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The other big threat of this dungeon, mainly from the support he brings to his allies. I would say kill them first, but there's an enemy that prevents that. Their biggest threat however is the encounter of Four Fishmen, easily rending your team's HP asunder before you can even act. Both these attacks have high damage ranges considering they have to be the only real damage unit in the dungeon. They can attack the front two characters with Seaward Slash and the back two rows with Spearfishing. These guys are pain incarnate: They have high initiative, high damage, and a wide attack range. Starting things off strong with the biggest threat of this dungeon. Exclusive Enemies (for now): Pelagic Grouper (Threat Level: FUCK)
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As for items, you want to bring a bunch of shovels for treasure, medical herbs for both treasure and quirk removal, and band-aids for the gross amount of bleed here. Houndmaster is also a wonderful class to bring since his anti-prot technique is incredible, however the Bounty Hunter works just as well and can synergize with the Occultist you will most likely be bringing.
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An offensive occultist would be a great thing to bring to this dungeon, since many of his skills come with anti-eldritch properties and he has a unique accessory that further buffs that Should your occultist have the Eldritch Hater/Slayer quirks along with the Eldritch Slaying Incense, he can crit-storm a majority of the enemies in this area. In terms of combat, this area came with the advent of the PROT mechanic, so you'll be seeing a lot of that alongside a focus on bleeding damage from enemies. The main theme of the cove is eldritch enemies, more specifically focused around fish-men and other aquatic fiends. If the ruins was Army of Darkness, then the cove is Call of Cthulhu. Part 7: Overview: The Cove The Cove Enjoy our rich aquatic wild-live and mystical faunaįunny how we go from talking about the starter zone to talking about the last developed zone during early access.
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