Re: Reported Quest Difficulty Levels and Recommendations
Originally Posted by Pedric
QUEST: The Goblin Leader
CATEGORY: The Lone Lands
JOURNAL LEVEL: 25
JOURNAL ICON: Solo
ACTUAL LEVEL: 25
ACTUAL ICON: Small Fellowship
REASONS: To get to the main mob you must get through a large number of 24 and 25 signature mobs. There are at least two places where you will aggro at least three signatures. This quest appears to be impossible to beat solo.
Not at all. Did it just fine on my Hunter. Died once when I made an extremely bad pull, but that was totally my fault.
Elendilmir: Arda Shrugged - Crickhollow: The Colonists
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: 2.9.Epilogue Cucheron's Bow
CATEGORY: Epic
JOURNAL LEVEL:65
JOURNAL ICON: Solo
ACTUAL LEVEL: Not sure
ACTUAL ICON: Small Fellowship given the other quests in that area
REASONS: The task is to kill gauntmen. The gauntmen are between 5-9k and they have spawns already. Once engaging in combat they will spawn a second ally, making it Three 5k+ mobs to fight at once. Often the gauntmen are stacked meaning the numbers go up very quickly. In one room there are 2 ghosts and 2 guantmen ALL within the same pull radius and none of them path. (in that room that means you are fighting 8 mobs from 1 pull) I'm assuming most people are accomplishing this while doing other quests in the same zone (this one was probably mislabeled and isn't necessarily too hard for what it was intended to be labeled).
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Birds of a Feather
CATEGORY: North Downs
JOURNAL LEVEL: 29
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 34
ACTUAL ICON: Fellowship
REASONS: With the changes to Book 3 (1.3.4.II specifically) the Falconer's level was raised to Level 35 to match the new Epic Quest level. Unfortunately, in this quest you must kill a handful of the Elite Mob. Ironically, the named NPC's level is Level still 30.
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Emissaries Of The White Hand
CATEGORY: Moria Upper Levels
JOURNAL LEVEL: 53
JOURNAL ICON: Solo
ACTUAL LEVEL: 53+
ACTUAL ICON: Small Fellowship
REASONS: I have only killed the emissary in the camp of Ninknakh Faltor. In that particular camp, most pulls are pulls of 2 and some pulls are pulls of 3. Most of the pulls include those bat keepers that bring all of those bats with them. I am level 55 and most of the mobs con dark blue. Some are light blue and a few are even white cons. Most importantly, the emissary himself had over 5k morale and had an accompanying white con mob (again, I'm 55) with him. Without my heartseeker skill and the ability to trap the white con add, I do not know how I could have managed it. For any other class, this would be a very difficult if not impossible solo job. It may be soloable for some people and classes, but why have it be so frustrating? I think it would be better to just go ahead and put a small fellowship marker on it and save the frustration for many people. A 5k+ morale mob with a white con add (prob orange if you are lvl 53) should not be solo imo.
I died twice on the way to the emissary. When I saw that the next camp was similar, I decided that it wasn't worth the hassle to complete the quest and canceled it.
EDIT: The one at Durin's Crossing is soloable, but I do not think the other two are without much aggravation.
Last edited by Ignotus; May 31 2010 at 12:37 AM.
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Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Half Orc Schemer
CATEGORY: North Downs
JOURNAL LEVEL: 28
JOURNAL ICON: Full Fellowship
ACTUAL LEVEL: 35
ACTUAL ICON: Full Fellowship
REASONS: Mobs are level 35 with 4k+ Morale (likely the journal didn't get updated with the revamp).
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Oatmeal Problems
CATEGORY: Lone-lands
JOURNAL LEVEL: 32
JOURNAL ICON: Solo
ACTUAL LEVEL: 27
ACTUAL ICON: Solo
REASONS: With the revamp of the Lone-lands, this quest level was raised to level 32. The quest requires you to talk to Nod Gardner in Oatbarton, and then opens up other quests in that area. However, the opened quests are level 27.
