High Botanist Tel'arn




Loot Table

Level Type Slot Name Model Viewer
860FingerFinger Ring of Braided Stems
860TrinketTrinket Fury of the Burning Sky
860TrinketTrinket Nightblooming Frond
860ClothWrists Woven Lasher Tendril Bracers
Modelviewer
860LeatherLegs Trousers of Cultivation
Modelviewer
860LeatherFeet Grove-Tender's Moccasins
Modelviewer
860MailFeet Shal'dorei Weedstompers
Modelviewer
860MailWrists Thistle-Proof Thorngrabbers
Modelviewer
860PlateHead Eventide Casque
Modelviewer
860PlateShoulders Shoulderguard of the Eclipse
Modelviewer
860Shadow Relic Breath of Dusk
860Fire Relic Sunflare Coal
860Life Relic Parasitic Spore
Level Type Slot Name Model Viewer
875FingerFinger Ring of Braided Stems
875TrinketTrinket Fury of the Burning Sky
875TrinketTrinket Nightblooming Frond
875ClothWrists Woven Lasher Tendril Bracers
Modelviewer
875LeatherLegs Trousers of Cultivation
Modelviewer
875LeatherFeet Grove-Tender's Moccasins
Modelviewer
875MailFeet Shal'dorei Weedstompers
Modelviewer
875MailWrists Thistle-Proof Thorngrabbers
Modelviewer
875PlateHead Eventide Casque
Modelviewer
875PlateShoulders Shoulderguard of the Eclipse
Modelviewer
875Shadow Relic Breath of Dusk
875Fire Relic Sunflare Coal
875Life Relic Parasitic Spore
Level Type Slot Name Model Viewer
890FingerFinger Ring of Braided Stems
890TrinketTrinket Fury of the Burning Sky
890TrinketTrinket Nightblooming Frond
890ClothWrists Woven Lasher Tendril Bracers
Modelviewer
890LeatherLegs Trousers of Cultivation
Modelviewer
890LeatherFeet Grove-Tender's Moccasins
Modelviewer
890MailFeet Shal'dorei Weedstompers
Modelviewer
890MailWrists Thistle-Proof Thorngrabbers
Modelviewer
890PlateHead Eventide Casque
Modelviewer
890PlateShoulders Shoulderguard of the Eclipse
Modelviewer
890Shadow Relic Breath of Dusk
890Fire Relic Sunflare Coal
890Life Relic Parasitic Spore
Level Type Slot Name Model Viewer
905FingerFinger Ring of Braided Stems
905TrinketTrinket Fury of the Burning Sky
905TrinketTrinket Nightblooming Frond
905ClothWrists Woven Lasher Tendril Bracers
Modelviewer
905LeatherLegs Trousers of Cultivation
Modelviewer
905LeatherFeet Grove-Tender's Moccasins
Modelviewer
905MailFeet Shal'dorei Weedstompers
Modelviewer
905MailWrists Thistle-Proof Thorngrabbers
Modelviewer
905PlateHead Eventide Casque
Modelviewer
905PlateShoulders Shoulderguard of the Eclipse
Modelviewer
905Shadow Relic Breath of Dusk
905Fire Relic Sunflare Coal
905Life Relic Parasitic Spore

Guide


Originally Posted by MMO-Champion
Background and Initial Positioning
  • This ascendant scientist has used the power of the Nightwell to harness the power of nature.
  • The fight is add heavy, mechanic heavy, and requires a fair amount of movement.
  • Pull Tel’arn to the center of the glass platform and keep ranged spread as much as possible throughout the fight.

Abilities and Mechanics
Phase 1
  • Solar Collapse
    • Tel’arn targets a player and forms 12 swirls in a wide radius around a player. These converge upon the player’s original location and deal a large amount of damage in a 4 yard AoE after 2 seconds. Another ring of swirls spawn afterwards and continues to converge and explode for damage.
    • Players should exit the targeted circle as quickly as possible.
  • Parasitic Fetter
    • Tel’arn will target a random player. This player will be rooted and take a stacking DoT. This ability can be dispelled, but will spawn a Parasitic Lasher, which will fixate on a nearby target and affect them with Parasitic Fetter if it reaches them.
    • In order to limit the amount of damage dealt in this phase, players close to the target should run away, and healers should dispel the target once the area is largely clear.
    • The target that the lasher fixates should kite as long as possible while ranged kill it.
  • Controlled Chaos
    • Tel’arn summons a series of telegraphed eruptions on a player, progressively larger in size. These deal exceptional damage in an area, as well as raid-wide damage.
    • Avoid the telegraphed locations and heal the raid-wide damage.
  • Recursive Strikes
    • This ability is activated when Tel’arn attacks a target. It causes you to take increased melee damage, regardless of Tel’arn’s target.
    • Tanks should swap at approximately 6/7 stacks. Use CDs at high stacks or to take more than 6/7 stacks.

