Fireball/Ice Bolt


    Shaman
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    Shaman can heal others. Difference from previous version (located in Tindrin areas) is, that his heal is instant and shaman canīt heal himself.
    Cast heal every 3s.
    Shaman has normal ranged attack (small blue ball) which has about 20% chance to stun for 2s.
    Purple circle casted by Shaman is cleansing things like snare effects, debuffs, dots, and the like.
    Canīt be stunned/freezed by skills like Fireball/Ice Bolt



    Heavy Armored Grunt
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    Heavy Armored Grund has two skills: Red zone (shown on image) which get dmg and stun; second skill is similar to warriors Axe Throw which pulls you close to the H.A.Grunt (this skill has long ra nge, so running through group of Heavy Armored Grunt is quite dangerous).
    Also casts an armor buff that affects all mobs in its area of effect, making the entire mob group harder to kill. Shield buff disappear when Heavy Armored Grunt is killed. Shield decreased dmg taken by 40%.
    Canīt be stunned/freezed by skills like Fireball/Ice Bolt


    Black Wolf
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    Black Wolf has very low HP and apply dmg reduction debuff on you.
    Can be stunned/freezed by skills like Fireball/Ice Bolt


    Green Boar
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    Green Pigs will push you and stun. They have very low HP as well as Black Wolves.
    Can be stunned/freezed by skills like Fireball/Ice Bolt


    Ogre Brute
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    Ogre Brute is that big guy with even bigger wooden hammer and with insane amount of HP. His speciality is to become stronger when you kill some other mob in his range.
    And its not all. His skills are: Long red zone attack with strong dmg and stun for 6s. Immediately after Long red zone there will be Falling stones attack around him (3 stones at the same time) which makes massive dmg and stun for 2s.
    If you avoid Long red zone via run behind him, be careful on Falling stones.
    Canīt be stunned/freezed by skills like Fireball/Ice Bolt


    BOSSES

    Shaman Pakuna

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    Normal attack: Ranged (small green orb)
    Skills:
    Magma pools predict via circle red zone. Magma pool get damage, reduce armor and damage by 10% (reduce armor doesnīt work, only icon is shown), last 20s
    Invulnerability Shaman Pakuna cast invulnerability on herself (pink fog under the boss), last 8s
    Shadow Explosion Damage spell
    Strength Increase shamanīs damage by 25% (red fog under the boss)
    Wolf summon wolf
    Green fog I have no idea what this skill does (green fog under the boss)



    Thumper

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    Normal attack: Melee with chance to bleed
    Skills:
    Wide Circle Red Zone get damage and reduce your damage (damage reduction doesnt work, only icon is shown)
    Straight red zone get damage and push you back
    Short Conic Red Zone massive damage and damage reduction (damage reduction doesnt work, only icon is shown)
    Falling Stones get damage and stun for 1s
    Slow Pools slow down your movement


    You can see there are lots of mobs who can stun you (and all stun are area of effect!). Combination of pulls and stuns could be deadly even for high geared team. We will see in elites.

    In clearly theoretical level, ideal combination of party should be:
    Rogues - fast killing Shamans and Ogre Brutes
    Mages - for crowd control
    Warrior - for taunting and aiming red zones to proper directions and areas to secure that rogues and mages will not be pulled and stuned



    For more Glintstone contest info see my blog

    Thanks for Elite Runners guild and Safiras for support and informations.

    Link to Avikk Precise and concise guide to Rage of Ren'gol
    Last edited by Jirikjurasek; 07-20-2015 at 04:55 AM. Reason: Stun/freeze immunity added

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