There are 3 ways to do Vxed and Tipt:
1: Straight tank & Kill
2: Tank & Kill with Enchanter charm pet
3: Let the Enchanter pet tank.
Just so we understand: These mobs almost universially double for 1k+ and many have up to a 700 DD proc. Many mitigate slow. Some run at Selo's speed. About 30% summon. (It goes without saying you should get a full suite of summoned weapons to equip pets with--bring extras, odds are you'll loose a few pets till you're used to it)
A quick rundown of mobs you'll encounter:
Stonemites: ******* to see. (Small and low slung, easy to get these by accident if you're not careful) Proc an annoying but not terribly lethal long duration dot. They summon but are mezable & charmable. NOT recomended for pets.
Hynids: Low magic resist, have an innate DD proc, dont summon, snareable & rootable, relativly low HP. These make good pets for raw dps but are somewhat lacking in the HP department. Immune to Harmony/pacify and See invis.
Cragbeasts higher magic resist, more HP & AC, proc a stun, make decent pets particularly for tanking. Snare & rootable. Mitigate slow. Don't summon.
Pooka: very low magic resist. Snare & rootable, dont summon. Relativly fragile though. (they dont tank so well) Fully slowable, can be harmonied. Some enchanters first choice for a pet.
Kyv: Quite frankly Kyv suck. Selos's speed runners, summon, they're actually rogues so like to backstab your puller. All but named are snareable. See invis, run at low health, and very high damge output. I dont even fight them if I can help it. Wouldn't even think of trying to pet one.
Noc: Selo's speed runner, they single-target rampage (standard 1st on hate list) proc a ~600 DD/dot. Snareable, Harmonyable, generally see invis. They ARE petable but the rampage makes a broken pet an ugly thing.
Pacify/harmonyable. If you can't find anything else, this works. Sometimes hard to see as the're very dark.
Ukun innate cast of Ukun chains--short duration snare that overwrites your pets snare so be warned. easily resisted proc. 600 DD proc, run a selos speed. Generally they do summon. Rarely they'll throw Whorl of Claws (AE Dot/DD) as they die. See invis, but are harmonyable. Might be charmable but high MR and summoning makes them a bad choice.
Mastruq: Some cast pets, most dont. Proc that same 600 DD, some summon some dont, generally see invis, but they're also generally pretty rare. Uncharmable. Snareable, rootable, some are shaman and have been known to gate and haste those around them.
Ra'tuk: Flurry and enrage but only extremely rarely. Snareable, harmonyable, one of the lower threats if you ask me. Not charmable.
Ikaav: Ikaav are the wild card often. They're universally spell casters, and will throw a 30 second Ukun pet. (hits for about 700) Despawns after 30 seconds. Can FD it off or mez till it despawns. They summon and often have protective spells on them that mitigate all incoming damage 50%. (dispell it) --Frequently they gate so stun or fight near spawn point. They'll dispel so best not let a pet tank. if your pet is DPS'ing, mob wont have a chance to gate. Not charmable.
Anuek: Some are clerics some are enchanters. All have an innate snare thats hard to resist and an innate mez thats easy to resist. they've been known to cast dispel and gate. Low Hp, can be harmonied. See invis. Wouldnt dream of charming one. Lowest DPS output of anything here pretty much.
Bealadu: Nihil ghosts. See through all invis. Dont summon. You only see these in one place in Tipt and I'll cover them there.
Stoneworkers: Shaman mostly. They summon, dont see invis but mitigate slow. Usually harmonyable but I wouldn't bother. Relativly high damage output and the summoning can make them fairly lethal especially since they mitigate most damage 20% meaning you'll be fighting them longer.
1. The Tank & Kill method will be slow, tedious and you're goign to spend a LOT of time meding. No way around it --mobs chew through your mana. I dont recomend this method.
2 & 3: This is the preferred method, with 2 being slightly safer than 3 but more mana intensive.
Recomended party makeup:
You must have the following skills in your party, however you get there:
Someone who can Harmony/Pacify OR FD pull
Someone who can cast Ensnare (14 minute snare) (Druid or ranger)
Highly recomended is a stunner (pally or cleric or 2nd enchanter) or short term mezer (bard or Enchanter)
Tank is nice to have a backup.
The NUMBER ONE RULE:
NEVER TRY TO TANK THE ENCHANTERS PET IF IT BREAKS.
You're taking a mob that doubles for 1k, hasting it 70%. Giving it another 10% haste mask. Handing it 1h weapons with a delay ~20. It will MOW through just about anyone. Dont risk it. Remember, you didn't get a summoning pet so root it, stun it, snare it.
The NUMBER TWO RULE:
Enchanters have this tendancy to stand their ground and try to get a tash/mez or tash/charm or tash/stun combo off. Dont ask them to. If a pet breaks with no mob in camp, everyone shoudl Immediatly try to get agro on the pet and then RUN with it. run in circles and up the walls (SOE is a huge help here) Use the bad wall pathing to your advantage but keep the mobs attention so the enchanter can get back charm. Pallys & clerics stun, rangers chain snare--whatever you have to do. Root isnt the first choice but its better than the alternative.
If a pet breaks WITH a summoning mob in camp (particularly if pet is tanking) you have a real problem. Get the summoner under control first. Get a tank on it or mez it. no other choices. everyone else should be trying to get back the pet. If you dont have a summoner, everyone just go into CC mode. Root the non-summoner and get the other mob under control.
RULE NUMBER 3:
Pet tanking rules work like this: Mobs hate list MUST be capped at 4. No more than 4 total on the hate list or a pet CANNOT tank. (Mob ignores a pet if hate list is > 4) This means you need your Snarer (often the puller), The Enchanter, and the Healer (healing the pet) and the pet. Everyone else: No buffs, no nukes, no snares, you sit on your ***. you can cast when you have no mobs with any agro. Dont even get too close to the mob. Boring as **** but effective. The only time this is really bad is if you have a summoning mob in camp and the pet breaks. Be ready to have someone tank the summoner