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The Botanica |
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During this guide "(CC)" denotes Crowd Controlling a particular monster.
Group Composition
You'll want to have at least two forms of crowd control for this instance. There are banishable and enslavable demons for a small portion of the dungeon so a Warlock can be useful.
There are 5 bosses in Botannica. I would say that the final boss is definitely one of the harder (in terms of gear check) bosses in the BC instances. The Botanist and Thorngrin can also stop groups in their tracks if they aren't paying attention.
Before the First Boss
The dungeon starts off simple and then the challenge and group composition requirements step up heavily after the first boss.
- Protector - melee
- Tempest-Forge Peacekeeper - arcane volleys, melee
- Greenkeeper - dots a member of your party, after 8 seconds they fall asleep
- Mender - mind blasts and great heals
- Falconer - randomly calls out players names and all bloodfalcons will agro on that player
- Stewards - whirlwinds doing arcane damage to random party members at range as well as heavy melee damage to those within melee range
Pull Humanoids - Kill order: Protector, Protector (CC)
Pull Robot - curse of weakness works wonders on his melee damage
Pull Humanoids - Kill order: Protector, Protector (CC)
If you look closely (or track humanoids) you'll see two more protectors on the inner frame of the door. They can be pulled alone in a group of two.
Pull Humanoids - Kill order: Protector, Protector (CC)
Pull Humanoids - Kill order: Mender, Greenkeeper (CC), Greenkeeper (CC)
Pull Robot - curse of weakness works wonders on his melee damage
Pull Humanoids - Kill order: Mender, Greenkeeper (CC), Greenkeeper (CC)
Pull Humanoids - Kill order: Protector, Protector (CC)
Pull Humanoids - Kill order: Mender, Greenkeeper (CC), Greenkeeper (CC)
The bridge should now be in sight and you'll see a Falconer ahead with three Bloodfalcons.
Pull Falcons - Kill order: Bloodfalcon, Bloodfalcon, Bloodfalcon (CC), Falconer (CC)
Pull Robot - curse of weakness works wonders on his melee damage
Pull Humanoids - Kill order: Protector, Protector (CC)
Pull Humanoids - Kill order: Steward, Protector (CC), Protector (CC)
Pull Falcons - Kill order: Bloodfalcon, Bloodfalcon (CC), Falconer (CC)
Pull Falcons - Kill order: Bloodfalcon, Bloodfalcon (CC), Falconer (CC)
The first boss is now in sight as well as all the little minions in front of her. Though they look intimidating they are actually four sets of pulls. Pull when the boss isn't near them as well as kill the lone robot when it paths by.
Pull Humanoids - Kill order: Steward, Protector (CC), Protector (CC)
Pull Humanoids - Kill order: Steward, Protector (CC), Protector (CC)
Pull Humanoids - Kill order: Steward, Protector (CC), Protector (CC)
Pull Humanoids - Kill order: Steward, Protector (CC), Protector (CC)
Pull Robot - curse of weakness works wonders on his melee damage
First Boss: Sarannis
The dynamic here is pretty easy. DPS her down to 50% and she'll call forth 4 adds consisting of 1 elite mender, 3 non-elite protectors. Depending on how your party stacks up, you'll want to crowd control the mender and focus dps on the 3 non-elite protectors. Once they are dead, resume DPS back on Sarannis while keeping the Mender crowd controlled and you won't have any problem at all.
I like pulling Sarannis back to where you fought the Falcons to give your group a large area to work with. This also gives you the option of fearing all the ads because of the large size of the room.
Sha'tar Reputation gained so far: 648
To the Second Boss
Now that you've dispatched the first boss the pull's difficulty dramatically increases. No longer are you only dealing with melee damage with a healer here or there. You've now go to face a variety of trash mobs that have very awkward skill sets.
- Researchers - Regrowth, heal over time
- Chemist - Poison's an area and anyone who steps into that area will take damage. Fire breath, cone of fire damage
- Frayer - melee damage
- Botanists - Arcane explosion and casts spells on to nearby plants for immunity.
You'll want to hug the left side of this room. Only pull the two groups of monsters on the way and perhaps even the pathing Researcher and Flayer (2 pull pat) for security's sakes.
