I decided to camp this guy for his clicky breastplate on my monk. My monk can riptose kill the PH and this guy fairly easy so I just set her up at -275/-402 and played on other account. The PH and Tarnuk both path through here eventually. about 20min spawn time. So far.. 2 plate and 2 silk but no leather!
1. Tarnuk spawns to the left of Gnashclaw - between Gnashclaw and the stairs.
2. Nothing sees invis in that room but Tarnuk - I just sit there in front of his spawn point and wait (and wait, and wait, and wait...)
3. Spawn time seems to be 18-20 minutes actually - timed on the deaths but not 100% consistent.
4. His PH is the elder driftwolf - run into the fort invis - if nothing is up and nobody in zone, run down the glacier and kill the wolf then go back and sit in front of his spot and wait, and wait. Killed him 8 times in 4 days waiting for the plate mold.
--- 2 adds that respawn as soon as they are killed ---
--- Farwalker dosn't assist the adds but they will help him ---
--- walks from wolves to the north all the way to the woolys / bears to the south ---
--- Strat is as follows ---
--- Raider toons -- pull the 3 agro them and kill named first then adds ---
--- Non raiders --- have one( ranger druid necro monk ) agro the 2 adds and get far away , pull named when kitter is almost out of sight, kill named, puller/kitter can FD / zone out / lose agro now and come back now that the named IS DEAD. adds if not killed will come back running to the corpse and poof in about 2 or 3 minuts if not agroed. Enough time for kitter to come back.---
--- Last one is ---someone on CC and root-snare adds ( as i don't play chanters i don't know if they are mezzable ) after CC is well attended to. kill named . loot and dispose of adds( better to lose agro as they have a tone of HPs, maybe more than the named---
--- Beware of one bear that sometimes roams along the wall between the bear cave and the way to the spiders---
My 80 mage soloed Tarnuk! Wait until he's at his southern most path point at the base of the cliff. When he starts to head north pull his cronies and, as others have posted, he will not assist if they are at max range. Run them to the southern most part of the zone and let them chase you in circles for about 90 seconds to let Tarnuk get about 1/2 way back to the fort. Pop Companion of Necessity to clear aggro and the race is on! (They appear to share aggro because 3/3 times CoN has cleared aggro on both.) Mount up, invis, and sprint north to intercept Tarnuk! If perfectly timed you will catch him in the open area between the ogres to the south and the wolves to the north. Call down your suspended pet (there is no time to wait for an unsuspended pet to catch up) and throw everything you have at him! I had him to around 30% by the time his friends caught up to us. Burn, burn, burn!
I have 15.8k mana unbuffed, 1060 AAs (all pet tanking and heal AAs through SoF)and TSS raid pet focus. My pet had shm pal clr enc buffs.
80 ranger with similar AAs and gear just soloed him too. The fight was a challenge and i did have to use potions, clickies etc (though no servent or staunch recovery).
Splitting from the guards was the easy part though! All three (inclusing tarnuk himself) are snare/rootable. So I AE rooted the three of them, put my long duration AA Entrap on both the guards, broke roots on tarnuk, and had him chase me a mile away. Right towards the end of the fight the guards slowly walked into view, but rooting them again fixed that.
rather simple strat, the key to this fight is to split the hunters...
what i did was:
1. Snare all 3 of them (yes, tarnuk is snarable) 2. Root Tarnuk, run toward valdeholm and zone (this splits the hunters) 3. Have a groupie aggro the hunters and kite them away from Tarnuk (make sure no one else in group has aggro on them.) 4. Have tank aggro tarnuk and pull to camp. (have tank kite him until slow lands.) 5. Keep tank vertical and burn tarnuk to the ground. 6. Kill hunters after.
I play a bard. Snare Tarnuk out of agro range of the group. Swing him close so he can be tagged easily.
Then, run away from group and just befor fading cast an agro song on one of the other two. Fade before it lands. This will leave Tarnuk pondering the meaning of life (what is left of it) within tag range of the group and then kite the two guards.
Once Tarnuk is dead, the guards will still run to the corpse if you clear agro. So, same deal. Snare one, agro other right after fade and kite one while buddy is beat down. Return to group for the last one.