I did this quest on my Champion when she was 34. It was a dark blue quest. But when I got to Oatbarton all the quests were green or light blue.
Last edited by Frieja; Aug 13 2010 at 05:27 PM.
Leveling group on Brandywine W,Su 8:30-10:30pm EST (current level: 39)
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Heritage Restored
CATEGORY: North Downs
JOURNAL LEVEL: 31
JOURNAL ICON: Full Fellowship
ACTUAL LEVEL: 31
ACTUAL ICON: Solo (possibly small fellowship)
REASONS: The task for this quest is to collect the great Auroch Skull and bring it back to the Earth-kin camp behind Esteldin. I have completed this quest solo every time I've done it. The mobs are spaced out enough that it's easy to avoid them. However, since the person carrying the skull cannot do ANYTHING other than run with it, I could see this being changed to a small fellowship quest; a couple people to clear a straighter path for the delivery boy. Full fellowship is just overkill though.
Leveling group on Brandywine W,Su 8:30-10:30pm EST (current level: 39)
Re: Reported Quest Difficulty Levels and Recommendations
Originally Posted by NSemente
QUEST: Sever the White Hand
CATEGORY: Lone-Lands
JOURNAL LEVEL: 25
JOURNAL ICON: No Icon
ACTUAL LEVEL: 25
ACTUAL ICON: Small Fellowship
REASONS: Sig + 4 swarm adds = pain for a single player. I'm playing a lv 25 champ with crafted armour and weapons, food and potions and still getting mowed down.
I did not have any issues with the other quests this person had issues with, but I had a LOT of trouble with this particular quest. This is definitely a small fellowship quest. I ran in and tried this quest 5 or 6 times and had to run away every time. I died twice. The four guys that are with the signature guy are only swarm mobs, but all of them together with the signature eat you up. I'm a level 27 champ with crafted armor, much of it crit'd, crafted and crit'd jewelery, and crafted weapons and using potions, and these guys just chew me up like I'm in a wood chipper. The boss apparently stuns you a lot too. I'd try to run away and frequently got stunned. There's no way this is a solo quest. I've never had my morale go down so quickly.
EDIT: Oh, btw, first time I've died since level 15. Wasn't happy.
Last edited by Ignotus; Jun 24 2010 at 10:54 AM.
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Re: Reported Quest Difficulty Levels and Recommendations
Originally Posted by Ignotus
There's no way this is a solo quest.
It depends largely on your class. My LM got squashed, fast; but my guard breezed through it. However, I do agree that it could use a small fellow tag.
If you haven't already finished it, or given up on it, try going in without Fervour on. I don't remember what skills you have available to you at that level, but the lost of +damage is probably worth the full parry/evade when fighting this many/type of mob early on. Anyway, just a suggestion
Or going in with Fervour on, build up some pips, then turn it off when your health starts dropping.
Re: Reported Quest Difficulty Levels and Recommendations
Originally Posted by Rdarkholme
I agree as well. I just did this with my 43 Guard. I killed Gurzmat but died immediately after. It also bears mentioning that Gurzmat also heals to add another element to the difficulty.
Bringing this to the fore again. This appears to be impossible for a Level 43 Hunter solo who has not gotten Rain of Thorns or Bard's Arrow yet. Too many adds. You cannot burn him down fast enough to kill him before you are dead yourself.
Re: Reported Quest Difficulty Levels and Recommendations
Quest: Vengeance Comes
Category: Lone Lands
Journal Level: 30
Journal Icon: solo
Actual Level: 30
Actual Icon: small fellowship
Reason: You have to fight through elites (Creoth Novice) to get to the area where you need to get to. Sometimes you get two at a time with the elites.
Quest: Rhudaur's Traitors
Category: Lone Lands
Journal Level: 31
Journal Icon: solo
Actual Level: 31
Actual Icon: small fellowship
Reason: You have to fight through elites (Creoth Novice) to get to the area where you need to get to. Sometimes you get two at a time with the elites.
