01-26-2017, 11:06 AM
The Botanist is a 3-phase encounter in the Nighthold. It starts as a single-target fight with light adds, but progresses to a council-style fight with multiple bosses as the encounter proceeds. Most of the fight involves zone control and management.
PHASE ONE
In Phase One we'll face the Botanist as a single form.
* Recursive Strikes: anti-tank attack, stacking debuff. Tanks swap at 7+ stacks.
* Parasitic Fetter: root + DoT attack. Targets a random player and roots them in place. Can be dispelled. When dispelled, it spawns:
* Parasitic Lasher: add that fixates a random player. If it catches the target, it will root the target with Parasitic Fetter. They can be stunned, slowed, and rooted. The adds grow in size and speed due to Rampant Growth, if this reaches 5 stacks they will become immune to CC.
* Solar Collapse: Spawns 12 points of energy in a circle. These will collapse onto the center point. Anyone hit by the circles will take damage.
* Controlled Chaos: Targets a random player and creates a big Arcane zone on the ground. After a few seconds it will explode, damaging anyone standing in it. It will then double in size, explode, and and double again before exploding a final time.
Strategy:
* Tanks move the boss to the center of the room. Ranged and healers spread out around the boss to provide lots of space for the mechanics.
* Tanks swap at 7+ stacks of Recursive Strikes.
* If a melee player is targeted by Solar Collapse (the imploding orbs) or Controlled Chaos (growing Arcane zone), tanks and melee should reposition quickly to get out of the effect. Bring the boss back to the center after it's safe.
* If ranged or a healer is targeted, get out of the effects.
* Ranged players move away from rooted players so the add that spawns doesn't root them right away. As soon as the fetter is dispelled, CC and kill the Parasite Lashers before they become immune. Killing the adds is the TOP PRIORITY for ranged during all phases.
PHASE TWO: 75% health
High Botanist Tel'arn will SPLIT into two forms: High Botanist Tel'arn and Solarist Tel'arn. They share a health pool. All the mechanics of Phase One persist, and we also get new abilities from the Solarist:
* Flare: light fire damage to the tank and all players within 4 yards.
* Summon Plasma Spheres: Occurs about once per minute. Spawns 3 Plasma Spheres in an equilateral triangle in the center of the room. Each orb is slowly dying. When they die, they release a Plasma Explosion which deals damage and increases the damage from subsequent explosions for 5 seconds. This means they should not be allowed to die within 5 seconds of each other.
Strategy:
* Identical positioning to Phase One. Keep the bosses stacked so we can cleave them.
* To handle the plasma spheres, we must make sure they don't die within 5 seconds of each other. We will single-target down one sphere as fast as possible. Then we'll do the second sphere, but the second one must not die within 5 seconds of the first one or we'll still have the debuff from #1. Once the second one is dead we can allow the final sphere to decay on its own.
PHASE THREE: 50% health
High Botanist Tel'arn will split into an Arcanist and a Naturalist. The Solarist remains, for a total of three bosses. All bosses share health. All the mechanics of Phases One and Two will be present, plus several new abilities.
* Toxic Spores (Naturalist): will spawn through the end of the fight. Applies a DoT if you touch one.
* Grace of Nature (Naturalist): Creates a zone that HEALS him and his allies if they stand in it.
* Call of Night (Archaist): Marks several players with a debuff that inflicts continuous raid-wide damage as long as they are NOT within 5 yards of a player WITHOUT the debuff. The damage is also triggered if they come within 5 yards of another player afflicted with Call of Night.
Strategy:
* We'll Bloodlust here.
* Same positioning. Tanks keep all 3 bosses stacked.
* Don't walk into a spore.
* If you get the Call of Night debuff FIND AN UNMARKED PLAYER and stand within 5 yards. Stay together, the debuff lasts 45 seconds. Make sure you are not near any other marked players.
* Ranged continue to prioritize Parasitic Lashers
PHASE ONE
In Phase One we'll face the Botanist as a single form.
* Recursive Strikes: anti-tank attack, stacking debuff. Tanks swap at 7+ stacks.
* Parasitic Fetter: root + DoT attack. Targets a random player and roots them in place. Can be dispelled. When dispelled, it spawns:
* Parasitic Lasher: add that fixates a random player. If it catches the target, it will root the target with Parasitic Fetter. They can be stunned, slowed, and rooted. The adds grow in size and speed due to Rampant Growth, if this reaches 5 stacks they will become immune to CC.
* Solar Collapse: Spawns 12 points of energy in a circle. These will collapse onto the center point. Anyone hit by the circles will take damage.
* Controlled Chaos: Targets a random player and creates a big Arcane zone on the ground. After a few seconds it will explode, damaging anyone standing in it. It will then double in size, explode, and and double again before exploding a final time.
Strategy:
* Tanks move the boss to the center of the room. Ranged and healers spread out around the boss to provide lots of space for the mechanics.
* Tanks swap at 7+ stacks of Recursive Strikes.
* If a melee player is targeted by Solar Collapse (the imploding orbs) or Controlled Chaos (growing Arcane zone), tanks and melee should reposition quickly to get out of the effect. Bring the boss back to the center after it's safe.
* If ranged or a healer is targeted, get out of the effects.
* Ranged players move away from rooted players so the add that spawns doesn't root them right away. As soon as the fetter is dispelled, CC and kill the Parasite Lashers before they become immune. Killing the adds is the TOP PRIORITY for ranged during all phases.
PHASE TWO: 75% health
High Botanist Tel'arn will SPLIT into two forms: High Botanist Tel'arn and Solarist Tel'arn. They share a health pool. All the mechanics of Phase One persist, and we also get new abilities from the Solarist:
* Flare: light fire damage to the tank and all players within 4 yards.
* Summon Plasma Spheres: Occurs about once per minute. Spawns 3 Plasma Spheres in an equilateral triangle in the center of the room. Each orb is slowly dying. When they die, they release a Plasma Explosion which deals damage and increases the damage from subsequent explosions for 5 seconds. This means they should not be allowed to die within 5 seconds of each other.
Strategy:
* Identical positioning to Phase One. Keep the bosses stacked so we can cleave them.
* To handle the plasma spheres, we must make sure they don't die within 5 seconds of each other. We will single-target down one sphere as fast as possible. Then we'll do the second sphere, but the second one must not die within 5 seconds of the first one or we'll still have the debuff from #1. Once the second one is dead we can allow the final sphere to decay on its own.
PHASE THREE: 50% health
High Botanist Tel'arn will split into an Arcanist and a Naturalist. The Solarist remains, for a total of three bosses. All bosses share health. All the mechanics of Phases One and Two will be present, plus several new abilities.
* Toxic Spores (Naturalist): will spawn through the end of the fight. Applies a DoT if you touch one.
* Grace of Nature (Naturalist): Creates a zone that HEALS him and his allies if they stand in it.
* Call of Night (Archaist): Marks several players with a debuff that inflicts continuous raid-wide damage as long as they are NOT within 5 yards of a player WITHOUT the debuff. The damage is also triggered if they come within 5 yards of another player afflicted with Call of Night.
Strategy:
* We'll Bloodlust here.
* Same positioning. Tanks keep all 3 bosses stacked.
* Don't walk into a spore.
* If you get the Call of Night debuff FIND AN UNMARKED PLAYER and stand within 5 yards. Stay together, the debuff lasts 45 seconds. Make sure you are not near any other marked players.
* Ranged continue to prioritize Parasitic Lashers