If you wait for Tarnuk to path down by the cliff, not up by the fort. He'll walk down a small hill and you'll be near the mammoth spawns. This is the end of his path in that direction - and when he turns around there is a moment where his two guards lag back a bit. You can easily tag them (snare recommended) and Tarnuk will NOT agro. I'd recommend you root them, because it appears that as long as they are on your agro list, they won't warp up to by Tarnuk. Done this easily 4 times now on a 65 ranger, not much problem with resisting of Entrap, some difficulty with Ensnare..
Anyone know if Tarnuk gates or warps when he gets low on hp and is solo? Have had it a few times where he gets down around 15% then just disappears and every mob within the fort comes after us. Any input would be great.
Since Tarnuk's guards are "semi-leashed" to him, weird things can happen when they're separated, although they can certainly BE separated. Also, fort aggro through the ice wall just south of the fort is very possible. If you fight Tarnuk too close to the pass into the icewings area, you stand a strong chance of having fort mobs aggro through the ice wall. I've been fighting IN one of the fort rooms and have had a bear aggro the reverse way through the ice wall and pop into the room. Just keep your fight the heck away from this wall.
We've killed him probably 7-8 times now and have never had him gate/warp when he gets low. He runs at 10-15%. However, we have had other mobs throughout the world warping/gating recently. For instance, with our lowbies in OT and BW, a few different mobs seemed to warp to a different area. We still had aggro on them and when we ran to them, they were fleeing and still had low hps. Our thoughts were that perhaps either something is bugged/glitching, or the servers lagged? Not sure. This was in the last week that this happened, never before that.
On another note, on the 7-8 kills on Farwalker. We've had caster mold drop once, plate drop once, and all the rest have been chain. We've had 2 necklaces drop and all the rest were earrings.
Did today with a 71 paladin (tank) , 73 shammy 75 cleric 74 monk 74 mag
Monk fd in path while they were pathing back towards fort area. when they walked by monk popped up and threw something at guards aggroing both guards. Then began running away. Paladin pulled him and the battle began. Meanwhile monk just ran around keeping the guards away. It gets a little tough as soon as he rampages but after a few tries we got it down.
Here's a method to split Tarnuk from his guards. There may be other methods and this isn't flawless but it usually works...
Wait till Tarnuk is pathing back to the fort. When he gets near the pass to the goblin areas (just north of the usual camp spot above the bear caves) wait till his guards, who usually trail behind him, are about as far south as they get from him. They frisk around a lot kinda like kids following a parent. You want to tag one of them when they're about as far south from Tarnuk as they can get. If you can, use snare.
If you've done it right the two guards will pursue you and Tarnuk will continue back to the fort. You want to run the guards to the midfield area across from the "usual camp spot" and then clear aggro on yourself. Evac, gate, CoHero, whatever.
Again if you've done it right, the guards will pause for a bit. Then they will continue on the usual route that they follow with Tarnuk down to the glacier. Tarnuk will go back to his spawn, wait his usual time and then go back out on his route ALONE.
You have successfully split them.
The key is to separate them but keep them on their pathing route. Tarnuk shares aggro with the guards; they don't necessarily share aggro with him. This is why you can't pull Tarnuk away from his guards. But with this method you can separate the guards from Tarnuk.
Warning: if after you've cleared aggro, the guards aren't near their usual path, they could end up anywhere. If they end up along the wall south of the fort, or at the entrance to the pass to the snow goblin areas, this is bad news. I've seen mobs stuck in this area aggro half the fort.
In 6 kills got 1 plate 1 leather 4 silk including last 3 in a row. Which seems against the odds as silk is supposed to be the rarest drop.
He pops fairly often if you get the elder driftwolf killed as soon as possible.
I tested various ways to split off the guards. They are "leashed", in a manner of speaking, and I never was able to separate them "permanently." I think they automatically share the boss's aggro. I saw no evidence the boss summons them, though, unlike the named wolf nearby who summons her pups to her side.
Tarnuk and his guards can all be snared, rooted, slowed and crippled. The guards at least are entirely mezzable. So the best thing to do is snare them all at distance from the group, doing Tarnuk last. Then have someone tag Tarnuk and bring to group. The guards will mosely along afterwards, slowly if snared, and they can be easily mezzed or rooted, if u lack a mezzer.
