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  1. #1
    Join Date
    Oct 2007
    Posts
    609

    Unusually tough quest = Tombs of the Old Lords in the Pit of Stonejaws

    Preface = I've played since year 2. Have toons in every class except Brawler at level 130+. Used to group and raid regularly. Have a ton of raid walkthroughs on my YouTube channel. Now play casual solo.

    I can handle nearly any solo content. But there's one quest that consistently kicks my butt: Tombs of the Old Lords in the Pit of Stonejaws. Angmarim? No problem. Kergrim? Usually no problem although when they hit with disease and am out of power it gets tricky.

    But dwarf wights? I have trouble with them. My hunter and runekeeper dealt with them with occasional tricky moments. My captain (for 12+ years my main) and even my warden died a few times. My burglar mowed through Gundabad with relative ease *until* she came up against those dwarf wights. Especially when a tomb has kergrim *and* dwarf wights together. Not sure how that happens but it's extra challenging. Spirits are tough in general with that constant fear DoT (for example Best Laid Plans: Skáilag in Car Bronath). On some of my toons I shifted to hit-at-range-and-run tactics but that's harder with melee classes.

    Thoughts? Suggestions? Have you found this quest sometimes challenging? How do you handle a tomb full of dwarf wights? Thanks in advance.
    Last edited by DarthKeryx; Jun 05 2022 at 04:31 PM.
    Ngaemond 140 Cpt | Ngeowyn 140 Wrd | Ngali 140 Ch | Ngorbadoc 140 Hnt | Ngollwydha Brg 140 | Ngureth 140 Lm | Ngoin 140 Min | | Ngori 140 Rk | Ngeorn 140 Beor | Ngurin 140 Grd | Ngalin 140 Br
    Arkenstone (formerly Windfola)

  2. #2
    Join Date
    Sep 2010
    Posts
    1,696
    I played this on release and again right before House of Rest was released. I can't fully explain it, but there appeared to be some sort of trigger that randomly switched the mobs out. Sometimes, the original mobs didn't fully disappear. This caused both mobs to stay active.

    I didn't die doing the content on-level with my captain or hunter, but it did make me think twice about running in mindlessly. If I recall, the dwarf-wights had some sort of trick about them. It is like they count as a separate mob that spawns the spirit. That spirit then either despawns after 30 seconds or doesn't automatically come after you. I was actually happy to have a little bit of challenge. Made me eat some food and watch my positioning.

  3. #3
    Join Date
    Oct 2007
    Posts
    609
    Quote Originally Posted by WeirdJedi View Post
    I played this on release and again right before House of Rest was released. I can't fully explain it, but there appeared to be some sort of trigger that randomly switched the mobs out. Sometimes, the original mobs didn't fully disappear. This caused both mobs to stay active.
    Yeah. I saw this happen once. My burglar took out about 4-6 wights and then *poof* angmarim appeared. I didn't notice if angmarim appeared alongside wights. I have only seen wights + kergrim.
    Ngaemond 140 Cpt | Ngeowyn 140 Wrd | Ngali 140 Ch | Ngorbadoc 140 Hnt | Ngollwydha Brg 140 | Ngureth 140 Lm | Ngoin 140 Min | | Ngori 140 Rk | Ngeorn 140 Beor | Ngurin 140 Grd | Ngalin 140 Br
    Arkenstone (formerly Windfola)

  4. #4
    Join Date
    Jul 2015
    Posts
    749
    Quote Originally Posted by DarthKeryx View Post
    Preface = I've played since year 2. Have toons in every class except Brawler at level 130+. Used to group and raid regularly. Have a ton of raid walkthroughs on my YouTube channel. Now play casual solo.

    I can handle nearly any solo content. But there's one quest that consistently kicks my butt: Tombs of the Old Lords in the Pit of Stonejaws. Angmarim? No problem. Kergrim? Usually no problem although when they hit with disease and am out of power it gets tricky.

    But dwarf wights? I have trouble with them. My hunter and runekeeper dealt with them with occasional tricky moments. My captain (for 12+ years my main) and even my warden died a few times. My burglar mowed through Gundabad with relative ease *until* she came up against those dwarf wights. Especially when a tomb has kergrim *and* dwarf wights together. Not sure how that happens but it's extra challenging. Spirits are tough in general with that constant fear DoT (for example Best Laid Plans: Skáilag in Car Bronath). On some of my toons I shifted to hit-at-range-and-run tactics but that's harder with melee classes.

    Thoughts? Suggestions? Have you found this quest sometimes challenging? How do you handle a tomb full of dwarf wights? Thanks in advance.
    That was the only quest, and I'm almost done with that area, that killed my main/hunter in the first three Gundabad areas I've hit. It wasn't the wights, but the areas where the wights were mixed in with other mobs. Hitting one was a massive pull. Luckily, as I went back in, somebody else showed up and two folks blowing them away did it.

    I'm not looking forward to bringing my squishies through...

  5. #5
    Join Date
    Dec 2016
    Posts
    1,105
    Quote Originally Posted by DarthKeryx View Post
    Thoughts? Suggestions? Have you found this quest sometimes challenging? How do you handle a tomb full of dwarf wights? Thanks in advance.
    There's a moment or two between the dwarf-wight dying and the fell-spirit emerging when they are not aggro'ed. As a Yellow Warden I'll grab a group of wights and run in close to bleed them. When the wights are about to die, I run away so the spirits don't automatically aggro when they appear. That gives time to reset skills/gambits and start hitting them at range to avoid the fear effect. If you're playing melee classes, running away in between will at least give you a little down-time for cooldowns to reset, etc.

    When you're dealing with kergrim plus wights at the same time, staying on the move means the spirits will be left behind as the dwarves die, but it's pretty hard without some AoE. I'm not experienced enough with burglar to say what approach to use.

  6. #6
    Join Date
    Nov 2008
    Posts
    72

    No problem with killing but Angmarim are gone

    I'm not having a problem with killing any of the mobs, but I'm on the quest Angmarim of Akhaldarag and I don't know what triggers the Angmarim I have to kill. I've had other mobs just disappear and different ones show up. It's driving me nuts. Anyone know what triggers the Angmarim?

  7. #7
    Join Date
    Apr 2007
    Posts
    487
    I can't say for certain but it could have been one of 2 things. Either 1. The wandering Captain like mobs deaths trigger the change. or the more likely cause 2. A broken Phasing mechanic where players are actually being slipped into that days Daily version of the area which always either has Angmarim or Kergrim depending on the day.
    Footman Ryvick DonHuntstead 120 Guardian

    Officer of Baruk Khazad

    Arkenstone Server

  8. #8
    Join Date
    Jan 2019
    Posts
    1,937
    This quest is a bit of a interesting one. I learned to move onto a different tomb if I can.
    If not then I try to keep in mind the puddles the dwarf-wights leave behind and the Kergrim.
    It's more of a awareness test more than anything when it comes to them in my opinion.

 

 

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