High Botanist Tel'arn Strategy/Tactics for Normal/Heroic

Last updated on Jan 07, 2017 at 21:55 by Furty 1 comment

Table of Contents

General Information

On this page, you will find a working strategy to defeat High Botanist Tel'arn in The Nighthold for both Normal and Heroic modes, which usually only differ by the tuning of the boss.

Here, we assume that you have read our descriptions of the abilities for this encounter.

The other pages of our High Botanist Tel'arn guide can be accessed from the table of contents on the right.




Phase One: The High Botanist

After engaging the boss, the tanks should move it to the center of the room. All ranged and healers should spread out as much as possible around the boss to provide maximum space to deal with the mechanics, all of which involve running away or kiting. This spread allows the least number of players to be disrupted when a mechanic targets someone.

The tanks should perform a taunt swap at 7+ stacks of Recursive Strikes Icon Recursive Strikes. If Controlled Chaos Icon Controlled Chaos or Solar Collapse Icon Solar Collapse is targeted on a melee player, the tanks and melee should quickly reposition to avoid death. The boss can be slowly repositioned back to the middle of the room after it is safe.

Ranged and healers should have no trouble getting to safety from Solar Collapse and Controlled Chaos. Players with Blink Icon Blink style abilities can instantly get to safety from Solar Collapse without having dodge.

All ranged players should focus on dealing with the Parasitic Fetter Icon Parasitic Fetters correctly. When a player is rooted, all nearby ranged and healers should quickly move away from the root so the Parasitic Lasher that spawns does not instantly create another Parasitic Fetter Icon Parasitic Fetters. As soon as the fetter is dispelled, all ranged DPS should quickly focus down the Parasitic Lashers before they can stack their speed buff and spread more fetters. This is the top priority at all times during the duration of the encounter.


Phase Two: Nightosis

At 75% health, Tel'arn will split into two. The positioning in this phase is identical to that of Phase One. The only notable addition to strategy in this phase is how the raid deals with one of the new abilities, Summon Plasma Spheres Icon Summon Plasma Spheres. In advance, 3 raid markers should be placed to denote each sphere. When the spheres spawn, the raid leader should designate a target. All members of the raid should instantly target and DPS this sphere and ensure it dies as fast as possible. The raid leader can then designate a second sphere to be killed, however, it is important that it dies at least 5 seconds after the first sphere. Once the first and second plasma spheres are killed, you can leave the final sphere to decay and explode on its own. If this is done incorrectly and the spheres are killed too quickly or too slowly, two explosions will overlap within a 5 second window, causing the raid to take 100% increased damage and likely a raid wipe.

During this phase the tanks should keep both bosses stacked and cleave as much as possible, as the bosses share a health pool.


Phase Three: Pure Forms

At 50% health, Tel'arn will split again, leaving 3 total images for the raid to deal with. At this point, Bloodlust Icon Bloodlust should be used and the raid should look to end the fight as quickly as possible. The tanks should keep all 3 bosses stacked during this phase for maximum damage.

The Naturalist will spawn Toxic Spores Icon Toxic Spores around the room. Everyone should take care to avoid walking into a spore as they deal moderate damage than can easily become unhealable combined with the other damage in the phase.

The Arcanist will begin to mark players with the Call of Night Icon Call of Night debuff. If you are marked, you must quickly find an unmarked member of the raid and stay within 5 yards of them at all times. For every second you are not within range an unmarked raid member, or every second you are within 5 yards of another marked player, you will deal continuous Arcane damage to everyone within 100 yards.

The Arcanist will continue to apply Recursive Strikes Icon Recursive Strikes, so the tanks will need to taunt swap on this mob during Phase Three.

All other mechanics will continue as normal in this phase. The important thing is to stay calm and deal with them properly and patiently, as confusion and impatience will quickly cause panic and a raid wipe. Players with the Call of Night Icon Call of Night debuff should find a buddy and move together when avoiding mechanics. DPS should continue to prioritize the Parasitic Lashers and deal with the Summon Plasma Spheres Icon Summon Plasma Spheres appropriately. Correctly mapping healing cooldowns will be key to success. The final phase is not long, due to the increased cleave and shared health, but it is hectic and small mistakes will cost dearly.