With a 17k/3kac/950aa warrior and one decent cleric, Tarnuk is no problem for any decent group. I'm sure he can be killed with less, especially if you have a second healer.
While camping Tarnuk be sure to get the bracer quest from Valdeholm as the quest drops come from the bears right nearby the usual Tarnuk camp spot.
killed 10 times so far and drop have been PLATEx6 SILKx2 CHAINx2 LEATHERx0 NECKLACEx6 HOOPx3 FINE ORC EYEx2 ORC EYEx8 PH is deffiantly an 'Elder Driftwolf' which paths up and down the galcier. quads for around 3.5k has two gaurds attached to em and if u try to kill gaurds first they atomatically repop by his side. so if no mezer best luck is to pull gaurds from him run around while tank kills tarnuk. good luck hope this helps ya. Time Rate is about 25min roughly
killed 10 times so far and drop have been PLATEx6 SILKx2 CHAINx2 LEATHERx0 NECKLACEx6 HOOPx3 FINE ORC EYEx2 ORC EYEx8 PH is deffiantly an 'Elder Driftwolf' which paths up and down the galcier. quads for around 3.5k has two gaurds attached to em and if u try to kill gaurds first they atomatically repop by his side. so if no mezer best luck is to pull gaurds from him run around while tank kills tarnuk. good luck hope this helps ya.
This guy was trained on me while i was soloing on my 69 druid. I managed to get away, but not before he whacked me twice, the higher hit for almost 3400hp.
Just timed the PH at 24:45. Its definately not 20 minutes.
Update: Camped it for most of the day today, timing spawns the whole time. Tarnuk respawn between 20 and 32 minutes. It is definately a random spawn timer.
the placeholder is definitely an elder driftwolf. camped this guy for 6 hours last night and got 3 chain bps and 1 plate one. Either Tarnuk or the PH will spawn in the orc fort up in the northeast area of the map just above the bear caves. After they spawn, they will wander south near the pond area down there with the mammoths, then cycle around and come back up.
As for killing this, he always roams with 2 adds by his side. Every so often they will get separated, and I have pulled the adds first, killed them then fought him single. However, if you pull with adds, they are easily kitable while you burn Tarnuk. If you have a chanter, just mez them. Much simpler. He hits pretty hard, but once slowed it doesn't take that much to keep the tank up. My monk has 12k 2.4k ac unbuffed without even fully maxed defensive and it was pretty easy to keep him up with a time geared cleric still having reasonable mana after it all.
I do know Tarnuk's guards can be snared I snared one today. I do not know if Tarnuk summons but another necro buddy tried to snare him but said he couldnt be snared. We are going to try him next time he paths by and hope he dont summon lol.
Update well we pulled the adds from Tarnuk and got them killed. When he pathed back they were with him again so its looking like adds must be kited/mez'd while Tarnuk is killed =(.
We did manage to split the guards on Povar server, but once the guards were killed, new guards spawned beside Tarnuk right away, best luck so far has been to kite the guards or mez them imo
ya, I finally gave it a shot, and they split rather easily, but pointless. They just instantly repop and you have to deal with them. Decided to split them, then ae agrod, and took a few laps while Tarnuk was slapped around.
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Pain Mistress Okami L`Assundre of Tarew Marr Dark Elf Shadow Knight Drinal (Tarew) Retired after 500 days /played Deleted http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792 Remade http://www.magelo.com/eq_view_profile.html?num=96950 Retired again
Had no problem taking him down today. Had one group take him on while Druid kited the two guards around with Ensnare. Just a word of warning for anyone wanting to kite the guards, they run extremely fast and they resist Ensnare 3/4 times (from my own personal experience). Just get them all Ensnared, root the two guards, and pull Tarnuk back to group to whack. (He summons - don't try to kite him and do damage.)
How so? As in they are now linked to him? What about him to them? Are they now non-snareable? Or are you basing this off of monk trying to split?
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Pain Mistress Okami L`Assundre of Tarew Marr Dark Elf Shadow Knight Drinal (Tarew) Retired after 500 days /played Deleted http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792 Remade http://www.magelo.com/eq_view_profile.html?num=96950 Retired again