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.
Warp Splinter can be tanked where he stands, those of us not required to be close to Warp Splinter should remain at maximum range to avoid his Stomp or Arcane Volley if possible. When he summons his saplings some of us may be tempted to attack them but that is not necessary, they heal Warp Splinter for a trivial amount of health vs how much he saves with our attention detoured. The main thing about the saplings is their obsession with our healers, their movement rate is slow, and some fearing, a hunter’s Frost Trap, or Shaman’s Earthbind totem will deal with them nicely.
When Warp Splinter is focused on he goes down quickly, we can try to kill off his saplings if things are not going well but so far it is been tested, tried and true that ignoring his saplings is the way to go.
Group (Holy Paladin, Mage, Mage, Hunter, Def Warrior).
We tried to get him down by ignoring the adds, but our mana didn't hold up against his healing (30% every 30 sec approx), so we decided to take down the adds. Each add have approx 2000-2500 hp, so they are going down pretty easy.
Just wanted to let all know, that its possible to take him down by killing his adds.
Not hard fight if you have enough dps.
Just do what people on the above comments said and also make sure you tank the boss facing away from the group, that will prevent it from doing the volley.
Get a nice healer and him alone can heal the whole group.
Druid, Warrior, Mage, Warlock, Paladin
First attempt failed as we let the spawns heal him - we could not keep up the DPS or healing to cope.
Second attempt took a while, but we dropped the boss with no deaths - each wave of spawns, we would kill around 3
Warlock mage druid war shammy.
No one spec heal. Burn burn and burn again the boss, 0 dps on the Saplings juste Aoe fear. Easy down!
Yeah, the best way to do it is just nuke him. We had a Combat Dagger rogue, Fire Mage, Holy Priest, Ret Pally, and Feral Druid as our group. We took about 25% of his life every time after the wave of healing. Not too bad of a fight.
Group consisted of a druid tanking, druid healing, warlock, hunter, pally extra healing buffs extra damage ect.
started the fight killing 2-3 adds, warp kept healing up to 100%
after 2 rounds just nuked the boss and forgot about spliters killed him easy. definately ignore him only lock/hunter DPS and we were able to out dps his heals
At this boss with a warlock mage shaman and priest I'm warrior.
We cannot kill him.
We've tried killing the mobs. Can't kill enough + rest heal him back t full health
We've tried dps him ignoring mobs. Can get to about 25% then he heals then priest runs out of mana.
He can be reset if you run out far enough.
A few points to correct:
- It's not an "all or nothing" encounter. Aim for only killing a few of the little trees. Your goal is to put a big dent in his healing, not kill every little tree. Killing all the summoned trees is largely impossible anyway because of the time involved to kill them all. Shoot for getting a few of them down quickly and gets your DPS back on him.
- This encounter benefits from ranged DPS as they avoid the stomp (duh I guess :-) and they're able to quickly pick up and down the summoned guys without incurring transit time.
- While he "can" be tanked anywhere, that doesn't mean there isn't an advantage to be gained by moving him around. Tank him nearer to the entrance w/out resetting him. This way, all of the spawns happen relatively 'behind' him, meaning your ranged DPS classes have a shot at taking -all- of them down without having to worry about being in range of warstomp.
Group made up of a Shadow Priest (myself) Healing, a Frost Mage, Rogue, Hunter and a Druid Feral Tank, found it incredibly easy to do.
The hunter, priest and mage all stood at the entrance to the area he stands in for ranged dps and healing. Our tank turned him around and kept him in the middle of the big circled paved area and just full on Dps'd him untill he summons the little adds.
As I (the priest) was standing next to the mage and hunter the healing you're pumping out causes the adds to slow walk towards you, the hunter dropped a immolation trap each time it happened and the mage did a tiny amount of AoE, barely affected the dps being pumped out onto the boss and lowered the amount of health the boss recieved (Only ever gained +2-5% health).
If you've a group that an do this I highly recommend doing so as the fight will be over in a couple of minutes with almost all healing being focused on the tank which is always a bonus.