Phase 2 - Activated at 75% HP
  • Nightosis
    • Tel’arn splits into a new body (Solarist Tel’arn) with shared HP pools.
    • You can tank both forms on top of each other, but tanks must still swap for Recursive Strikes.
    • The “High Botanist” form will retain all abilities from Phase 1, save for Solar Collapse, which is now used by his “Solarist” form.
  • Summon Plasma Spheres
    • In addition to Solar Collapse, “Solarist” Tel’arn will summon 3 Plasma Spheres that can be attacked.
    • When killed, they explode for raid-wide damage.
    • These spheres need to be swapped to and killed, but in a managed manner. When one explodes, it leaves a debuff on the raid, causing 100% more damage if another sphere dies within 5 seconds.
    • Plasma Spheres always spawn at the same points around the platform. Marking target priority is essential.
    • Kill the priority target ASAP (within 2.5 seconds), then kill the second sphere as soon as the debuff has worn off.
    • The spheres all naturally decay HP, so manually killing the 3rd isn’t necessary, but the 2nd sphere must be killed quickly enough to limit damage.
  • Flare
    • “Solarist” Tel’arn has this ability as an additional tank mechanic. It deals AoE damage, and players should not stack on him or the current off-tank.

Phase 3 - Activated at 50% HP
  • At this point, Tel’arn will have 3 forms: “Solarist,” “Naturalist,” and “Arcanist.”
    • He will retain all previous abilities spread out across forms (based on the elemental core of the ability), although Summon Plasma Spheres occurs less frequently.
  • Call of Night
    • “Arcanist” Tel’arn will cast this ability, targeting several players.
    • Each targeted player will cause raid-wide damage until another player who is not affected stands closely to them.
  • Grace of Nature
    • “Naturalist” Tel’arn will summon a healing green pool under one of the three forms of the boss.
    • Tanks should move the forms out of the pool.
  • Toxic Spores
    • “Naturalist” Tel’arn will target a player and spawn 2 Spores near their location. He casts this fairly often.
    • The spores will add a large DoT effect to any player who goes near them.
    • The spores last for a long time, so having a player with defensive cooldowns clear them is a good idea.




Encounter Journal

Originally Posted by MMO-Champion
From his youth, the nightborne Tel'arn was fascinated by plant life: the resilience and adaptability of weeds, the ability of simple grass to harness the power of the sun, the way a tree may be divided into two, or two branches grafted into one. Aided by the energies of the Nightwell, he has transformed himself to the point that he is scarely recognizable as a nightborne elf. He now considers himself something far, far greater.

