Nirgambâr, the Restless Tomb

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Nirgambâr, the Restless Tomb
Level: 150
Size: Fellowship
Cluster: Legacy of Morgoth
Region: The Valley of Ikorbân
Area: Khûd Zagin
Location: [34.4S, 87.3W]
Nirgambâr, the Restless Tomb
Nirgambâr, the Restless Tomb


"In a sheltered valley in the north of Khûd Zagin stand ancient, crumbling ziggurat-tombs of pale stone collectively known as Nirgambâr. Scouts have reported that one of the Zidemel's men, Andur, is said to have entered Nirgambâr drawn there by dark whispers. Locate and stop Andur before he can unleash what lurks in this cursed place."

Location

This instance is part of the Legacy of Morgoth Instance Cluster.

It is available in the Instance Finder.

Difficulty Level

This is a non-scaled instance with a minimum level of 150, designed for a solo, duo and fellowship. The instance is available at level 150.

Estimated completion time is between 5–10 minutes solo or on tier 1 in a group, and about 30-40 minutes on tiers 2-3.

Enemy stats are altered depending on the tier of the instance:

 Enhancement -- Solo/Duo in Solo/Duo.
 Enhancement -- Tier 1 in Tier 1.
 Enhancement -- Tier 2 in Tier 2.
 Enhancement -- Tier 3 in Tier 3.

Note that Tier II Modifiers are the same as previous Tier III Modifiers, and Tier III Modifiers are the same as previous Tier V Modifiers.

Quests

Deeds

Creatures

These mobs are encountered within Nirgambâr, the Restless Tomb:

Click [+] to expand a list of creatures.

Instance Overview

Walk-through and Tactics

Trash

There are 2 types of mobs that you encounter in-between bosses: Wights and Spirits. The Wights have no mechanics of their own, and just deal tank damage. The Tank can thus gather up a large amount of Wights at a time without having to worry about the group dying, assuming they use their major defensive cooldowns. Spirits, on the other hand, are more dangerous, as they have an induction that deals significant AoE damage on Tier 3. These enemies can be strung along like the Wights on lower tiers, but on Tier 3, the Tank should be more careful when pulling the Spirits.

Boss 1 - Sakhârshag

This Boss has several key mechanics. The positioning of the Tank in this fight is very important, with several mechanics revolving around positioning. First, the Boss has an ability called Caustic Bile, where he will choose a random player and deal a frontal hit, applying  Caustic Bile to all players hit. When the Boss is inducting this ability, have everyone move around slightly to see who the Boss is focused on, and once you know, have everyone else move out of the way. One strategy for this mechanic is to have the focus target move onto the Tank. Another strategy is to have the focus target move to one side of the Boss, and everyone else moves to the other side.

The Boss has two mechanics that drop  Ichor Puddles, whose duration increases with each tier. The Boss' Ichor induction drops one of these Puddles underneath the Tank. There is also another induction, Weeping Ichor, that grants  Weeping Ichor to a random target. Upon expiration, the player drops a Puddle underneath them. Anyone who is about to drop a Puddle should run it away from the group, as the Puddle deals significant damage.

The most dangerous ability for Tanks in this fight is Great Slam, which is a frontal distributed hit. Throughout the fight, the Boss gains stacks of  Frustration, which increases the damage of the next Great Slam. On Tiers 1 and 2, being hit by the ability removes all stacks, but only removes 1 stack on Tier 3. Once  Frustration reaches the highest tier, Great Slam will one-shot tanks. This is essentially the fight's enrage timer, as the best method to avoid being killed by the Boss in this way is just to deal more damage. The Tank can also attempt to run away from the hit, but it has a long range, and it runs the risk of accidentally hitting other people with the ability.

The Boss will occasionally grant the  Curse of Pain Bleed on random players, which must be cleansed as fast as possible to avoid major damage.