The chemists are the nasty ones here. Depending on your group composition you'll want to kill them first or last. Just be mindful that they can deal out a decent amount of damage if left unchecked.
Pull Humanoids - Kill order: Flayer, Chemist, Researcher (CC), Researcher (CC)
Pull Humanoids - Kill order: Flayer, Chemist, Researcher, Researcher (CC), Chemist (CC)
The next group of mobs is very interesting. A botanist stands near the flowers casting different schools of magic. Take a while to examine her. You'll notice that when she casts blizzard that all the flowers turn blue. When she casts rain of fire, they all turn red. Without any magic on them (green and brown) they are immune to shadow.
Depending on your group composition you'll want to pick the school of magic to shoot for then run in there and AoE. If you going to cast Forst AoE's, wait till they are blue then run in (it'll take a few moments to round them up for tanking). By the time everyone is in position they will have turned another color and will no longer be immune to your AoE. A quick note, the Botanists are immune to Mind Control.
Pull Flowers - Kill order: AoE flowers, Botanist
The second boss is now in sight and you'll have two more pulls of Chemists, Researchers and Flayers as well as an additional pathing add on the bridge.
Pull Humanoids - Kill order: Flayer, Chemist, Researcher (CC), Researcher (CC)
Pull Humanoids - Kill order: Flayer, Chemist, Researcher (CC)
First Boss: High Botanist Freywinn
The Botanist fight is very fun and challenging. It can take an attempt or two for your group to get used to the dynamic. It's all about line of site with AoE'ing / focused dps aspects.
Botanist Freywinn will constantly summon very small seedings. The seedlings have very low hit points but will constantly stun, freeze and overall annoy your tank. They have to be killed. Depending on your group composition you can cast Seed of Corruption (if you have a Warlock) or focus melee dps if you have any. The seed summoning will continue to occur throughout the fight.
Two or three times during the fight the Botanist will turn into Tree Form and cast Tranquility in the area. While doing this he also summons three smaller plants. These plants must be pulled away from Botanist and around line of site. If they stand too long in tranquility and within line of the sight they will heal the Botanist far too much for your group's dps to accommodate for.
Obviously, positioning is important here so make sure he is tanked near the beginning of the bridge. When he goes into tree form all members of your party should retreat to one side of the bridge to ensure that the new trees follow your group. When this occurs, your group will focus dps on those three trees. Once they are dead, Botanist will stop casting Tranquility and your group will move back into position and continue chopping down the tree.
If your group is aware and responsive to the tree form shift while maintaining focused dps on the seeds and plants, you should be done in no time.
Sha'tar Reputation gained so far: 948
To the Third Boss
Pull Flowers - Kill order: AoE flowers, Botanist
Pull Humanoids - Kill order: Protector, Protector (CC)
Pull Humanoids - Kill order: Protector, Protector (CC)
- Inciter - Deadly Poison, dot. Kidney shot, stun.
- Channeler - Aura that can do 1200 damage per second to all party members within range. It is dispel able and has no cast time.
- Reaper - Debuff, reduces your stamina by 35%.
- Trickster - Stealthed satyrs. There are only 4 in the dungeon.
You should now be in a small room looking at a pathing demon and two channelers channeling into a large red stone. Go ahead and pull the two single pathing demons, they're easily dispatchable.
Pull Demon - Kill Order: Inciter
Pull Demon - Kill Order: Inciter
You'll now pull two channelers together. Crowd control one of them and make sure your ranged dps is at full range, your rogue stun locks her or your priest is ready to dispel once her aura turns on. There is no casting timer and it is instantly turned on. You just need to make sure she goes down before your group does. You'll have two sets of these before you move on.
Pull Humaniods - Kill order: Channeler, Channeler (CC)
Pull Humaniods - Kill order: Channeler, Channeler (CC)
You don't need to kill the mobs to the left, you can just stand in front of the red crystals and you'll see a lot of Satyrs in front of the next boss. You should also see a patrol of two demons. Wait for the patrol to path around and kill it near the red crystals.