  • Overview - High Botanist Tel'arn uses Arcane, Nature, and Solar magic to defend his garden. When he reaches 75% and 50% health remaining he divides his energy, creating empowered forms that focus in a particular school of magic. This division removes High Botanist Tel'arn's access to that school of magic, but the empowered form gains new abilities.
  • Stage One: The High Botanist -
    • Recursive Strikes - High Botanist Tel'arn inflicts 5% of his melee attack damage to all players with Recursive Strikes each time he melee attacks.
      This effect is applied to Tel'arn's primary target each time he melee attacks for 10 sec. Each additional stack increases the damage taken from Recursive Strikes by 5%.
    • Controlled Chaos - High Botanist Tel'arn unleashes several explosions in quick succession at a player's location. Each explosion inflicts 2,240,000 Arcane damage to all players within a 10 yard radius and increases in size to a 20 and 30 yard radius with each successive explosion. In addition, each explosion inflicts 336,000 Arcane damage to all players.
    • Parasitic Fetter - High Botanist Tel'arn roots a random player in place, inflicting 160,500 Nature damage every second until dispelled. This effect increases in damage by 10% each time it ticks.
      When Parasitic Fetter is removed a Parasitic Lasher is formed that pursues a random player. If the parasite reaches its target, it jumps into them and afflicts them with Parasitic Fetter.
      • Parasitic Lasher - Pursues the closest player and attempts to jump into them and afflict them with Parasitic Fetter. Once Parasitic Fetter is dispelled again, the parasite is recreated at the same health it had when it afflicted the target with Parasitic Fetter.
        • Rampant Growth - Parasitic Lashers grow every 3 seconds, increasing their movement speed by 10%.
          When Rampant Growth reaches 5 stacks it grants immunity to movement impairing effects and stuns.
    • Solar Collapse - High Botanist Tel'arn summons 12 points of solar energy around a player that collapse in towards them. As each point moves it explodes, inflicting 1,392,000 Fire damage to all players within 4 yards.
  • Stage Two: Nightosis - When High Botanist Tel'arn reaches 75% health remaining, he sacrifices his ability to cast Solar magic to create an empowered Solar image of himself.
    • Solarist Tel'arn -
      • Flare - Solarist Tel'arn blasts a player, inflicting 107,000 Fire damage to them and all players within 4 yards.
      • Solar Collapse - High Botanist Tel'arn summons 12 points of solar energy around a player that collapse in towards them. As each point moves it explodes, inflicting 1,392,000 Fire damage to all players within 4 yards.
      • Summon Plasma Spheres - Solarist Tel'arn summons 3 Plasma Spheres that cause a Plasma Explosion upon death.
        Plasma Spheres slowly immolate, losing 4% of their maximum health every 0.5 sec.
        • Plasma Explosion - Plasma Spheres explode on death, inflicting 603,200 Fire damage to all players and increasing their damage taken from Plasma Explosion by 100% for 5 sec.
  • Stage Three: Pure Forms - When High Botanist Tel'arn reaches 50% health remaining, he divides his remaining power into an empowered Nature and empowered Arcane image.
    • Naturalist Tel'arn -
      • Toxic Spores - Naturalist Tel'arn shoots 2 Toxic Spores at a random player's location for that persist for 2 min. If any player comes into contact with the spore it bursts, inflicting 100,000 Nature damage to them every 0.5 sec for 12 sec.
      • Grace of Nature - Naturalist Tel'arn summons a pool of energy that heals him and his allies for 3% of their maximum health for every 3 sec that they are inside of the pool.
      • Parasitic Fetter - High Botanist Tel'arn roots a random player in place, inflicting 160,500 Nature damage every second until dispelled. This effect increases in damage by 10% each time it ticks.
        When Parasitic Fetter is removed a Parasitic Lasher is formed that pursues a random player. If the parasite reaches its target, it jumps into them and afflicts them with Parasitic Fetter.
        • Parasitic Lasher - Pursues the closest player and attempts to jump into them and afflict them with Parasitic Fetter. Once Parasitic Fetter is dispelled again, the parasite is recreated at the same health it had when it afflicted the target with Parasitic Fetter.
          • Rampant Growth - Parasitic Lashers grow every 3 seconds, increasing their movement speed by 10%.
            When Rampant Growth reaches 5 stacks it grants immunity to movement impairing effects and stuns.
    • Arcanist Tel'arn -
      • Call of Night - Arcanist Tel'arn marks several players with Nightwell energy for 30 sec. Marked players inflict 71,600 Arcane damage to all players within 8 yards if they are ever within 5 yards of another marked player or if they aren't within 5 yards of at least one unmarked player.