Best makeup I've ever seen/experienced for this boss: two mages, one lock, one pally specced and geared well for tankin and a second pally specced and geared well for healin. Ranged can still get the volley if WS is facing them, so watch his angle. Pally got aggro so quickly and dps was so high we got him down before he ever got a chance to "eat" the second wave of trees, which we ignored at all times other than to nova to keep them off healer. This group makeup also blew through the instance like lightning. No problems whatsoever. Both mages were frost. Lock was affliction.
Strategy for Warp Splinter
-The Tank should bring him to the entrance of the room, without reseting him, Tank him with his back to the casters so his Arcane Volley is only hitting the Tank.
-The Casters and Ranged dps should stand as far as they can, to avoid his Stomp, which has a 30y-35y range.
-The Mage or Hunter should take the spot where Warp Splinter stands before you aggro him, His saplings will be summon around that spot. The saplings move with a slow pase and are killed in a few blows, so the Mage or Hunter can start dps after he killed the saplings.
Group setup: Warrior/Rogue/Mage/Warlock/Priest
We did it like this a few times and it worked very well.
A group of us went in with only melee DPS. It was a much different fight.
Feral Druid Tank
The healing went almost entirely on the Druid Tank, the DPS warrior and DPS Shaman unloaded on Warp Splinter, stepping out to bandage as needed. The Rogue DPS'd, then ran about, tagging the spawns, drawing them away from Warp Splinter. They de-spawn in 20 seconds, and if they are not near WS, he doesn't heal.
Obviously not the best way to do it, but still very doable.
Something I tried on him today was just straight out dps. In the past when we tried that the dps would always take aggro. This time we just let the tank tank him through the entire first wave of trees with no dps on him at all (the first wave of trees pretty much heals him fully anyways). After the first wave of trees when the tank had established aggro we burn the dps like crazy. We downed him fast without killing a single add. We had some insane dps in the group, but this is by far my favorite strategy for him so far.
I just had few fights with this boss and after we tried few tactics with few different groups I can say this:
1) Ranged DPS and Healers, be sure to avoid Stomps or life of your healer will be miserable.
2) Pray to resist AoE missiles. =)
3) and most important, KILL ADDS! Don't try that "NUKE and forget about adds" tactic. Maybe if u have really really imba DPS try it but else I would always go over that tactic.
He is not that taught if entire grp knows what to do if not, it can be pain in the azz.
Btw Druid tank with about 10k hp and 12k armor is fine, I tanked him more then few times very well with just 1 healing oriented class.
Peace and hf! =)
This boss is pretty easy, in heroic mode, given you set-up right.
My group just finished semi-clearing this zone. ( Didn't kill Thorngrim. )
70 Prot Warrior
70 Elemental Shaman
70 Arc / Frost Mage x2
70 Holy / Disc priest.
We had the warrior pull Warp Splinter to the mouth of the bridge, near the point that he'll reset at, just in case things went south. The warrior faced him towards the bridge, away from the rest of the party. ( We were all standing in the general area that Warp Splinter stands in before you engage him. )
Warp Splinter's Abilities:
Stomp -- NOT 40 yard range AE stun. ( Lightning Bolt has a 36 yard range, avoided the stomp with no problem at max range. ) The warrior was the -only- melee, and he was getting hit for about 1200 damage a stomp.
Arcane Volley -- Dishes out about 5-6k damage, this time around. Confirmed as being directional. ( Warp Splinter was facing 180 degrees away from the party, everyone was behind him, and at max or nearly max range. 30 yard minimum behind him. )
Note: We failed to kill him once or twice, and at one point, we had the priest at max range from the warrior, with the boss facing them both. Priest got whacked by Arcane Volley. 40+ Yards.
Summon Saplings -- Since the party was standing where Warp Splinter stands before you engage him, we were surrounded by the adds when they spawned. They have about 4200 hp, and me and the two mages simply shot one bolt at each, so we killed every add, every wave. Warp didn't heal once.