Boss 2 - Imanak-tûr

In the hallway leading up to the second Boss encounter, there are Grim Spikes that rotate through sections of the ground to deal damage. These Spikes return in the Boss fight, with waves of Spikes that cross the arena from right to left and front to back. The arena is approximately divided into a 9x9 space, with each wave of spikes consisting of 3 lines, each in a 3x1 section. What this means is that if you remain still for the whole wave, the Spikes are guaranteed to hit you, and possibly kill you. To avoid the Spikes, you must wait until the previous line retreats, then run towards that area before the new line spawns. There is a 2-3 second gap for players to avoid the spikes.

The Boss' main mechanic on Tier 1 is that he will randomly apply  Rising Pressure on random players. Upon expiration in 6 seconds, it deals great damage to all other players nearby, and will deal enough damage to kill people on Tier 3. Players should watch for this debuff, and move to the corners of the room to let the debuff expire so that no one gets hit.

On Tier 2, the Tank will occasionally be applied with  Rising Winds, which, upon expiration, drops an  Inescapable Storm Puddle underneath. This Puddle deals no damage, but slows down Players and thus makes it harder to avoid the Grim Spikes. Try to drop these Puddles along the edge of the arena so that the center space remains open to dodge the Spikes.

On Tier 3,  Scouring Sands is applied on various players, which deals damage over time. This effect should NOT be cleansed, as it is replaced with a more powerful bleed. In addition, upon expiration or cleanse, it deals damage to all nearby players. This damage is not enough to one-shot people from full health like  Rising Pressure, but it can still kill players if they are already low from Stinging Sands, which is an AoE Hit and applies the  Stinging Sands slow debuff.

At roughly 1 minute into the fight, the Boss will summon a Vengeful Nirgambâr Spirit. On Tiers 1 and 2, this enemy is just another trash mob that can be interrupted. On Tier 3, the Spirit has the  Ancient Mark Corruption, which, if removed, applies  Curse of the Dead to all players. If this effect is applied on players, Stinging Sands or the  Scouring Sands expiration will one-shot people. The best way to avoid this interaction is to not remove the Spirit's Corruption, which means not using AoE Corruption Removal skills (like  Startling Twist and  Cry of the Valar).

Boss 3 - Aratûg

Aratûg is a vastly different experience depending on the instance tier. This fight takes place on a platform with no walls, and the Boss has a knockback ability called Explosive Strike, which only affects the Tank. While the knockback range increases each tier, the Tank always has to position themselves so that the Boss is both in front of the group but not near enough to the edge to knock off the Tank. Anyone knocked off of the edge of the platform is immediately killed. The main source of damage in this fight is the Death Burst induction, but it shouldn't deal enough damage to kill people, assuming that the group has a healer.

The Boss summons 2 types of enemies, alternating in cycles of 45 seconds: Fallen Nirgambâr Spirits and Cursed Nirgambâr Spirits. These enemies function differently, but both are only dangerous on Tier 3. On Tiers 1 and 2, these enemies can be ignored, and the group should only focus on killing the Boss.

5 Fallen Nirgambâr Spirits spawn at a time from the right side of the arena, and slowly cross to the left side. These enemies have the  Aura of Death effect, which deals damage to nearby players. This effect is not avoidable. On Tiers 1 and 2, this damage will not kill anyone, so you can simply run through the line of enemies. On Tier 3, walking into the line will instantly kill non-Tanks. The recommended strategy to overcome this mechanic is to kill the middle Spirit on the line. This way, the group can stay closer to the middle so that the Tank has enough space to deal with the Boss' knockbacks, and so that the group doesn't have to move around as much.

1 Cursed Nirgambâr Spirit spawns at a time in the center of the arena. This spirit's main ability is an induction called Sacrifice, which deals an AoE knockback. On Tiers 1 and 2, this enemy can be ignored, as the knockback won't knock anyone off of the platform if everyone is standing near the middle. On Tier 3, it is guaranteed to kill everyone, so the enemy must be killed as fast as possible. Stand near the center of the arena to quickly switch targets onto the Spirit. Make sure to use induction debuff skills like  Improved Addle on the Spirit to give the group as much time as possible to kill it.

Rewards

Gallery