EDIT: OK, there are a couple of non elite patrols that roam around that you can pick off, but it's annoying to have to wait on those two patrols to respawn over and over so you can keep killing them. I believe you are meant to push into the NE area, which is guarded by elites.
Last edited by Ignotus; Jun 28 2010 at 08:11 PM.
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Re: Reported Quest Difficulty Levels and Recommendations
Originally Posted by Linsyn
QUEST: Angmarim Sorcery
CATEGORY: Forochel
JOURNAL LEVEL: 47
JOURNAL ICON: Solo
ACTUAL LEVEL: 47
ACTUAL ICON: Small fellowship
REASONS: The (signature) Sorcerer you have to kill has a signature companion, the Gauradan Pack-Leader. Not only that, but the sorcerer also applies a buff to himself and to the pack-leader that increases both mob's attack speed by 25%. This is certainly NOT solo.
I agree with Linsyn. These two signatures at an eqaul level to you are not soloable (unless you're a warden?). This needs to be marked small fellowship or have one signature removed.
What's odd is that Linsyn's post is from 2008 and I don't see responses from players that say this quest should be soloable. I'm posting in 2010. Time to change this quest. No, it's not a big deal, but that's a long time to wait for a response and/or action. Take a few people off the free LOTRO project to make these quick fixes.
Re: Reported Quest Difficulty Levels and Recommendations
Quest: Into Bree
Category: Bree-land
Journal Level: 8
Journal Icon: solo
Actual Level: 12
Actual Icon: solo
Reason: You get these quests after completing the quest, "Friendships Renewed" which is a level 12 quest. It doesn't make sense to finish a level 12 quest in order to open up two level 8 quests. These are both bestowed by Lolo Wendingway.
Quest: On to Staddle
Category: Bree-land
Journal Level: 8
Journal Icon: solo
Actual Level: 12
Actual Icon: solo
Reason: Same as above. Also, quests in Staddle start at level 12.
As an aside, the following quest should probably be changed as well.
Quest: Family Treasures
Category: Bree-land
Journal Level: 9
Journal Icon: solo
Actual Level: 12
Actual Icon: solo
Reason: Bruner Stouthrush bestows this quest at the Combe Gate in Bree. But you're already level 12 by the time you pass him (on the way to turn in the "Into Bree" quest). Please make all the above quests level 12.
Leveling group on Brandywine W,Su 8:30-10:30pm EST (current level: 39)
Re: Reported Quest Difficulty Levels and Recommendations
Originally Posted by hucklebarry
QUEST: The Dungeons of Dol Gulder 2.9.16
CATEGORY: Epic
JOURNAL LEVEL: 65
JOURNAL ICON: Solo
ACTUAL LEVEL: Not sure
ACTUAL ICON: Small Fellowship or tweaked to be able to finish
REASONS: 3 mobs with triple buff for melee damage could kill my mini in about 2 hits. It took over 10 tries and required literally every skill I had. If their damage was scaled back, it could stand as a solo quest.
I did this quest first try with my Minstrel. My minstrel buddy also did it first try with her minstrel. You got to be quick with using some of your oh fudge skills like Fellowship Heart. Did you try kill one of two of them? Flop on your face to reset the others.
Unless stated otherwise, all content in this post is My Personal Opinion.
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Vol I, Book II, Chapter 10: Breeders of the Dead
CATEGORY: Epic Vol I, Book 2: The Red Maid
JOURNAL LEVEL: 28
JOURNAL ICON: Solo
ACTUAL LEVEL: 28
ACTUAL ICON: Small Fellowship
REASONS: The task for this quest is to collect sigils from Gaunt-men. The Guant-men are signature mobs with a normal mob ally. They also summon more allies if you fail to interrupt them. Many times they will stun you and then summon an ally. In addition to this, the area has many other mobs close by. Some are wandering and some are stationary, but it is very easy to get another add or two in addition to the summoned allies. I had an extremely difficult time soloing this on my burg (using quest gear). I died on my third Gaunt-man, and then I could not solo it any longer with the death dread. I needed to group up to complete it (and apparently so did the Hunter who started the group).
