Trash mobs

Bloodwarder Protector

  • Crystal Strike for ~3k damage
  • Can cast a shield that reflects all magic (including weapon procs)
  • Low HP

Bloodwarder Mender

  • Healer
  • Casts Shadow Word: Pain and Mind Blast
  • Mind Control these for Holy Fury buff (+295 spell damage for 30 minutes, shows as DIVINE fury on the pet bar)

Bloodwarder Greenkeeper

  • Casts “Greenkeeper's Fury” which is a weak nature spell.
  • Accompanies Bloodwarder Menders. It's a weak mob.

Tempest Forge Peacekeeper

  • Patrolling Arcane mechanical mob in the early areas of the instance. Deals physical arcane damage and may use Arcane Explosion. Easy if taken alone.
  • Casts an arcane missle volley

Bloodwarder Falconer

  • Randomly commands Bloodfalcon adds to attack a target

Sunseeker Botanist

  • Heals (Regrowth) accompanying Frayers, as well as themselves

Sunseeker Chemist

  • Drops an AoE poison cloud, must be avoided
  • Flame breath, fire aoe cone.

Sunseeker Researcher

  • Virulent Poison - 328 damage nature DoT
  • Mind Shock - 1k nature damage random target, also applys a magic debuff that slows attack and casting speed by 25%
  • Frost Shock
  • Flame Shock
  • Poison Shield

Sunseeker Geomancer

  • Arcane Explosion
  • Immune to crowd control (including snares, slows and Mind Control)
  • Appears with some non elite Frayers that grow to enormous size (and consequently do enormous damage) if not banished or killed quickly.

Sunseeker Steward

  • Does an Arcane Missile whirlwind that hits random targets for 1000+ Arcane Damage, must die fast or be interrupted.
  • Alternatively can be Mind Controlled to quickly kill the rest of the pack.
  • Immunities: Fear, Death Coil

Nethervine Reaper

  • Melees fairly hard, tank and spank
  • Cleaves for 1800 base damage
  • If you have a Warlock you can Enslave these.

Nethervine Inciter

  • Rogue-type satyr, hits fast and inflicts weapon poisons
  • Casts Pale Death (Curse: Stamina reduced by 35%)
  • If you have a Warlock you can Enslave these.

Nethervine Trickster

  • Stealthed Satyrs that appear in packs of 2 to the left of Thorngrin the Tender after killing him; don't go alone especially as a clothie.

Sunseeker Herbalist

  • Fairly robust melee mob with decent damage.
  • Entangling Roots

Sunseeker Harvester

  • Polymorph
  • Entangling Roots
  • Summons Mutate Fleshlasher adds.

Sunseeker Channeler

  • Will debuff nearby Nethervine mobs with increased damage and attack speed (it is shown as a debuff so cannot be purged/dispelled) they may also be buffed theirselves and glow a luminous red, wait for it to stop before attacking.
  • Soul Siphon - AoE damage whilst channeling. If you can, stunlock and CC the other in a pull of 2.

Sunseeker Gene-Splicer

  • Casts a 'Death and Decay' target AoE that inflicts 2k shadow damage per 2 sec.
  • Summons Mutate Fleshlasher adds.
  • Needs to die first.
  • It is possible to mind control these and use its AoE against the rest of the mob in the group.

Mutate Fleshlasher

  • Non-elite mob with low health and moderately high melee damage.

Mutate Fear-Shrieker

  • Melee mob with PBAoE fear
  • Immune to Polymorph, Hibernate and Scare Beast
  • Comes with several Mutate Horror's
  • Can be stunned

Mutate Horror

  • Melee mob that deals nominal elite damage.
  • Immune to Polymorph, Hibernate and Scare Beast
  • Can be stunned

Frayer Wildling

  • Mini-mobs that appear in two large packs, should be AoE'd, but assist train is fine. Misdirection/Trap pull from a hunter naturally can help.

BOSS

Commander Sarannis

Special Abilities

Arcane Resonance – Magic debuff, Arcane damage taken increased by 1200. Stacks unknown times.

Call Help – At 50% health Sarannis will summon 2 non elite Bloodwarder Reservists and 1 elite Bloodwarder Mender. (The Mender can cast Greater Heal that heals Commander Sarannis for over 9000 health. The Reservists have an Arcane attack that deals about 500 damage unless the Mender buffs them with Holy Fury.)

Arcane Devastation – Unknown effect, seems to be a Arcane based melee attack.