      • Recursive Strikes - High Botanist Tel'arn inflicts 5% of his melee attack damage to all players with Recursive Strikes each time he melee attacks.
        This effect is applied to Tel'arn's primary target each time he melee attacks for 10 sec. Each additional stack increases the damage taken from Recursive Strikes by 5%.
      • Controlled Chaos - High Botanist Tel'arn unleashes several explosions in quick succession at a player's location. Each explosion inflicts 2,240,000 Arcane damage to all players within a 10 yard radius and increases in size to a 20 and 30 yard radius with each successive explosion. In addition, each explosion inflicts 336,000 Arcane damage to all players.
  • Stage One: Division of Power - On Mythic difficutly, High Botanist Tel'arn starts the fight in his three pure forms and no longer shares health between the forms. Whenever a form dies, the remaining are healed to full health and gain additional effects on their abilities.
    • Arcanist Tel'arn -
      • Recursive Strikes - High Botanist Tel'arn inflicts 5% of his melee attack damage to all players with Recursive Strikes each time he melee attacks.
        This effect is applied to Tel'arn's primary target each time he melee attacks for 10 sec. Each additional stack increases the damage taken from Recursive Strikes by 5%.
      • Controlled Chaos - High Botanist Tel'arn unleashes several explosions in quick succession at a player's location. Each explosion inflicts 2,240,000 Arcane damage to all players within a 10 yard radius and increases in size to a 20 and 30 yard radius with each successive explosion. In addition, each explosion inflicts 336,000 Arcane damage to all players.
      • Call of Night - Arcanist Tel'arn marks several players with Nightwell energy for 30 sec. Marked players inflict 71,600 Arcane damage to all players within 8 yards if they are ever within 5 yards of another marked player or if they aren't within 5 yards of at least one unmarked player.
    • Solarist Tel'arn -
      • Flare - Solarist Tel'arn blasts a player, inflicting 107,000 Fire damage to them and all players within 4 yards.
      • Solar Collapse - High Botanist Tel'arn summons 12 points of solar energy around a player that collapse in towards them. As each point moves it explodes, inflicting 1,392,000 Fire damage to all players within 4 yards.
      • Summon Plasma Spheres - Solarist Tel'arn summons 3 Plasma Spheres that cause a Plasma Explosion upon death.
        Plasma Spheres slowly immolate, losing 4% of their maximum health every 0.5 sec.
        • Plasma Explosion - Plasma Spheres explode on death, inflicting 603,200 Fire damage to all players and increasing their damage taken from Plasma Explosion by 100% for 5 sec.
    • Naturalist Tel'arn -
      • Toxic Spores - Naturalist Tel'arn shoots 2 Toxic Spores at a random player's location for that persist for 2 min. If any player comes into contact with the spore it bursts, inflicting 100,000 Nature damage to them every 0.5 sec for 12 sec.
      • Grace of Nature - Naturalist Tel'arn summons a pool of energy that heals him and his allies for 3% of their maximum health for every 3 sec that they are inside of the pool.
      • Parasitic Fetter - High Botanist Tel'arn roots a random player in place, inflicting 160,500 Nature damage every second until dispelled. This effect increases in damage by 10% each time it ticks.
        When Parasitic Fetter is removed a Parasitic Lasher is formed that pursues a random player. If the parasite reaches its target, it jumps into them and afflicts them with Parasitic Fetter.
  • Stage Two: Coallesced Energy - When one of Tel'arn's forms dies, the remaining forms become empowered with its energy.
    • Arcanist Tel'arn's Death -
      • Solarist Tel'arn -
        • Flare - Solarist Tel'arn blasts a player, inflicting 107,000 Fire damage to them and all players within 4 yards.
        • Collapse of Night - Solarist Tel'arn marks several players with Nightwell energy for 30 sec. Marked players inflict 71,600 Arcane damage to all players within 8 yards if they are ever within 5 yards of another marked player or if they aren't within 5 yards of at least one unmarked player. In addition, marked players will periodically summon a Solar Collapse at their location.
        • Summon Plasma Spheres - Solarist Tel'arn summons 3 Plasma Spheres that cause a Plasma Explosion upon death.
          Plasma Spheres slowly immolate, losing 4% of their maximum health every 0.5 sec.
          • Plasma Explosion - Plasma Spheres explode on death, inflicting 603,200 Fire damage to all players and increasing their damage taken from Plasma Explosion by 100% for 5 sec.
      • Naturalist Tel'arn -