Leveling group on Brandywine W,Su 8:30-10:30pm EST (current level: 39)
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Death from Below
CATEGORY: Solo only- it's an instance quest
JOURNAL LEVEL: 65
JOURNAL ICON: Solo
ACTUAL LEVEL: It needs to be adjusted down on the difficulty, or raise the game's level cap!
ACTUAL ICON: Well, it could be solo if the mobs or encounters were tweaked
REASONS: I died TWICE, back to back, in here- this is very nearly impossible! I'm a fairly well-geared level 65 champ who knows how to play my class, and in the second main room where you have to fight the 5 mobs (I think 2 sappers, 2 diggers, and one driver) I don't believe it's possible to do this!! The driver is a signature mob, and he has a buff aura on the other goblins. Not only are you dealing with fire-throwers, but there's full-immobilize stun attacks, and the two dwarves you're trying to protect don't do enough damage to kill the mobs alone, and they die too quickly themselves. Something has to change about this- if I was a minstrel, this quest MIGHT be possible, because I could heal the dwarves, but I cannot do this. The idea behind the quests is that they should be challenging, making you feel "epic," but not so challenging that even when you put on every buff you can (including buying everything possible with destiny points!!) that you *STILL* die!! Is there some secret about this quest I'm missing? It's been so frustrating I'm logging off for the day- I hate it when I log on to have fun, and end up angry and feeling totally futile and worthless. If I wanted that, I'd go do monsterplay in the Ettenmoors... Epic fail for this quest!!
Re: Reported Quest Difficulty Levels and Recommendations
Originally Posted by MeheaIki
QUEST: Death from Below
CATEGORY: Solo only- it's an instance quest
JOURNAL LEVEL: 65
JOURNAL ICON: Solo
ACTUAL LEVEL: It needs to be adjusted down on the difficulty, or raise the game's level cap!
ACTUAL ICON: Well, it could be solo if the mobs or encounters were tweaked
REASONS: I died TWICE, back to back, in here- this is very nearly impossible! I'm a fairly well-geared level 65 champ who knows how to play my class, and in the second main room where you have to fight the 5 mobs (I think 2 sappers, 2 diggers, and one driver) I don't believe it's possible to do this!! The driver is a signature mob, and he has a buff aura on the other goblins. Not only are you dealing with fire-throwers, but there's full-immobilize stun attacks, and the two dwarves you're trying to protect don't do enough damage to kill the mobs alone, and they die too quickly themselves. Something has to change about this- if I was a minstrel, this quest MIGHT be possible, because I could heal the dwarves, but I cannot do this. The idea behind the quests is that they should be challenging, making you feel "epic," but not so challenging that even when you put on every buff you can (including buying everything possible with destiny points!!) that you *STILL* die!! Is there some secret about this quest I'm missing? It's been so frustrating I'm logging off for the day- I hate it when I log on to have fun, and end up angry and feeling totally futile and worthless. If I wanted that, I'd go do monsterplay in the Ettenmoors... Epic fail for this quest!!
Please do NOT change this quest.
As also a moderately geared Champion, this quest is FUN and NOT too difficult. You need to adjust your tactics if you cannot complete it. You cannot just turn your brain off, run into the group of mobs, and expect to survive. Here's what I do with 100% success rate:
Let the dwarves aggro first.
Stay back ~15m.
Pop CB.
Challenge the sig out of the group to you.
Watch the morale of the dwarves. If one gets low, pull an additional goblin off him onto you then he should be ok.
Get the sig to half health.
Run back into the group.
Maintain the sig as the primary target unless dwarf health requires otherwise.
Sound the Attack.
AOE at will.
Win.