He did about 1600 damage a hit to our tank a hit, nothing major. Confirmed that as long as the priest didn't take damage from, or deal damage to Warp Splinter, he could still sit and drink mid-fight. No one had a single scrap of Arcane Resistance gear, or Arcane Prot pots. Heck, no one but the warrior even took any damage. We either got lucky, or we had positioning down right.
We tried him a few times last night, my 2nd kill.. And we found a tactic that makes this boss ezmode.
Tank: Pulls him out on the path
Healers and DPS: runs to his spawn pos. just out of range of his stomp. When he spawns the trees they will usualy go for the healers, here (we had a lock and a mage as dps) AOE the trees down. We never missed a single tree, and this boss was downed very fast.
EDIT: Didnt see Dravens post, but it is likely that this is the tactic we used.. very easy way to do this boss.
Didnt see it yet... He drops 2 blues
we tried getting the adds at first, just ended up with no mana and boss at max 50%
second pull we completely ignored the adds and just nuked the boss like hell. we tanked it near the entrance, all ranged out of range for the stomp.
he healed for maybe 20% with all the 6 trees alive. and he spawned them maybe 5 times.
group was 21/40 mage (me), marksmanship hunter, feral druid as tank, holy priest healing, and a holy paladin healing/damaging :D
got him down pretty quickly and was easy and painless
The easiest tactics ever (normal mode):
You should have someone to AOE. You must stand in his original place, and tank keeps him in any place where his eartquake doesn't touch you. When saplings appear, WAIT until they're all in AOE range (you will have a lot of time, don't worry) and nuke. They will appear only once or twice, takes 5-6 sec for one mage to take them out.
If you try this tactics, you will see that it is incredibly easy. The point of all above is that saplings meet in one point for quick aoe.
Another option that we found since we didnt have enough dps to take out all the saplings was to assign each dps'er to 1 sapling each and then a final sapling for all 3 to attack after their first target was downed.
This left 2 saplings that healed only 2-3% each time. That saved us mana for the main boss because we weren't attacking a target that disappeared on us mid fight.
We also did the same as many others where we moved into the bosses spawn location after the tank moved him down to the pathway.
tried this on heroic and wiped repeatedly until we figured out what the hell was going on.
his arcane bolt is no longer directional. the number of arcane bolts he does is controllable. it's the number of friendly entities in the room, minus 4. this includes pets and---get this---totems.
so naturally i'm dropping all 4 totems and the warlock has his imp out, and the whole group is eating AOE bolts and getting owned. then we tried it with no totems, no pets. he did one bolt and it only hit the MT. it was easy. we ignored the adds and just burned the boss down, fearing the adds if they got too close to me.
On normal our group decided to just ignore the adds, and burn through the heals. Feral druid tanking, resto druid healing, DPS from hunter, resto shaman and rogue.
Just tank him in the middle, with melee DPS there with the tank, healing and ranged DPS before the bridge outside his AoE attack range. DPS goes all out, as much as tank's threat generation allows. The treants he summons are slow and hit weak, just ignore them and let them disappear.
Never even broke sweat healing. Easily the easiest boss we fought on our Botanica trip.
I'll cast another vote for "just DPS him and ignore the adds". With prot warr, shadow priest, holy priest, arcane mage, and rogue, we tried several different strategies, but managed a nice clean kill with raw DPS on Warp Splinter. We used wound poison, not sure if it worked or not. Got him down to 65% (heal to 85%), down to 25% (heal to 45%), then to zero (with the tank spamming Execute for the last 20%).
couldnt do this with prot war, fury/arms war, hunter, mage and holy priest.
Easiest way I've found is to pull him to the mouth of the bridge, with the ranged dps and healers on the bridge. When the adds spawn, they head toward the healer, but since the boss is between where they start and the ranged, they get to him first and the healer can just keep tossing heals at the tank/melee. Pile dps on him, have the rogue put wound poison up, and ignore the adds. He drops quickly if you focus on him. If the ranged people run out of mana, they can step back and drop out of combat for a quick drink. Just make sure the tank can keep aggro, as he'll reset if the ranged pulls him off.
