High Botanist Tel'arn Mythic Strategy/Tactics
Table of Contents
General Information
On this page, you will find a list of changes between Normal/Heroic modes and Mythic mode, as well as a working strategy to defeat High Botanist Tel'arn in The Nighthold in Mythic mode.
The other pages of our High Botanist Tel'arn guide can be accessed from the table of contents on the right.
Mythic Mode Abilities
While the Mythic version of this encounter features many of the same mechanics as the lesser difficulties, the strategy and positioning involved are radically different. Instead of starting as a single target fight and progressing into multiple targets with shared health, the Mythic version starts as a 3-target encounter and reduces in the number of targets as the fight goes on. The Botanist forms do not share health on Mythic difficulty, and heal to full health each time one of their forms is killed, making single target damage heavily favoured.
The augmentations on Mythic difficulty change depending on the order of the bosses killed. For the purposes of simplicity, the abilities covered here will only describe the abilities featured in the optimum kill order.
Phase One: Division of Power
In this phase all 3 forms are active; the Naturalist, the Arcanist, and the Solarist. They will perform all the same abilities as they did in lesser difficulties; this phase is identical to the 50%-0% phase present in Normal and Heroic.
Phase Two: Coallesced Energy
Once the Naturalist is killed several of his abilities will be absorbed by the other active forms. The Arcanist and Solarist will continue to perform their regular abilities.
Summon Plasma Spheres will now also spawn 2
Parasitic Fetters
when they die.
Call of Night will now also causes
Toxic Spores
to periodically spawn nearby.
Phase Three: The Final Stand
Once the Arcanist is killed the Solarist will gain new and augmented abilities that consist of a combination of all the forms.
Flare deals light Fire damage to the tank and
all players within 4 yards. It also applies
Parasitic Fetter to anyone
hit.
Summon Plasma Spheres no longer spawns
Parasitic Fetters, but
now creates
Toxic Spores at the location of their death.
Collapse of Night is a new ability unique to Mythic that combines
Solar Collapse and
Call of Night. 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 300 yards. Marked players will also periodically spawn a
Solar Collapse at their location.
Strategy
Phase One: Division of Power
The Naturalist should be killed first in Mythic difficulty.
In this phase all 3 forms are active; the Naturalist, the Arcanist, and the
Solarist. Strategy for this phase is identical to lesser difficulties; the
boss can be fluidly repositioned to avoid Controlled Chaos and
Solar Collapse. The boss should be generally tanked on top of the
first plasma sphere that will be killed.
All ranged players should focus on dealing with the
Parasitic Fetters immediately. If they spread on Mythic they can
quickly overwhelm the raid group.
Summon Plasma Spheres is dealt with in the same fashion as lesser
difficulties, however, failure to correctly space out the detonations will
likely result in death on this difficulty. The
Grace of Nature timer
must be carefully monitored by the tanks. When cast, the bosses must be
quickly moved out of the healing zone.
The Arcanist will begin to mark players with the 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.
Once Toxic Spores begin to clutter key areas, classes with
immunities should take turns soaking them to help keep the room clear. Good
examples are Rogues'
Cloak of Shadows or Hunters'
Aspect of the Turtle. This should continue throughout the entire fight.
Phase Two: Coallesced Energy
The Arcanist is the next target to be killed.
The boss should continue to be tanked near the first plasma sphere that will
be killed. The melee should be careful in this phase during
Summon Plasma Spheres, and quickly move away after they are killed, as
the
Parasitic Fetters that spawn may immediately fixate and spread.
Continue to regularly clear
Toxic Spores. You should aim to kill the
Arcanist at such a timing that it does not overlap with a
Controlled Chaos or
Summon Plasma Spheres to maximize DPS in the
final phase.
Phase Three: The Final Stand
The Solarist is the only target left. This phase is mechanically the most
simple, but can also easily result in instant raid wipes if executed
improperly. The Solarist should be moved to one of sides of the room. The
entire raid should stack behind the boss. No one (including the off
tank) can stand within 4 yards of the current tank, or Flare
will infect them with
Parasitic Fetter. This nearly always results
in the raid instantly being overwhelmed by adds, resulting in a wipe.
2 raid markers should be placed off to either side of the group at max
range of the boss (the markers and the boss should form a triangle,
essentially). Collapse of Night will be applied to two players; they
should each go to a marker. A ranged player should go out with each debuffed
player to ensure that the debuff doesn't damage the raid.
These players must be far enough away that their Solar Collapses
do not hit the stacked group behind the boss.
Collapse of Night only
targets ranged and healers, and you will be able to stay in range of the
group and boss, so no uptime is lost. See the image below for raid
positioning.

The players with Collapse of Night can alternatively suicide by
soaking
Toxic Spores, which eliminates the debuffs immediately. This
is a good strategy if you want to eliminate risk and maximize DPS, especially
later in the phase. This should only be done if you have a few available
combat ressurections, or you are late enough in the encounter that it no
longer matters (<30% or so).
When the Parasitic Fetter is doing too much damage to the tank
that it becomes no longer healable, the other tank should run to the opposite
side of the room (orange marker in the picture) and taunt. The raid should
mirror the positioning, stacking behind the boss once more. Once the group is
away from the former tank, the old tank can be dispelled and the
Parasitic Fetters can be quickly killed.
Changelog
- 18 Feb. 2017: Added Mythic mode.
- MoP Classic Upgrade Packs Now Available in Battle.Net Shop
- Slightly Rising: Mythic+ Runs Per Week and Data Round-up for the Penultimate Week of The War Within Season 1
- Twitch Drop: Get Tock the Clocker Spaniel Pet
- Meet C.H.E.T.T.: Your New Key to Farming Valorstones in The War Within Season 2
- Time-Lost Proto-Drake Vanishes! A Painful Lesson for Dragon Hunters
- New Cataclysm Classic Valor Cap Set to Week 2 Due to Bug
- Patch 11.1 PTR Hotfixes: More Updates to Season 2 Dungeons & Mythic+ Tuning
- Season of Discovery Naxxramas Soft Reset Issue Fix and Warning