Pull Demons - Kill order: Inciter, Reaper
We want some room to deal with these demons so we'll be walking north of the large group of satyrs. The larger area looks innocent enough but there are 4 Trickster Satyrs stealthed in the hall. Clean up all the stealthed Tricksters before working on the large groups of Satyrs in front of the boss.
Pull Demons - Kill order: Trickster, Trickster
Pull Demons - Kill order: Trickster, Trickster
Now to deal with the two four packs of demons. Notice there is also a channeler near each group of demons. You can wait for her to step away from the demons and if pulled at the right time, she will not agro our group when the demons are pulled.
After each group of demons, kill the channels.
Pull Demons - Kill order: Inciter, Reaper, Inciter (CC), Reaper (CC)
Pull Humanoid - Kill order: Channeler
Pull Demons - Kill order: Inciter, Reaper, Inciter (CC), Reaper (CC)
Pull Humanoid - Kill order: Channeler
Third Boss: Thorngrin the Tender
Take a look where Thorngrinn stands. He is near his alter and he will be sacrificing players to the alter. The dynamic hasn't really changed from the other instances. If someone is sacrificed during the fight, that person will sit on the alter and will take around 800 damage a second. That health is then given to the boss. You'll need to keep your healer in between the tanked boss and the alter to ensure that he is within range of both the sacrificed player and the boss.
Thorngrinn also casts Hellfire. The amount of waves of hellfire in a particular instance seems to be somewhat random. He may cast it four times, perhaps only one time. Either way, everyone including the tank should make sure to get away from him as he Hellfires.
Thorngrin can be nasty if not positioned properly. It's important that the party members are spread out around Thorngrin and he is tanked far away from our healer. The biggest problem can arise when Thorngrinn chooses to Hellfire directly after a sacrifice and he not only hellfires the main tank but the healer that is trying to heal the sacrificed player.
Other then the hellfires and sacrifices he will also enrage. When he enrages, he hits hard. It's important to back off when he enrages and make utterly sure nobody draws agro during this period of time. The healer will have his hands busy healing the tank as it is.
If the healer can keep up with the Hellfires, Enrages and Sacrifices while the tank positions him properly, this should be an easy fight.
Sha'tar Reputation gained so far: 1416
To the Fourth Boss
Pull Humanoids - Kill order: Protector, Protector (CC)
- Gene-Splicer - Casts death and decay, effects an area with a very nasty damage over time. Very dangerous. Can also summon Fleshlashers.
- Harvesters - Can polymorph a foe into a plant for around 8 seconds. Can also summon Fleshlashers.
- Herbalist - Can polymorph a foe into a plant for around 8 seconds. Can also summon Fleshlashers.
- Fleshlashers - non elites that hit rather hard.
You're now staring at the most difficult trash mobs in the dungeon. There are now three pulls of monsters that can keep even the best players on their toes. Make sure you read above to find out the skills of the foes you'll be facing.
Let's take a moment to evaluate our group composition. If we have a mage I would say we polymorph the Gene-Splicer and leave her till last. If we have no mage but rather a warlock, I would kill the Gene-Splicer directly after the fleshlashers. If we have two healing classes, perhaps let a Priest Mind Control a Gene-Splicer.
The Gene-Splicer is our biggest problem because Death and Decay will kill pets (such as succubus) very quickly. Not only pets, but if your group isn't paying attention when the splicers quickly cast (2 second cast time) Death and Decay, they may not live long enough to focus on another monster.
The final noteworthy point is that each of the humanoids in these groups can summon Fleshlashers. There is no cast time on the summon, it is instant. If a Fleshlasher is summoned at any point in the fight, they become the number one kill priority.
Depending on you group's composition you'll be killing in a different order. Regardless of the order you should always kill the Fleshlashers first. After that you may move on to a Harvester/Herbalist or perhaps the Gene-Splicer. Regardless, be very aware of the summoned mobs and the Death and Decay area of effect that appears as a cloud of red particles in a single area. Let your team know about these occurrences as soon as they happen.