There is NOTHING impossible or even inordinately difficult about this instance. It only requires actual STRATEGY and efficient use of tactics. PLEASE leave it like this.
Elendilmir: Arda Shrugged - Crickhollow: The Colonists
Re: Reported Quest Difficulty Levels and Recommendations
Originally Posted by MeheaIki
Death from Below
REASONS: I died TWICE, back to back, in here- this is very nearly impossible!
It's a tough one compared to most quests, but it's intended to be. I suggest reading the thread titled 'Death from Below' for tips and tricks on how to complete it. As I recall, Champion is one of the easier classes to complete this quest with.
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Re: Reported Quest Difficulty Levels and Recommendations
please do NOT change this quest. it is easily doable. on my hunter and lore-master both have around a 95% sucess rate, and both arent very well geared.
yes it is challenging to learn, however once you know what your class has to do, its fairly easy. the only reason you should fail once you know what to is you get unlucky with resists, or misses and bpe in in the case of melee
that said, if you have never completedthis it can be a very big challenge, however still fun imo.
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Threats and Follow-Through
CATEGORY: Bree-Land
JOURNAL LEVEL: 17
JOURNAL ICON: Solo
ACTUAL LEVEL: 17
ACTUAL ICON: Small Fellowship
REASONS: The target mob is a level 17 signature, with two normal mobs, that is surround closely by 4 or 5 pairs of aggressive bandits between levels 16 and 18, some melee, some archers. Also there are 6 or 7 groups of paired melee and archers of level 16 to 18 that roam around the target. Area has very fast respawn making it difficult to clear the area, kill the target mob and get out alive even with two players. Have tried to complete twice with duos of level 19 and both times at least one party member has been killed before they even knew they had threat.
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Defending the Herd
CATEGORY: North Downs
JOURNAL LEVEL: 26
JOURNAL ICON: Full Fellowship
ACTUAL LEVEL: 26
ACTUAL ICON: Small Fellowship
REASONS: You have to defend a herd of farm animals with the farm-hand, Alwin. There are three waves of three mobs each -- hardly enough of a fight to require a full fellowship. I've soloed or duoed this on each of my toons.
Leveling group on Brandywine W,Su 8:30-10:30pm EST (current level: 39)
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Retake Weathertop
CATEGORY: Lone Lands
JOURNAL LEVEL: 20
JOURNAL ICON: Fellowship
ACTUAL LEVEL: 25+
ACTUAL ICON: Full Fellowship
REASONS: The final fight is insane. Overall, it's rather tough, but this is one of those quests that really reinforces "holy trinity" gameplay...to the point of people feeling classes are required for healing AND power regen. I've yet to find a good fellowship to complete this one...the final fight ends up sending people off to solo after the first few wipes.
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: An Evil Spirit!
CATEGORY: Enedwaith
JOURNAL LEVEL: 65
JOURNAL ICON: Solo
ACTUAL LEVEL: 65
ACTUAL ICON: Small Fellowship (at least)
REASONS: The monster you are supposed to banish (Tulwulh-gwirod) is 66th level, with approximately 11K morale and has an attack that takes 80% (or so) of your Morale off. I have an Elven Loremaster, who has a weapon that does Westernesse damage (that Tulwulh-gwirod is most vulnerable to) and even using Scrolls of Supreme Battle Lore and Supreme Warding Lore before the fight, my pet and I can't do enough damage to destroy it before it kills me with that outrageous attack.
Re: Reported Quest Difficulty Levels and Recommendations
Book 2, chapter 10: breeders of the dead too hard for the lvl req and most spawns have a 3 pulls or a patrol that comes through it. From 800 morale and a potion to 90 morale in one stun, remove the stun and stop them summoning new skeletons, i walk up and cc the skeleton and he summon a new one straight away and i got no more cc to stop him. Kiting them isn't an option as they hit from 15 metres away must be lag.
