Mythic Botanist Guide for Prot Warriors

This fight is the reversed of heroic Botanist in that you start off with 3 bosses alive and kill them off one by one. Upon dying each boss empowers the two remaining ones resulting in 3 possible phase 2 scenarios and 3 possible phase 3 scenarios. In this guide we will cover the two most popular strategies where you kill Naturalist first.


Phase 1


To do list

  • Swap Arcanist on 5-6 stacks of strikes
  • Kite the bosses out of ground based abilities
  • Kill Naturalist
  •  

As nearly all strategy guides for the botanist encounter suggest, you should choose to kill Naturalist first. You will be swapping Arcanist often with your co-tank and each of you should get 1 extra boss to keep on you full time. Solarist casts flare in a 4 yard AoE around his target, but it is pretty trivial damage. You may or may not pay attention to dodging it.

Overall, practice your rotation and maintain your 100% SB uptime. Your only other job here is to move out of collapse and chaos and make sure that healing does not spawn on an orb and that it doesn’t heal Naturalist.


Phase 2


To do list

  • Swap Arcanist on 5-6 stacks of strikes
  • Kite the bosses out of ground based abilities
  • Kill Arcanist or Solarist – does not affect this phase itself
  •  

Orbs will now spawn lashers. It is worth keeping the bosses on top of one of the orbs so the melee can help nuke down that first one as well as the lashers that spawn from it.

Nothing changes for tanks here – SB and dance.


 Phase 3 – Solarist


To do list

  • Swap Solarist as seldom as possible – once or twice
  • Kill Solarist
  •  

In the last phase tanks get to have some extra responsibility. Solarist’s attacks root their target – applying fetter. Each time when the debuff is dispelled a chaos and lashers will spawn underneath the target’s location. To reduce the frequency of this you need to tank swap as little as possible. The roots will deal ticking damage which ramps up with each tick. The best approach is to chain defensive cooldowns combined with healer externals. Typically you will have 2 or 3 tank swaps, though with high ilvl and traits a guardian druid can hold the boss for 60%-70% of his HP.

Orbs will still spawn normally but will no longer spawn lashers on death. They will spawn spores instead. You want to tank the boss between 2 orbs and your taunting co-tank needs to position himself 120° along the circle in another gap between the orbs.

We tried this strategy, but were not having much success with it.


 Phase 3 – Arcanist


To do list

  • Swap Arcanist on 18 stacks of strikes
  • Kite the bosses out of the “collapsing chaos” of death
  • Kill Arcanist
  •  

In the last phase tanks get to have some extra responsibility. Each time when strikes expires orbs will spawn. To reduce the frequency of this and provide the DPS with time to kill the previous orbs you need to tank swap as little as possible. Now you may be thinking to yourself, just have 1 tank hold the boss for as long as possible like with the Solarist strategy. Good idea, but unfortunately the 21st strike is a 1 shot regardless of CDs and cheat death. So to be safe the highest you can go is 18 stacks. This allows some lee-way to prevent accidental deaths due to some delay or lag.

Your positioning will be similar to phase 2 – on top of an orb.

Additionally there is the collapse empowered chaos (you can see how that looks like on this kill video). The boss should die closely after the 4th.

This is the strategy which got us the kill on botanist and felt very good for our comp.

Feeling lost? Start with the basics.

This guide is intended for tanks, specifically protection warriors who are familiar with the encounter either through doing the Heroic version or going through a general overview and strategy guide like these:

Icy veins guide || Wowhead guide || FatbossTV

For a quick at a glance reference cheat sheet for each of the bosses check:

Recommended talents and gear builds for Nighthold bosses

The biggest contribution a tank can make on botanist is to keep his movement predictable and consistent between pulls. This can be your single biggest raid DPS improvement.