Strategy

Sarannis can be tanked on her bridge she will immediately try to stack Arcane Resonance on our tank, since Arcane Devastation’s effect is still unknown it is best to remove the debuff. She will burn down to 50% health quickly, at which time she summons her 3 friends we should have a plan for the adds before the pull and decide if they will be cc’ed or killed. Default let us say we cc them, blow fears and burn Sarannis down quickly, after she is down we finish off the 2 Reservists and then the Mender.

High Botanist Freywinn

Special Abilities

Plant “Color” Seedling – Summons a Seedling every 5-10 seconds that can cast a debuff.

Tree of Life – Every 30-40 seconds High Botanist Freywinn will transform into a Tree of Life and channel a Tranquility that can not be interrupted and heals for 964 health a second to him and his Frayers. He will also summon 3 Frayer Protectors.

Frayer Protector – Frayer Protectors can use “Shoot Thorns” which is a ranged attack and hits for about 1200 nature damage.

Strategy

Positioning is everything on this fight, it is important when Freywinn begins his Tranquility that we pull his Frayer Protectors out of his line of sight so they do not heal faster then we can dps them. A simple solution to the los issue is to fight him on his bridge and use the wall of it to break the line of sight, when he turns into the Tree of Life we want everyone to go to the other side of the wall and kill the Frayer Protectors as soon as they turn the corner.

The other trick to this encounter is his Seedlings, each color will put its own debuff on our party members, usually on the tank. All can be removed they are “Magic” debuffs but they have low hp and he summons them constantly. We want 1 dps class on them to kill them as soon as they spawn, with only 1500 health they go down almost immediately, because he summons them at such a rapid rate we may have to put a second player on Seedling duty that will have to be judged during the fight.

Thorngrin the Tender

Special Abilities

Sacrifice – Stuns target party member and leeches 642-708 health every second. Quote “Your life will be mine!”

Hellfire – Large AoE hellfire dealing 1200-1500 fire damage a second. Duration 8-10 seconds. Quote “I’ll incinerate you!”

Enrage – At 20% health Thorngrin will enrage increasing his melee damage.

Strategy

Before pulling Thorngrin the corridor to the south should be cleared, there are Nethervine Tricksters stealthed in the hall.

Thorngrin should be pulled out of his spawn point and into the large area in front, the reason for this is to avoid him casting Hellfire on a party member that is already being sacrificed spells instant death.

His Sacrifice is random, same deal as other bosses that sacrifice; the sacrificed party member should be healed continuously until it has ended. His Hellfire is nasty but easily avoided, before casting it he will /yell “I’ll incinerate you!” at that point get away from him as quick as possible.

Light him up and on to Laj.

Laj

Special Abilities

Allergic Reaction – Disease, Damage taken is increased by 500. Nature damage inflicted every 3 seconds. You are contagious…

Summon Thorns – On the two pedestals in front of Laj a Thorn Lasher or Thorn Flayer will spawn and attack the party.

Strategy

Laj is a fairly simple fight, we will tank him where he stands, place one ranged dps party member on each pedestal in front of Laj that way once the Thorn is killed their damage can immediately be redirected to Laj. Aside from Laj’s friends that spawn he has Allergic Reaction, a fairly nasty disease that can infect nearby allies, as long as it is removed and his friends are dealt with this fight will be over before we know it.

Warp Splinter

Special Abilities

Stomp – 40 yard range AoE Stun, deals 1000-2500 physical damage on hit, physical damage taken is increased by 550, duration 5 seconds.

Arcane Volley – AoE arcane bolts, deals about 1500-2200 arcane damage.

Summon Saplings – Summons 6+ Saplings that slowly make their way from the grass to attack the party. They deal minor physical damage; 20 seconds after summoned Warp Splinter will eat them and heal for the total remaining health of all his Saplings.

Strategy

Warp Splinter is a relatively simple fight that will test your group’s focused dps abilities.

The tank will agro Warp Splinter and tank him in place. After agro is maintained, DPS will begin while the healer keeps the tank alive.

Periodically throughout the fight Warp Splinter will summon saplings. The saplings will slowly move to your party and poses no immediate threat. After 20 seconds the Saplings will be absorbed by Warp Splinter and depending on how many were alive, Warp Splinter could replenish 1% - 30% of his total health.

Because of the rather large health restored when the saplings are absorbed it should be a top priority to kill as many saplings as possible before they can be absorbed. To do so, when they spawn all DPS classes will purely focus on the Saplings to ensure their quick demise.

If your group can stay on its toes with the saplings and many (if not all down) before they can be absorbed, the fight will be a relatively simple fight.

the_botanica.txt · 最終更新: 2007/03/05 01:14 by rico
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