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: An Unacceptable Diet
CATEGORY: Foundations of Stone
JOURNAL LEVEL: 60
JOURNAL ICON: Solo
ACTUAL LEVEL: 59/60
ACTUAL ICON: Small Fellowship
REASONS: Mob density is INSANE. The mobs are all Overseers and darkmaws. many pulls will bring at least 4 and then each can summon darklings and range. Taking just a step or two can easily bring another mob or two into the fight. Respawn rate is also very high now. It doesn't help that the quest is in a narrow hallway which doesn't allow for stealth, LoS, running, or any other tactics that some classes have to rely on for the more difficult content. 50% of the mobs could be removed and it would still be a moderate challenge for some. Screenshots are below.
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Rampaging Beasts
CATEGORY: Misty Mountains
JOURNAL LEVEL: 41
JOURNAL ICON: Solo
ACTUAL LEVEL: 43
ACTUAL ICON: Solo
REASONS: This is an easy solo quest. No change necessary. However, it doesn't match the level of anything else around it, nor does it match the level of the mobs. All the snow-beasts you need to kill are either 42 or 43, but the quest level is 41. This isn't ideal. Additionally, every other mob in the area is 39 or 40. You generally start MM at 39 or 40. So all the lynx, lurkers, bears, and aurochs are dark blue or white, which are very easy to kill, almost no resists or misses. Then you have to kill all these orange beasts in the same area with high miss and resist rate. I recommend that the snow-beasts themselves get lowered to 40 to match the rest of the area, and the quest level lowered to 40 to match the targets.
Re: Reported Quest Difficulty Levels and Recommendations
Originally Posted by R-Danneskjold
QUEST: Rampaging Beasts
CATEGORY: Misty Mountains
JOURNAL LEVEL: 41
JOURNAL ICON: Solo
ACTUAL LEVEL: 43
ACTUAL ICON: Solo
REASONS: This is an easy solo quest. No change necessary. However, it doesn't match the level of anything else around it, nor does it match the level of the mobs. All the snow-beasts you need to kill are either 42 or 43, but the quest level is 41. This isn't ideal. Additionally, every other mob in the area is 39 or 40. You generally start MM at 39 or 40. So all the lynx, lurkers, bears, and aurochs are dark blue or white, which are very easy to kill, almost no resists or misses. Then you have to kill all these orange beasts in the same area with high miss and resist rate. I recommend that the snow-beasts themselves get lowered to 40 to match the rest of the area, and the quest level lowered to 40 to match the targets.
i would prefer Turbine spends time on new real content rather than ''fixing'' the supposed problemetic quests that people suggesting
Re: Reported Quest Difficulty Levels and Recommendations
Originally Posted by Eric...
i would prefer Turbine spends time on new real content rather than ''fixing'' the supposed problemetic quests that people suggesting
Its a moderator created, stickied thread asking for quest difficulty feedback.
I'd rather they polish the game than release new content ontop of broken or incorrectly released content. ANY fix deserves its place in the list of possible upcoming content changes.
There is still a long way to go, but each update that old content is revisited and corrected to what it should be only stabilizes the foundation that the rest of the game is built on.
Re: Reported Quest Difficulty Levels and Recommendations
Originally Posted by hucklebarry
I'd rather they polish the game than release new content ontop of broken or incorrectly released content. ANY fix deserves its place in the list of possible upcoming content changes.
There is still a long way to go, but each update that old content is revisited and corrected to what it should be only stabilizes the foundation that the rest of the game is built on.
polish and fix its something that means for you better but for lotro that means nerfing and make everything soloable from what i understand, hm i dont think that i can call that polishing and ''fixing'' lotro
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Snapper Soup
CATEGORY: Bree-land
JOURNAL LEVEL: 21
JOURNAL ICON: Solo
ACTUAL LEVEL: No change
ACTUAL ICON: No change
REASONS: The problem I have with this quest is the low drop rate of quest items Snapper-meat and Snapper-shells. The drop rate for them is just bad. Also more turtles need to spawn in the area. There are too few and when other people in the area also doing the quest, it's even worse. Too many toads and flies in this area.
