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Quaggoth Quest Difficulty

The Quaggoth Quest is, by my definition, one of the coolest quest out there. It's got it all. There's only a single flip side: This quest is certainly doable without any deaths, if you come in with a good deal of supplies - but the way I see it now, the rewards are never, never enough to compensate for the losses during the quest no matter how optimized the party.

IMO, this quest needs to be revised when it comes to the rewards. Pretty badly. It's a very hardcore quest. I'm all about hardcore, but an inevitable supply-drainage is very lesscoolcore.

You have been doing this with the worse kinds of parties...

Bring enough buffers, of enough different sorts. Bring the right amount of front liners, varied reasonably between offence and defence. You shall soon find that this is not only one of the easier high-end quests to run through, but also one of the more rewarding. I could, of the top of my head, mention a bunch of quests that are generally more risky, and bound to cost more gold and supplies, than this one.

The outcome of all quests depend on the group you seek it with, and the profit also usually varies between the members of the group. Sometimes, you simply are less profitable than the bard who only used her spells and hung back the entire quest, sometimes, you will hit the jackpot.

Quaggoths' have 9 AB / 11 when flanking. That's only the weaker ones. They come in numbers ranging from 3 to 7 at the same time. They deal up to 17 damage per hit. There's plenty of traps doing plenty of damage. The XP reward and gold reward are minimal. The quest duration exceeds the time buffs last, half the time - and Quaggoths have 1 to 2 potions of Cure Serious Wound at NPC-only disposal.

The chests, I believe, spawn items ranging from total garbage to pretty good. I don't think I've had the fortune to see a 'good' item spawned yet.

I'd like to hear other people's opinions though. Meanwhile, I'll get my share of fun doing exactly this quest. <_<

An optimized party can make any quest profitable Olwa.

The average party won't make much off this quest because originally it was one of several quests that had an NPC pay-out at the end. Such as the Beetle Queen, and the Hoar Quest. Without these NPCs, the rewards on these three quests have significantly decreased from what they once were resulting in these quests being done less as far as I can tell.

I tend to think, as a matter of game philosophy, that quests should be designed with the average party in mind. Not the optimized party. To do otherwise means that periods that have few players will see few people able to do quests at all. It rewards OOC party creation, cliques, and power-questing groups over the casual player.

So I'm firmly agreeing with the OP on this one. And further suggest that Beetle Queen, Hoar Quest both join Quaggoth with a boost to their rewards.

Here here! Volts and gobo camp are both doable with a respectable (or even not so respectable) party and you get good rewards. Not always gold, but the rewards are usually equal to the losses. If what mine allies here are saying is true, then perhaps a little tweakage is in order.

I wasn't aware that the seeker had been removed, and as such I would want you peeps to completely ignore my post... The reward from the NPC -did- usually make up for the expenses though, or nearly.

Seems I confused this with a different Quaggoth quest actually. There are two...I think.

Reward output will be investigated.

This quest normally has pretty crap rewards, however, every now and again you can find some real gems. Just felt I'd throw that in there.

Heh, Volts is good for a quick jaunt of exp, and the only Beetle Queen run I ever did was solo for my monk. Far as I can tell, Volts gives you a unique one-shot item or two, and perhaps a few bits & pieces for a Spellguard pittance. As for the Queen, unless you know how to mine... You're shot for rewards. 8)