I think they changed something about this fight. every time the tank got stomped he ran over to kill whoever was next on his agro list that wasn't stomped. I don't know if our tank was doing something wrong or what. we were only able to kill him by having ranged dps take the stomp.
we killed him very easily as follows :
- tank pulled him at the end of corridor that leads to boss
-all rangers stayed behind him as far as their range allows them to nuke him , but they started fighting after 1st stun on tank,at exactly when he was up again so he wont loose aggro
-main healer heals as long as he has mana but then comes our discovery ...
-MAIN HEALER RUNS BACK AFTER MANA IS OFF AND OFF HEALER STARTS HEALING, THE MAIN HEALER GETS OUT OF COMBAT WHEN HE IS A LITTLE OUT OF BOSS ROOM ;)
-the ranger/s nuke 2 ads ,its enough ,but some time we killed 3
-when main healer is back and after off healer runs out of mana he goes to rest too
it took us 2 rests for main healer and 1 for me elem 41-resto 20 shaman with pretty good healing gear to get him down.
i nuked him all along then heal when priest went back etc etc
pretty easy boss ,as all main bosses are .imo some lesser bosses in tk auchindun,cfr and hfc are much harder !
We avoid arcane volley by simply standing underneath him. We had the tank slightly in front, and the rest of us slightly behind his center (to help out the rogue). We were all in the hit box, and none of us got hit by a single arcane volley, though we saw him casting it. We all get stomped, but it's not a big deal since the stun is short and the damage is about 1/3 of what the volley does.
To further make things easier, we tanked him close to the bridge so the adds have to run further to reach us, and we had the luxury of a rogue with wound poison so we could just DPS him down. Worked flawlessly.
If this is any help, when you are on the bridge that leads to this guy's room, you will be out of combat most of the time. If tank stays on the path to his circle, the rest can be on the bridge, being out of combat a lot, thus being able to eat and drink during the battle!
Altough my group failed because of lack of dps, I was the healer and could keep everyone healed without running oom, as I could drink during the battle :)
I was able to stealth to this boss in heroic with no problems. Are there any reasons we would not be able to kill him with a stealth group?
K this is how I did it...
the group was 70 rogue, 70 druid (tank), 70 mage (fire), 70 pally(holy-me), and a 70 hunter
we tried killing the trees then we tried nuking him and the plain fact was we got really really close but couldnt get that last 10%
so this is what worked wonders for us...
we nuked him at the beginning (mage only using wand)
when the adds came i kept healing and took the aggro, i popped consentration aura and healed through it, right before they heal warp splinter have the mage aeo them down
this worked well for us, hope it helps u
Reemis - lightning's blade
On heroic, the arcane volley can be spell reflected. Dunno about regular mode but I'm assuming it's the same.
Done this on heroic quite a few times, farming for the spell-penetraion + spelldamage gem.
I play a shadowpriest, so VE healing works very nicely, while our healer is getting some nice regen from VT. We just ignore the adds and power-nuke (except that I fear them if they get close to our healer). Never had any problems at all, as the arcane bolt damage is easily healed up with VE before the next one hits.
As for tanking him on the bridge to get rid of the arcane bolts on the party, I imagine that works because he actually resets if he aggroes onto someone who's outside his room. I guess this works nicely so long as he stays on the tank, but he'll evade back large chunks of life (or reset completely) if one of your ranged dps pulls aggro.
remember use spells that do long damage, Long casting, high DPS, random damage
It's amusing to hear what he says while you fight him.... he's a bit confused.
Heroic mode advice:
70 prot warrior
70 priest healer (T5 + T4)
70 mage (T5 + T4)
On 4th try just all out dps'd the boss without worrying bout the adds, and got him down easier enuff.