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Tomb of Elendil
CATEGORY: Evendim
JOURNAL LEVEL: 40
JOURNAL ICON: Full Fellowship
ACTUAL LEVEL: 50+
ACTUAL ICON: Full Fellowship
REASONS: As currently designed, it's a gimmick boss fight that seems to require a FM (that's what I've read; we never got one in about half a dozen wipes in a full group of levels 43-50). So maybe for a group with a burglar it's a level 40 quest. Without a burglar I'm not sure six level 50s could do it, though. And since the quest is at the end of an extremely long and tedious chain, most people don't get this far and it's almost impossible to get any group, let alone insist on any particular composition.
Suggested change: leave it at level 40 and fix the boss fight. I don't see what a turtle the size of a house has to do with the plotline, so simply removing the turtle area entirely and having the silithar drop from the bandit boss (beef her up a little) makes sense. Offering a solo inspired greatness option as well would be nice, as noted in another thread. This quest has more to do with the lore and story than most epic quests; people should be able to experience it without the almost impossible task of finding a group (and without the stupid gimmicky turtle fight, needless to say). As it stands, though, this quest is currently the biggest waste of time I've yet seen in the game - time spent on the swimming-for-Gwindeth precursor quests, time spent looking for a group (about six weeks in my case), and time spent in the instance or running back in from the rez circle over and over again.
QUEST: Goblin Fire
CATEGORY: Misty Mountains
JOURNAL LEVEL: 45
JOURNAL ICON: Solo
ACTUAL LEVEL: 50
ACTUAL ICON: small fellowship
REASONS: There are no single pulls in this entire quest. Mostly dual pulls, and the respawn rate is about 25 seconds. Especially hard to time when you kill the bomber mob and he respawns during your dual pull. Once I got through about 12 deaths and 18 runaways I finally figured out the trick. Do not loot any of the mobs as it will slow their respawn times. As a 46 hunter I found this quest extremely hard, but not impossible. Used about 6 morale pots, 4 bottles of light and fire to get through it. It would help if there was more than one person in the zone everytime I tried it, as I might have gotten through it in one shot. Attack the ranged mob trap the melee mob and pray the trap works. If not run fast very fast.
QUEST: Blackfang
CATEGORY: Misty Mountains
JOURNAL LEVEL: 46
JOURNAL ICON: Solo
ACTUAL LEVEL: 50 or 51
ACTUAL ICON: Small Fellowship
REASONS: I can not believe I'm posting again this soon but... Black fang is a 46 signature which was easily defeated, but.. The wolves attacked me right after her defeat and the mobs I cleared out respawned on me. I now know why their is only 1 other person in the zone. Note to self never quest here again.
Re: Reported Quest Difficulty Levels and Recommendations
I searched this thread for this quest and it didn't return results so I thought I'd post this
QUEST: Volume 1: Book 10, Chapter 11: Guldurchir's Restraint.
CATEGORY: Epic
JOURNAL LEVEL: 50
JOURNAL ICON: Solo
ACTUAL LEVEL: 50
ACTUAL ICON: Small Fellowship
REASONS: Have to take down a level 50 elite. He has a stun and a pretty hard hitting Dot, not to mention the many mobs that spawn all around him. I'm a level 50 Champion and I can't do it with potions and my buffs. Maybe it's just my character or skill but I get destroyed so I think it should be a small fellowship quest.