Pull Humanoids / Lashers- Kill order: Fleshlasher, Fleshlasher, Gene-Splicer (CC?) / Herbalist (CC?) / Harvestor (CC)
Pull Humanoids / Lashers- Kill order: Fleshlasher, Fleshlasher, Gene-Splicer (CC?) / Herbalist (CC?) / Harvestor (CC)
Pull Humanoids / Lashers- Kill order: Fleshlasher, Fleshlasher, Gene-Splicer (CC?) / Herbalist (CC?) / Harvestor (CC)
Pull Humanoids - Kill order: Protector, Protector (CC)
We're now in Laj's room, the fourth boss. You should see an event taking place where Protectors are fighting Mutated Fleshlashers. If you pull these, they will all attack your party.
Bugged Event
If you are reading this within 4 weeks of the release of Burning Crusade this event is bugged and they are working on it. If you sit and watch the fight long enough you'll notice that some of the protectors will have 1% health and will never die. This creates quite a problem for your group because you need to get past them to get to the next two bosses.
Right now it's random as to how many Protectors will be alive at the end of the event. More often then not I've seen two protectors. Hopefully those protectors have reset to their initial positions and they are far enough for you to get to Laj and fight him without pulling the protectors and also far enough away from the doors so you can access the final boss, Warp Splinter.
If will have to "squeeze" by the protectors you can always mind sooth them with a Priest, Soul Stone a priest and have your group run past them as they wipe you and the priest rezzes everyone. Or have a distraction that sacrifices himself for the group's progression (hopefully this player can stealth or be summoned to the party). Either way, if the protectors are in a bad place, you may have a problem on your hands.
Fourth Boss: Laj
Laj is not a hard encounter. If you're group was able to best the Botanist, the dynamic that Laj requires should be child's play.
Laj should be tanked where he sits. If not, he will teleport himself to that spot throughout the fight. So it's best to go with the flow and tank him where he stands.
You will see the emote "Laj emits a strange noise" which will spawn two non-elite flowers nearby on the flower pedestals. They will shoot ranged attacks at a single member in your party. The DPS should simply stop focusing on Laj and kill the flowers. When the flowers are dead, everyone should refocus their efforts on Laj.
He'll periodically poison people in the party but it doesn't do enough damage to cause much of a concern.
Just stay on the adds and dps Laj down whenever possible.
Sha'tar Reputation gained so far: 1716
To the Final Boss
After you've moved north out of Laj's room you'll be on a large transparent bridge looking directly at Warp Splinter. You'll need to AoE down the two dozen or so flowers that stand in the way. There are no tricks with these flowers, just AoE them down.
Pull Flowers - Kill order: flowers
Pull Flowers - Kill order: flowers
Final Boss: Warp Splinter
Warp Splinter is not to be taken lightly. He hits hard and your group will need some organization, practice and dps to take him down.
The dynamic on Warp Splinter isn't all that difficult to understand. He Arcane Volleys random party members, he Stomps dealing damage to the tank and stunning everyone in place for 5 seconds and he summons 8 little tree friends.
The tricky party about Warp Splinter is his little tree friends. They move really slow, have relatively low hit points and are non-elite. However, after 20 seconds of being summoned Warp Splinter will absorb them and regain up to 30% of his health. As hard as Warp Splinter hits, prolonging his death by 30% is not an option with your healer's mana pool.
Once the trees are spawned everyone but the tank (and / or) healer needs to focus on dps'ing the trees. They are regular non-elite mobs so it'll take 3k or so to each one of them before they'll drop. You can also count on at least one 5 second stun throughout the summoned tree phases.
Though this seems simple enough it may take some getting used to. Warp Splinter hits hard, he volleys a lot and the little trees don't go down as fast as you'd wish they would.
If you can't beat him the first few attempts, think about using pots or any self-buffs you have to put your dps or survivability over the top.
Sha'tar Reputation gained so far: 1860
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User Comments |
Since the boss heals himself however much hps the tree adds have left, the idea is to do the maximum damage to any targets possible. The best way to do that is often to gather up the adds and AoE them down. Doing AoE damage to 6 (or even just 3-4) targets is the best dps that a mage or lock can possibly put out.
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Just to be clear, the sacrifice ability summons you to the platform behind him. There, you are hit with nature damage and cannot move.
Before you pull him, walk around. There are two invisible demons that can pat into the boss fight and mess up someone's day, most likely the healers.
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