        • Toxic Spores - Naturalist Tel'arn shoots 2 Toxic Spores at a random player's location for that persist for 2 min. If any player comes into contact with the spore it bursts, inflicting 100,000 Nature damage to them every 0.5 sec for 12 sec.
        • Grace of Nature - Naturalist Tel'arn summons a pool of energy that heals him and his allies for 3% of their maximum health for every 3 sec that they are inside of the pool.
        • Parasitic Fetter - High Botanist Tel'arn roots a random player in place, inflicting 160,500 Nature damage every second until dispelled. This effect increases in damage by 10% each time it ticks. When Parasitic Fetter is removed a Controlled Chaos occurs and Parasitic Lashers are formed that pursues a random player. If the parasite reaches its target, it jumps into them and afflicts them with Parasitic Fetter.
    • Solarist Telarn's Death -
      • Arcanist Tel'arn -
        • Recursive Strikes - High Botanist Tel'arn inflicts 5% of his melee attack damage to all players with Recursive Strikes each time he melee attacks.
          This effect is applied to Tel'arn's primary target each time he melee attacks for 10 sec. Each additional stack increases the damage taken from Recursive Strikes by 5%.
        • Summon Chaos Spheres - Arcanist Tel'arn summons 3 Chaos Spheres that cause a Plasma Explosion and Controlled Chaos upon death.
          Chaos Spheres slowly immolate, losing 4% of their maximum health every 0.5 sec.
          • Plasma Explosion - Plasma Spheres explode on death, inflicting 603,200 Fire damage to all players and increasing their damage taken from Plasma Explosion by 100% for 5 sec.
        • Call of Night - Arcanist Tel'arn marks several players with Nightwell energy for 30 sec. Marked players inflict 71,600 Arcane damage to all players within 8 yards if they are ever within 5 yards of another marked player or if they aren't within 5 yards of at least one unmarked player.
      • Naturalist Tel'arn -
        • Toxic Spores - Naturalist Tel'arn shoots 2 Toxic Spores at a random player's location that persist for 2 min. If any player comes into contact with the spore it bursts, inflicting 100,000 Nature damage to them every 0.5 sec for 12 sec. In addition a Solar Collapse occurs at the target's location when Toxic Spores is cast.
        • Grace of Nature - Naturalist Tel'arn summons a pool of energy that heals him and his allies for 3% of their maximum health for every 3 sec that they are inside of the pool.
        • Parasitic Fetter - High Botanist Tel'arn roots a random player in place, inflicting 160,500 Nature damage every second until dispelled. This effect increases in damage by 10% each time it ticks.
          When Parasitic Fetter is removed a Parasitic Lasher is formed that pursues a random player. If the parasite reaches its target, it jumps into them and afflicts them with Parasitic Fetter.
    • Naturalist Telarn's Death -
      • Arcanist Tel'arn -
        • Recursive Strikes - High Botanist Tel'arn inflicts 5% of his melee attack damage to all players with Recursive Strikes each time he melee attacks.
          This effect is applied to Tel'arn's primary target each time he melee attacks for 10 sec. Each additional stack increases the damage taken from Recursive Strikes by 5%.
        • Controlled Chaos - High Botanist Tel'arn unleashes several explosions in quick succession at a player's location. Each explosion inflicts 2,240,000 Arcane damage to all players within a 10 yard radius and increases in size to a 20 and 30 yard radius with each successive explosion. In addition, each explosion inflicts 336,000 Arcane damage to all players.
        • Call of Night - Arcanist Tel'arn marks several players with Nightwell energy for 30 sec. Marked players inflict 71,600 Arcane damage to all players within 8 yards if they are ever within 5 yards of another marked player or if they aren't within 5 yards of at least one unmarked player. In addition, this effect periodically summons Toxic Spores.
      • Solarist Tel'arn -
        • Flare - Solarist Tel'arn blasts a player, inflicting 107,000 Fire damage to them and all players within 4 yards.
        • Solar Collapse - High Botanist Tel'arn summons 12 points of solar energy around a player that collapse in towards them. As each point moves it explodes, inflicting 1,392,000 Fire damage to all players within 4 yards.
        • Summon Plasma Spheres - Solarist Tel'arn summons 3 Plasma Spheres that cause a Plasma Explosion upon death, creating Parasitic Lashers at its location. Plasma Spheres slowly immolate, losing 4% of their maximum health every 0.5 sec.
          • Plasma Explosion - Plasma Spheres explode on death, inflicting 603,200 Fire damage to all players and increasing their damage taken from Plasma Explosion by 100% for 5 sec.
