Friday, March 2, 2018

Draenor Pet Battle Master - TARR the TERRIBLE

Hello!!

Today's blog is about how to beat TARR THE TERRIBLE ... one of the six Pet Battle Master Tamers in Draenor.

Tarr the Terrible is the Nagrand area Tamer.

(I usually do in order of Ashlei, Vesharr, Taralune, Tarr, then hearth to my Garrison, heal pets for free, and then go do Cymre and last with Gargra. However if you are doing it via flight points w/o stopping at the Garrison, I switch Gargra and Cymre around) 



To get to Tarr the Terrible ....  I take a flight to the Rilzit's Holdfast, Nagrand flight point from the Talador flight point. Once there I get on my flying mount.  His coordinates are 56.3, 9.9.  He's in a hut on the back side of The Ring Of Blood.


You can see - here - on my map of Nagrand, I have a circle around my cursor ...  This is me in his hut.


So this is the route that I normally go ...  hopefully I can explain it well ....

Here I am at the flight point.  On the other side of the two-headed mount, there is a path...


You want to head down the path (again I have flying but I'll explain it for both.)...


You'll go down the path a ways and you'll hit this "Round-About" ... with all these creepy ogres.... unless you are an ogre, then ... yeah ... you are an exception to the rule, clearly! About where the arrow head is .... is the large camp.


I am about where the arrow head was in the last picture.   To the left, there is a set of stairs, you want to go up ...


Then at the top of those stairs - you want to o to the right and go up another set of stairs ....


At the top of those stairs, on the other side of the Ring of Blood, is a 3rd set of stairs leading up to a hut....


This is the hut....


This is Tarr....  Um...  well, the skull of his belt is so fashionable ... 


These are his little ...  beasts....  three armored murlocs.... they are usually found facing the walls ... as if Tarr has put them in the corner.   Gladiator Deathy is on one side by himself. 


Gladiator Murkimus is on the other side with Gladiator Murkalot....  most likely to keep Murkalot in line.  Because frankly.... Murkalot, I suspect, is a shameless drunk....


As you can see ....  he's a bit of a handful.


My team, that I use is....

Slot 1: CARRY PET (or Elekk Plushie) with at least 900 health...
Slot 2: Scooter the Snail : Absorb, Shell Shield, Dive
Slot 3: Jungle Grub : Consume, Sticky Goo, Leap  (I don't use the Sticky Goo)

Now you can use any number of snails for Scooter the Snail (Slot 2) with the exact same abilities ...
  • Mudshell Conch
  • Rapana Whelk
  • Rusty Snail
  • Shimmershell Snail
  • Silkbead Snail
  • Zoom
You can use these in replacement for Jungle Grub (Slot 3) with the exact same abilities...
  • Devouring Maggot
  • Festering Maggot
  • Larva
  • Maggot
  • Mr. Grubbs

1: Gladiator Murkalot : Punish, Falling Murloc, Shieldstorm
2: Gladiator Deathy : Deep Breath, Clobber, Scorched Earth
3: Gladiator Murkimus : Punch, Counterstrike, Heroic Leap


Gladiator Murkalot (AKA: the drunk one) comes out first, but he doesn't stay out long.

Murkalot VS. Carry Pet: Any attack

Murkalot stuns himself, and he switches to another pet.  So you switch out your Carry to your snail (whichever one you are using. In my case it's Scooter.)  So Tarr will switch out his Murlocs a lot, and sometimes you gotta adapt ....  

Deathy VS. Scooter the Snail: You immediately want to throw up your Shell Shield (2) to protect you from the Scorched Earth...and then spam Absorb (1) until you have one more round to your Shell Shield, and then you refresh your Shell Shield (2). Then spam Absorb (1) again until Deathy dies.

Once Deathy dies, Murkalot comes back out.  He is generally out for 3 rounds before he stuns himself again and retreats.

Murkalot VS. Scooter the Snail: You want to just spam Absorb (1)

Murkalot falls back allowing Murkimus in....

Murkimus VS Scooter the Snail: Spam Absorb (1) until Murkimus Leaps. Once he Leaps, you want to hit your Dive (3) ... and you'll go underground before he can hit you with the hard Leap, and therefore escape the damage that the Leap has.  But Scooter will most likely die after this happens (with in a turn or two) and sometimes he does die prior to the Leap, but it's all good.  You want to just spam Absorb on either side of the Leap until you (Scooter) dies.

Murkimus VS. Jungle Grub: You want to alternate between Consume & Leap.  Consume has a one turn cool down.  So you'll hit Consume (1) first, and then Leap (3).  Every time Consume (1) isn't on cool-down you hit 1 and anytime it is, you hit 3, until Murkimus dies.

Then Murkalot comes back out, and guess what ...  he can't stun his fool self anymore, so he has no choice but stay in the fight now, his two buddies are dead.  And after all thatMurkimus did for him!!

Murkalot VS. Jungle Grub:  It is the same thing as Murkimus.... You want to alternate between Consume & Leap.  So you'll hit Consume (1) first, and then Leap (3).  Every time Consume (1) isn't on cool-down you hit 1 and anytime it is, you hit 3, until Murkalot dies too, and you are finished until ... well.... until tomorrow. 

  
Once you finish this fight, your Carry pet should be a lvl 22 (thereabouts) ... 

At this point I usually just hearth to my Garrison and use the flight point from there to Cymre Brightblade.  Finding your way back to the flight point is a little tricky.  

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