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Guide to Trakanon's Teeth
(Pulling the Hunter and Forager)
By Wolfkin
Pulling the Hunter/Forager cycles in Trak's Teeth or TT as
some call it, is a very lucritive and worthwhile endeavor. The
exp is good even for high 50's and the chance at rare and
valuable loot is quite rewarding. With the new changes to
tracking, specifically ranger tracking, it is also far easier
than it had been. This "guide" will be composed of
mainly a few tips on successfully grouping and pulling these
cycles.
There are 2 reasons to pull these cycles. For exp/loot and for
the Kunzar and Nathzar Medalions drops by the Hunter/Forager.
These medals are used to get keys to Seblis. Some people come
just to get the keys. Be sure to let anyone wanting to hunt these
mobs for medals twhen you have some you don't need on corpses. It
will save you the headache of having to compete for the cycles
against people who want what you are simply throwing away. Also
50+ Kunark Spells drop from the Hunter/Forager and their rares on
occasion...Check EVERY corpse.
First off these cycles are considered by MOST people who come
here a "camp." Thus even tho the Forager or Hunter may
be up or one of the "rares" on their cycles, they may
already have someone hunting them. Once I explain how the cycles
work you will better understand how a "roaming" mob can
be considered camped. And why you should ask whether anyone is
camping these cycles before you pull.
Both the Hunter and the Forager (both Frogloks BTW) are
"Placeholders" for "rares." Whenever killed
these mobs will Immediately respawn or a rare will spawn in their
place. Therefor some group can "constant" pull the
forager or hunter, kill it and immediately go out for the next.
By this means they are clearing the Placeholders for rares. Thus
they are putting in the work to make those spawns pop. You coming
in and tyaking the spawn they made is rude. You don't want to
hunt a cycle for 3 hours to finally get the rare you wanted only
to have someone else pull it so return that favor and respect
another's camp. The HUnter/Forager and their "rares"
are in the mid to upper 40's in level. They hit anywhere from 109
to 132 for max damage. The Hunter and Forager themselves are
Melee, they do not cast. However some of the rares that will
spawen are Casters. Clerics, Necros, Wizards, Shamans and Druids
are all represented here. Also hybrids. More commonly Shadow
Knights. I will list the rares and which cycle the most commonly
spawn on. However please note that any rare can spawn on either
cycle. Just because the Crusader normally spawns on the Forager
cycle that doesn't mean he won't spawn on the Hunter cycle. He
does. Trust me. I have seen rares from both cycles switch.
Now. Often people "camp" the Swamp Zone for the
Forager cycle and the Emerald Jungle (EJ) for the Hunter cycle.
If you check out my map you'll see why this is. Since the common
areas for those mobs are nearer to the respective zones. But it's
not impossible to pull each to the opposite zone or to another
area entirely. In fact many groups choice to hunt in a wanderer
free area a few hundred feet to the right of the Swamp zone in
order to pull the Forager. It's safe from trains and you're less
likely to cross paths with parties that are hunting something
else. The hunter and forager WILL AGGRO on anyone close. The
puller has to be carely not to pull close to anyone they don't
want attacked. People can get very upset at being trained...;p
Now for pulling in this zone there are a few tricks I've
discovered that makes successfully pulling One mob back to the
group easier.
- Use Snare on random attackers. You will get attacked by
lots of wandering creatures. It's best to snare them and
keep pulling or tracking your real target. These snared
creatures will stop chasing and therefor will not be
added to your pull once at your group. The hunter and
forager are tough. The rares often tougher. Any adds can
be fatal. Try you best to avoid adds.
- Use SoW rather than Wolfform. Some mobs will
"Fear" the puller. Even if only for a second.
Getting "Feared" drops Wolfform. Now you're
being attacked AND you have no get away speed. This is
bad. So save yourself the headache and use SoW rather
than Wolfform.
- I use levitate. To me it makes traveling quickly through
this often hilly jungle much easier. You have to be more
careful when pulling since you can mistakenly move too
far ahead of your pull and they give up and turn around.
Now you gotta track them again and pull all over. Still
crossing the Lake while pulling is MUCH easier with
Levitate. But this is a personal preference. I know
Morred in particular doesn't like pulling with Levitate.
And she's a dang good puller here....even if not as good
as me :P
- Snare Pets. Some rares that you will pull have pets.
Snaring them often prevents them from coming back to the
group with the target. It helps alot if you can manage
it. BUT...if the mob is a shaman with a wolf pet. Snare
the shaman instead. They always forget to SoW their pets
but they never forget to sow themselves. They will run
faster than you, unless you're a bard, so you gotta sow
them to avoid being beat to hell before you get back to
your group.
- ALWAYS get resist magic before pulling any rare and
preferable just keep it up. Mobs throughout the zone wil
be casting on you. Random frog shamans will try to Togor
you. Random Undead Keeps will attempt to fear you. And
any casting mob you pull especiall necros and wizard will
be ALOT safer to pull if you resist their magic. I have
been nuked to death by 4 spells from a rare wizard. Force
Shock hurts when unresisted. But with even Endure Magic I
was able to resist nearly all Force Shock casts. Magic
Resistance will ensure you get back to your group safely
and not near death.
- Refresh SoW often. Whenever you go out think VERY
carefully about whther your sow will last. Always err on
the side of safety and recast SoW. (I learned this one
the hard way. Ow that hurts. Ow that hurts. Ow that
hurts)
- Avoid arguments. Some people will not respect the fact
that it's your "camp." Thus they will attempt
to pull the hunter/forager themselves. FIRST let them
know you are hunting that cycle and to please hunt the
other. They may just want the medals. If that's the case
tell them they are welcome to loot them from your
kill...especially if you have medals currently rotting at
your group. If they refuse? Well simply keep pulling.
Don't "steal" their pulls. But remember the
respawn is instant. Wait for their kill to die then grab
the next. Beat them at this often enough and they
frequently leave. NEVER get verbally abusive especially
over zone comms. This is not only rude and
tactless...it's against guild rules.
- Some rare loot is no drop. Be wary of this. If your group
can't use it offer it over ooc. Often someone in the zone
can use it. This is one way to make your group quite
popular:P
- Rember the Aqueducts (The Yellow Circle on the Map). This
is where the hunter/forager spawn if they aren't in their
common area. Also their rares spawn here. So as a ranger
if I kill the forager and he doesn't immediately appear
on tracking again. I know he's way out near the
aqueducts...or his rare is. Rember some rares are very
tough and very fast. Pulling from that distance can be
easily fatal. Definitely time to refresh all buffs.
Especially SoW and Resist Magic. It'sd a long pull so
your group will likely regain mopst mana by the time you
get back.
- Hotkey /loc. Tho dying in TT seems to be my speciality
it's a risk of any puller to die in a far distant area of
the zone and loosing your corpse. Be ready to hit loc
before you die and save yourself some headache. Also
makes it easier for your groupmate to retrieve your
corpse for a res. You may be able to recognize that third
tree from the forth bush near the second house but try
explaining it to the guy attempting to find your corpse.
Use /loc.
A standard group can easily succeed here. All 45+. Healer,
Tank, Caster, and ranger. Fill the 6th spot with anyone. If the
healer isn't a cleric. 2 druids or a shaman and druid will do
quite nicely here. Pet classes are great here as well.
Instead of me reposting all of this. Here's a complete
list of every mob in Trak's Teeth.
Have a good hunt and let me know whether I should make any
changes to this guide or if you would like to add a few tips of
your own.