  • Stage Three: The Final Stand - As a second form falls, Tel'arns final body becomes empowered.
    • Arcanist Tel'arn Final Form -
      • Arcanist Tel'arn -
        • Recursive Strikes - High Botanist Tel'arn inflicts 5% of his melee attack damage to all players with Recursive Strikes each time he melee attacks. This effect is applied to Tel'arn's primary target each time he melee attacks for 10 sec. Each additional stack increases the damage taken from Recursive Strikes by 5%. In addition, this effect creates Plasma Spheres when it expires.
          • Summon Plasma Spheres - Solarist Tel'arn summons 3 Plasma Spheres that cause a Plasma Explosion upon death, creating Parasitic Lashers at its location. Plasma Spheres slowly immolate, losing 4% of their maximum health every 0.5 sec.
            • Plasma Explosion - Plasma Spheres explode on death, inflicting 603,200 Fire damage to all players and increasing their damage taken from Plasma Explosion by 100% for 5 sec.
        • Controlled Chaos - High Botanist Tel'arn unleashes several explosions in quick succession at a player's location. Each explosion inflicts 2,240,000 Arcane damage to all players within a 10 yard radius and increases in size to a 20 and 30 yard radius with each successive explosion. With each explosion, several points of Solar Collapse spawn around the perimeter. In addition, each explosion inflicts 336,000 Arcane damage to all players.
        • Call of Night - Arcanist Tel'arn marks several players with Nightwell energy for 30 sec. Marked players inflict 71,600 Arcane damage to all players within 8 yards if they are ever within 5 yards of another marked player or if they aren't within 5 yards of at least one unmarked player. In addition, this effect periodically summons Toxic Spores.
    • Solarist Tel'arn Final Form -
      • Solarist Tel'arn -
        • Flare - Solarist Tel'arn blasts a player, inflicting 107,000 Fire damage and applies Parasitic Fetter to them and all players within 4 yards.
          • Parasitic Fetter - High Botanist Tel'arn roots a random player in place, inflicting 160,500 Nature damage every second until dispelled. This effect increases in damage by 10% each time it ticks. When Parasitic Fetter is removed a Controlled Chaos occurs and Parasitic Lashers are formed that pursues a random player. If the parasite reaches its target, it jumps into them and afflicts them with Parasitic Fetter.
        • Summon Plasma Spheres - Solarist Tel'arn summons 3 Plasma Spheres that cause a Plasma Explosion upon death, creating Toxic Spores at its location. Plasma Spheres slowly immolate, losing 4% of their maximum health every 0.5 sec.
        • Collapse of Night - Solarist Tel'arn marks several players with Nightwell energy for 30 sec. Marked players inflict 71,600 Arcane damage to all players within 8 yards if they are ever within 5 yards of another marked player or if they aren't within 5 yards of at least one unmarked player. In addition, marked players will periodically summon a Solar Collapse at their location.
    • Naturalist Tel'arn Final Form -
      • Naturalist Tel'arn -
        • Toxic Spores - Naturalist Tel'arn shoots 2 Toxic Spores at a random player's location that persist for 2 min. If any player comes into contact with the spore it bursts, inflicting 100,000 Nature damage to them every 0.5 sec for 12 sec. In addition a Solar Collapse occurs at the target's location when Toxic Spores is cast.
        • Parasitic Fetter - High Botanist Tel'arn roots a random player in place, inflicting 160,500 Nature damage every second until dispelled. This effect increases in damage by 10% each time it ticks. When Parasitic Fetter is removed a Parasitic Lasher is formed that pursues a random player. If the parasite reaches its target, it jumps into them and afflicts them with Parasitic Fetter. Each Parsitic Lasher is infused with Call of Night for 30 sec. Infused Lashers inflict 71,600 Arcane damage to all players within 8 yards if they are ever within 5 yards of another marked target or if they aren't within 5 yards of at least one unmarked player.
        • Summon Chaotic Spheres of Nature - Naturalist Tel'arn summons 3 Chaotic Spheres of Nature that cause a Plasma Explosion and Controlled Chaos upon death. In addition, Controlled Chaos now heals all allies within the area of effect for 30% of their maximum health.
          Chaotic Spheres of Nature slowly immolate, losing 4% of their maximum health every 0.5 sec.



Achievements

Name Points
Fruit of All Evil Defeat High Botanist Tel'arn in The Nighthold while all members of the raid are afflicted with Arcane Exposure on Normal Difficulty or higher.
10
Mythic: High Botanist Tel'arn Defeat High Botanist Tel'arn in The Nighthold on Mythic difficulty.
10

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