If you are solo just camp the vender spawn point. Vender does not help but it might take awhile but he does spawn eventually. 10.5m respawn timer it took 22 placeholder kills (uggg) but he did spawn eventually. I would just run and kill dino's in between spawns to correct the faction hits you take. You will lose 14-17 faction per placeholder kill but gain 8 back per dino kill.
This camp can be challenging. The mobs can't be snared or rooted. Their assist range is huge. Two of the named spawns are in a room with 7 mobs in it. Tagging one brings the whole room. Take your time splitting it or bring good CC.
I set up in the hallway leading up to the big room. First pull the single lizard in the side room (on your left if you are facing down the hall towards the big room). Next, pull the PH in the other side room. He's in a room with a merchant. The merchant won't add. Next you have to break the big room. I died more than I care to admit splitting this room with a monk and an SK. Once that is all clear you can pull the 4 ritualists in the room you came through to get to the hallway. Even though they look to be spread out it's usually a 2-4 pull due to the crazy assist range.
The good news is that even when you trash your faction, the mobs con dubious. This gives you some pulling options.
Take the single spawn in the room with the merchant. The merchant will not assist unless you hit it with an AoE. Not very common, took me about 10 pops.
110 Solo Mage. Air Pet, EM XXI
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Chard ~ 120 Magician of Bertoxxulous Mean Ole Men Formerly a soloer but now twin boxing another mage.