High Botanist Tel'arn Abilities
Table of Contents
- +Normal/Heroic Strategy/Tactics
- +Mythic Strategy
On this page, we list all the abilities from the High Botanist Tel'arn encounter in The Nighthold. The idea is to give you a solid understanding of the encounter before you read the strategy.
If you are already familiar with the encounter, then you can skip to the strategy and tactics page or access any other page of the guide by using the table of contents on the right.
High Botanist Tel'arn is a 3-phase encounter in the Nighthold. It begins as single target fight with light add cleave, but progresses into a council style fight with multiple bosses as the encounter proceeds. Most of the fight revolves around zone control and management, and is a test of mechanical prowess and reactivity.
In this phase you face High Botanist Tel'arn as a single form. He will apply Recursive Strikes to his target, which inflicts 15% of his melee attack to players with the debuff. Each stack will increase the damage taken from Recursive Strikes by 15%. This effect lasts 15 seconds and is applied on each melee swing.
Parasitic Fetter will target a random player and root them in place. It deals ticking Nature damage that increases for every second it is not dispelled. When dispelled, it spawns a Parasitic Lasher, which will fixate a random player and pursue them. If it reaches them, it will infest them and cause a new Parasitic Fetter. The lashers will grow every 3 seconds from Rampant Growth, increasing their movement speed by 25%. They can be stunned, slowed, and rooted until they reach 5 stacks of Rampant Growth, when they become immune.
Solar Collapse occurs periodically. Tel'arn will summon 12 points of energy that form a circle, with several yards of space in between each. They will collapse towards the center point, with the space in between the points continually growing smaller until they overlap. Anyone hit by the energy will take very high Fire damage.
Controlled Chaos occurs periodically. Tel'arn will target a random player and create an Arcane zone with a radius of 10 yards. After a few seconds, the zone will explode and deal heavy Arcane damage to anyone caught inside of it. It will then expand to a 20-yard radius, explode, and expand again to a 30-yard radius before exploding a final time. Controlled Chaos will moderate raid wide Arcane damage regardless of whether you dodge the main explosion or not.
At 75% health, High Botanist Tel'arn will split into two forms; High Botanist Tel'arn, and Solarist Tel'arn. The two images share health. All the mechanics of Phase One remain present in this phase, in addition to several new abilities performed by the Solarist (listed below). In addition, Solar Collapse is now cast by the Solaris form exclusively (the High Botanist form no longer casts it).
Flare deals light Fire damage to the tank and all players within 4 yards.
Summon Plasma Spheres occurs approximately once every minute. Solarist Tel'arn will spawn 3 Plasma Spheres in an equilateral triangle in the center of the room. Each orb is self immolating, losing 4% of their maximum health every 0.5 seconds. When they die, they release a Plasma Explosion, which deals moderate Fire damage and increases damage from Plasma Explosion by 100% for 5 seconds.
At 50% health, High Botanist Tel'arn will split into an Arcanist and a Naturalist. The Solarist remains, for a total of 3 bosses for the remainder of the encounter. Just as in Phase Two, all of the bosses share health. All the mechanics of Phase One and Phase Two remain present in this phase, in addition to several new abilities performed by the Arcanist and Naturalist (listed below). Other than these new abilities, the Arcanist will continue to apply Recursive Strikes and cast Controlled Chaos and the Naturalist will be the one casting Parasitic Fetter.
Toxic Spores (Naturalist) will recurrently spawn throughout the remainder of the fight. Coming into contact with a spore will cause moderate Nature damage every 0.5 seconds for 12 seconds.
Grace of Nature (Naturalist) will create a zone that heals him and his allies for 3% of their maximum health every 3 seconds they are inside the pool.
Call of Night (Arcanist) marks several players with a debuff that inflicts continuous raid wide Arcane damage if 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.
- +Normal/Heroic Strategy/Tactics
- +Mythic Strategy
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