Re: Reported Quest Difficulty Levels and Recommendations
Originally Posted by Ignotus
QUEST: Emissaries Of The White Hand
CATEGORY: Moria Upper Levels
JOURNAL LEVEL: 53
JOURNAL ICON: Solo
ACTUAL LEVEL: 53+
ACTUAL ICON: Small Fellowship
REASONS: I have only killed the emissary in the camp of Ninknakh Faltor. In that particular camp, most pulls are pulls of 2 and some pulls are pulls of 3. Most of the pulls include those bat keepers that bring all of those bats with them. I am level 55 and most of the mobs con dark blue. Some are light blue and a few are even white cons. Most importantly, the emissary himself had over 5k morale and had an accompanying white con mob (again, I'm 55) with him. Without my heartseeker skill and the ability to trap the white con add, I do not know how I could have managed it. For any other class, this would be a very difficult if not impossible solo job. It may be soloable for some people and classes, but why have it be so frustrating? I think it would be better to just go ahead and put a small fellowship marker on it and save the frustration for many people. A 5k+ morale mob with a white con add (prob orange if you are lvl 53) should not be solo imo.
I died twice on the way to the emissary. When I saw that the next camp was similar, I decided that it wasn't worth the hassle to complete the quest and canceled it.
EDIT: The one at Durin's Crossing is soloable, but I do not think the other two are without much aggravation.
I cannot get anywhere close to the Ninknakh Faltor Emissary. I'm a 57 Minstrel. There are 3-pulls along the way that involve 3 2.5K mobs, plus 6 harassing bats. My two area effect spells only target 3 bats at a time, and have cooldowns. I have tried several times and cannot get past the 3 pulls. Doing this out of Warspeech is out of the question, since I then have NO area effect spells to deal with the bats and the interrupts make healing nearly impossible.
The other two emissaries were simple.
Either prune some of the bat mobs on the way to Ninknakh Faltor, or call this a small fellowship quest.
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Half-Shell
CATEGORY: Angmar
JOURNAL LEVEL: 43
JOURNAL ICON: Small Fellowship
ACTUAL LEVEL: 40
ACTUAL ICON: No comment
REASONS: I believe the turtles should be signatures instead of elites. It is difficult to find others to form a fellowship to complete this quest. It is even more difficult trying to solo this quest. Please change these turtles to at least signatures.
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Sever the White Hand
CATEGORY: Lone-Lands
JOURNAL LEVEL: 25
JOURNAL ICON: No Icon
ACTUAL LEVEL: 25
ACTUAL ICON: Small Fellowship
REASONS: Sig + 4 swarm adds = pain for a single player. I'm playing a lv 25 champ with crafted armour and weapons, food and potions and still getting mowed down.
Really depends on your class with this one - I had major troubles on a hunter lvl 25, but it was easy on lvl 23 burg in Mischief since the Riddle works well on the boss and you can stun one of the adds too, kill the adds one by one, then keep the boss mezzed to regen and then finish him too. Although it was still a major pain....
"DPS enough, who needs a Tank? Heck, DPS enough and who needs heals!?!? Get some more Hunters in here!" - Colred
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Troublesome goblins
CATEGORY: Epic, Vol I, Book 5, Chapter 2
JOURNAL LEVEL: 42
JOURNAL ICON: No Icon
ACTUAL LEVEL: 42
ACTUAL ICON: Small Fellowship
REASONS: The way to the boss is easy but the boss that summons the Dourhard add is pretty tough. Had troubles with this one on both my hunter and burglar. With the hunter its hard to finish the add before the boss finishes you, and he hits pretty hard too. With the burglar I couldn't get enough 'firepower' to kill the boss who heals himself really fast. And the heals are non-interruptable, which makes it a pain. Should change it to small fellowship or make heals interruptable.
Last edited by Cherep; May 08 2011 at 08:00 PM.
"DPS enough, who needs a Tank? Heck, DPS enough and who needs heals!?!? Get some more Hunters in here!" - Colred
Re: Reported Quest Difficulty Levels and Recommendations
QUEST: Sever the White Hand
JOURNAL LEVEL:25
JOURNAL ICON: None
ACTUAL LEVEL:25
ACTUAL ICON: Small Fellowship
REASON: AS a hunter, the 4 adds + sig deals tons of dmg and i was getting killed. I had now way of getting the sig cced as my trap always ccs one of the adds. Result = my death. Frustrating quest, either move the swarm adds so they can be pulled without the sig or make them weaker.