Someone's dropping the ball on not listing Tipped Balance as a quest since it's a good one. Odd though that it isn't well documented in-game since the only way to get it is as others have described. Nice that you don't have to do Tenaro's first quest to get this second one.... sometimes EQ is generous. ;)
The elementals don't summon so a kiteable quest, in theory. I say "in theory" since kiting space is very scarce inside this zone. Since IMO kiting at a zone-in is one of the mortal gameplay "sins", I suggest using the only other spot in the entire zone without wanderers. If you don't know where that is, TOUGH!
JK. It's the area with the circle champion mission. The champions don't aggro and nothing paths through here. Fortunately, the elementals you need spawn right outside.
You will get adds dragging elementals to this arena. The best trick is to snare the elemental you want, then kite the adds around the arena until the snared elemental gets there. Then clear aggro however you can, FD, zone, evac or my favorite, get CoH'd by a mage.
Decent rewards for not-too-much work. While you're tagging elementals keep your eyes peeled for rare nameds. This zone is a blast and really rather unique for having such a huge population of uncommon named "rares" and "semi-rares." They don't always drop anything good but often enough to make it worthwhile to go "named-huntin." Most don't summon altho it's good to have in-group a tank who can absorb some 1300-hp melee hits for the occasional exception.
Last comment, the four elemental types are not equally common. I found the water spouts to be uncommon (water mobs are usually "sprites" which don't count) and the damn piles of shi---er, dirt, earth elementals are downright rare. In fact, I camped without finishing those and plan to come back later, hoping maybe there's some kind of cycle to how they spawn.
In terms of difficulty, the fire ele's are the worst. They nuke hard and can strip off half your HPs just with nukes. Plus since they stop to chain-cast they take forever to pull. The earth mobs can root you, of course, which can be a problem while pulling. The water variants run FAST even snared. The air versions are the weakest, four or five nukes and they drop dead.
Edited, Aug 7th 2006 at 4:18pm EDT by Sippin