01-15-2017, 07:31 PM
High Botanist Tel'arn
This is a 3 phase fight – it starts as an add fight then develops into council like encounter
Phase One: The High Botanist
Tank the boss in the centre of the room – ranged and healers should spread out around the boss to minimise the negative effects of the bosses various abilities
Tank swap after 7 stacks of [Recursive Strikes]
[ Controlled Chaos] and [Solar Collapse] require players to reposition themselves – this is more important for the tank/melee group – always aim to have the boss central in the room as much as possible
Ranged players can easily move with any kind of movement ability
[Controlled Chaos] will target a player and spawn an arcane zone under them expanding to 20yrds – it will explode dealing high damage if stood in it. This zone will then expand to 30yrds and explode again. Both explosions do moderate raid wide damage
[Solar Collapse] will create a 12 point circle that will slowly close inwards – if players are caught by the energy points will take high fire damage
[Parasitic Fetter] will root a player – everyone should move away from that player quickly to avoid the Parasitic Lashers which will create move rooted players who are too close. These adds need to be killed quickly
Phase Two: Nightosis
At 75% health, Tel'arn will split into two – they are tanked in the same position and need to be pushed to 50% health to transition quickly
[Plasma Spheres] will spawn 3 sphere that most be handled carefully – this requires focused DPS to kill the spheres within 5 seconds of the previous being killed. Ideally the raid should kill the 1st marked sphere then kill the 2nd marked sphere within 5 seconds and ignore the 3rd
Healer CD’s can handle the explosion damage
Phase Three: Pure Forms
At 50% health, Tel'arn will split into three - they should be tanked together to maximise damage on all images
During this phase the boss will spawn [Toxic Spores] all around the room – the raid should avoid walking into them at all cost to minimise the damage incoming to the raid
The boss will mark a random player with [Call of Night] – that player must stand within 5 yards of an unmarked player from the remainder of the fight
IF you move away from an unmarked player or within 5 yards of a marked player then you will pulse continuous arcane damage raid wide
Tank swap as normal
Deal with the Plasma Spheres as previous and priorities the Parasitic Lashers
Healing CD’s will need to be rotated due to the high damage
AA script
P1
Tank in the centre & swap on 7 stacks Recursive Strikes
Stay spread – move from Controlled Chaos & Solar Collapse
Move from rooted players – kill Parasitic Lashers quickly
P2
Tank in the centre
Focus DPS Sphere 1 then kill Sphere 2 within 5 seconds
Ignore Sphere 3
P3
Tank in the centre & swap on 7 stacks of Recursive Strikes
Stay calm
Kill Parasitic Lashers quickly
Handle Spheres the same as P2
Marked players stand within 5yrds off a non-marked player – communicate on TS
Avoid Toxic Spores
This is a 3 phase fight – it starts as an add fight then develops into council like encounter
Phase One: The High Botanist
Tank the boss in the centre of the room – ranged and healers should spread out around the boss to minimise the negative effects of the bosses various abilities
Tank swap after 7 stacks of [Recursive Strikes]
[ Controlled Chaos] and [Solar Collapse] require players to reposition themselves – this is more important for the tank/melee group – always aim to have the boss central in the room as much as possible
Ranged players can easily move with any kind of movement ability
[Controlled Chaos] will target a player and spawn an arcane zone under them expanding to 20yrds – it will explode dealing high damage if stood in it. This zone will then expand to 30yrds and explode again. Both explosions do moderate raid wide damage
[Solar Collapse] will create a 12 point circle that will slowly close inwards – if players are caught by the energy points will take high fire damage
[Parasitic Fetter] will root a player – everyone should move away from that player quickly to avoid the Parasitic Lashers which will create move rooted players who are too close. These adds need to be killed quickly
Phase Two: Nightosis
At 75% health, Tel'arn will split into two – they are tanked in the same position and need to be pushed to 50% health to transition quickly
[Plasma Spheres] will spawn 3 sphere that most be handled carefully – this requires focused DPS to kill the spheres within 5 seconds of the previous being killed. Ideally the raid should kill the 1st marked sphere then kill the 2nd marked sphere within 5 seconds and ignore the 3rd
Healer CD’s can handle the explosion damage
Phase Three: Pure Forms
At 50% health, Tel'arn will split into three - they should be tanked together to maximise damage on all images
During this phase the boss will spawn [Toxic Spores] all around the room – the raid should avoid walking into them at all cost to minimise the damage incoming to the raid
The boss will mark a random player with [Call of Night] – that player must stand within 5 yards of an unmarked player from the remainder of the fight
IF you move away from an unmarked player or within 5 yards of a marked player then you will pulse continuous arcane damage raid wide
Tank swap as normal
Deal with the Plasma Spheres as previous and priorities the Parasitic Lashers
Healing CD’s will need to be rotated due to the high damage
AA script
P1
Tank in the centre & swap on 7 stacks Recursive Strikes
Stay spread – move from Controlled Chaos & Solar Collapse
Move from rooted players – kill Parasitic Lashers quickly
P2
Tank in the centre
Focus DPS Sphere 1 then kill Sphere 2 within 5 seconds
Ignore Sphere 3
P3
Tank in the centre & swap on 7 stacks of Recursive Strikes
Stay calm
Kill Parasitic Lashers quickly
Handle Spheres the same as P2
Marked players stand within 5yrds off a non-marked player – communicate on TS
Avoid Toxic Spores