Phase 1


To do list

  • Track timers to prevent boss healing
  • Kite consistently to maximize boss uptime
  • Kill Naturalist
  •  

A case can be made for stacking the bosses on an orb so melee can cleave as well. However, orbs in this phase do not spawn lashers and are pretty easy to kill by ranged. Additionally, you will have to track the timer for the healing and move the boss so he doesn’t spawn it on the orb. If he does spawn one on an orb, you could move the boss so that you start by killing another orb. This I feel causes more problems than it solves. Changing the kill order for the orbs might confuse some people and result in wipes.

It is best to have a set order and group for killing orbs that does not change throughout the fight and just keep the bosses and healing out of the way in P1.

In terms of movement for collapse and chaos, agree on a side which you will be moving to. Have the melee stay on one side of the boss so that no chaos spawns that would block your usual kiting path. Be as consistent as you can so that your DPS get used to the movement and minimize downtime.


Phase 2


To do list

  • Stack on one orb
  • Kite consistently to maximize boss uptime
  • Kill Arcanist or Solarist
  •  

You will change your default position, because it will be full of healing pools for a while and you want to just keep the bosses on top of an orb.

Keep in mind that orbs now spawn lashers which automatically fixate on any raid member (besides tanks, but including melee). You need to be positioned such that melee are a bit further away from the lashers which get CC’ed before they can reach a melee. Depending on what CC your raid has, you can initiate with your shockwave. This will allow any fixated melee to run out of range while the rest quickly nuke down the lashers.

Like in phase 1, find a good route for moving and keep it consistent to maximize uptime.


 Phase 3 – Solarist


To do list

  • Escort a player to their death
  • Kill Solarist
  •  

Players with call with spawn a collapse concentrating on their location. The way this is commonly done is to sacrifice these players and combat ress as many as possible. They will need to run into and soak spores, clearing up the area and dying in the process. To prevent call from pulsing until the players dies, someone should stack with these targets and escort them to the spores. This can be the tank since your damage is the lowest out of the whole raid anyway.

Orbs will spawn spores on death. When you taunt the boss to the opposite side of the encounter area make sure that the path the boss will take does not have him move through spores. You want to stand on the outside of the circle-encounter area and the melee towards the center to reduce movement and maximize uptime between tank swaps.


 Phase 3 – Arcanist


To do list

  • Help out with killing orbs and soaking spores while not tanking
  • Kill Arcanist
  •  

After your co-tank taunts you will have about 9s before your strikes debuff drops and spawns orbs. It will take about 43s to get up to 19 stacks after you have taunted the boss. You should have a maximum of 3 tank swaps or 4 sets of orbs.

For each time tanking the boss you should be able to chain demo shout with either shield wall or LS at higher stacks.

If you execute a bad transition it is possible that you have 2 sets of orbs up at the same time, which will inevitably be a wipe. To avoid that situation you need to make sure that Solarist dies while there are no orbs up.

The ideal transition:

  • Tanks swap Arcanist
  • Off-tank’s debuff drops
  • Orbs dead with 3+ sec before the next set spawns
  • Active tanks has 4-5 stacks of strikes
  • Solarist dies
  • Active tank gets up to 18 stacks
  • Tank swap
  •  

Cooldown management

During the botanist encounter there is no single major damage source or spike damage for the majority of the fight. Nothing to warrant the use of a heavy damage reduction CD at least.

In contrast, during phase 3 you might feel like you do not have enough CDs to keep yourself alive.

Throughout the fight you will be taking sustained blockable physical damage. You need your haste gear and Vengeance + heavy repercussions for 100% SB uptime.

A slower than average kill with people dying near the end might take you about 8:30 minutes.

SR – use to mitigate damage from orb explosions or flare

demo shout – use this pretty much on cooldown whenever you pick up Arcanist

shield wall – you need this up for phase 3 which will start at about 5:50. You might as well use it once at the start of the fight.

LS – you need this up for phase 3 which will start at about 5:50. You might as well use it once at the start of the fight.


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