EDIT: one important note is that, obviously, if the patrol is turning 5 degrees (or -5 degrees) per tick, then you have to make sure the angle of the trigger is a multiple of 5 - otherwise the angle of the patrol will never match up with the angle of the trigger and it will just spin around on the trigger forever...
I suggest using "Rotate towards" action, it will rotate the sprite correctly. Say, if the difference between angles is 3 degrees, "Rotate 10 degrees towards angle" will rotate the sprite by only 3 degrees.
Another way to do this is with Pathfinding behavior - for each enemy find path to the next patrol point. Pathfinding will take care of sprite rotation, acceleration/deceleration etc.