On heroic we decided to just dps him down too, the adds spawn too fast to bother with. The volley seems to come out of either way the majority of the party is whether behind or not. We pulled him back in the spot most people put him and then had 2 dps'ers behind him on the glass. They were out of healer range but never needed it.
Either way the battle took us about 4-5 minutes and required quite a bit of mana and regens by the whole team
On Heroic, - this worked very well for us :) - no 1 should get hit by Arcane volly !
Wound posion works well if you have a rogue. also stay right up to him as melee, and you should be safe from arcane.
Any casters / healers / ranged - are best positioned by the big tree on the left as you enter (warp splinter dosnt like risking the trees or somthing - so you will be safe) This will negate his arcane volly - does the most damge out of his abilities.
tank him in the circular paved area - with his back to the ranged group - and keeping them out of range for his stomp - 30 yards .. ish :)
Maybe take a few adds down - but generally you should be able to nuke him without paying them to much attention.
easyest way 2 kill him is 2 out dps the heals
kite him foward so u get more time befor he gets heald and full dps
If you have a warlock in your party, have him drop Seed of Corruption on a Sapling, followed by a Shadowbolt. If he has decent gear, the damage should be enough to kill the entire group when SoC procs. It's one of the faster ways to kill the sapling group.
If he is a bit lacking in +dmg, might need to dot 2 with Seed of Corruption. Shadowbolt one and the chain reaction should be enough to kill all.
About the heroic loot
Boots of Ethereal Manipulation - 13
Boots of the Endless Hunt - 12
Gauntlets of Dissension - 8
Feral Staff of Lashing - 4
Obviously, a lot of this data is from before there was 100% drop chance on epic armor/weapon.
So the percentages need to be scaled to 100%
Boots of Ethereal Manipulation - 35
Boots of the Endless Hunt - 32
Gauntlets of Dissension - 22
Feral Staff of Lashing - 11
The Armory also includes percentages these days, and they are as follows:
Boots of Ethereal Manipulation - medium: 25-50
Boots of the Endless Hunt - medium: 25-50
Gauntlets of Dissension - medium: 25-50
Feral Staff of Lashing - low: 15-24
This guy is super easy if you have a hunter... Hunter misdirects the tank, then hits him with combo of aimed shot, steady shot, arcane shot... aggro is gonna stay on tank if two of those crit.
Don't bother doing anything to adds, just keep dps on boss at all times, they'll heal for a small amount, but shouldn't compare to amount of dps... Just tank him where he's at and strong dps, easy peasy!
Killing adds really is a waste of time
Heroic is pretty much the same as normal. had no troubles at all except the first time when the healer got too close and got warstomped, not fun. but jsut reset and did it again. Group makeup was this:
Feral Druid - Tank
Holy/Disc Priest - Heals
Just tank him near the birdge, ranged on the bridge, heal through the volley cause its really noob, and dps hard. ranged should not out aggro ever or he resets. Should beat the heals cause hes easy.
Foolproof strategy for heroic, this way he will NOT cast any arcane volleys!
Tank him right where he stands, but turn him around, so the boss is facing away from the rest of your group. This will prevent any arcane volleys from happening, making this fight a pushover. All ranged stand at max distance to avoid war stomp. A hunter/rogue/MS warrior can do a Mortal Strike effect (-healing) on the boss, so you can ignore the adds.
This way, only the tank takes a bit of damage, when I did this as a healer, I had 3/4th of my mana left when he was dead.
I suggest you MASS dps boss and jsut fear the adds, or get them in a group and aoe them to death. If you have a mage you could just freeze them in place.
Just to note:
If all treants are untouched and are left alone to heal Warp Splinter, he will regain around 15% of his health.
This guy can be hard if you dont know what your doing!
The best way we found to do this guy is to pull him up the walkway to about midway between where he stands and the bridge.
Have all your members (aside from the tank) move to about where he was standing. DPS him as much as you can till the spawns pop. At that point you need to take them down one at a time keeping his healing abilities low! Once there down ALL OUT DPS. Make sure you bring pots for this fight cuz it can be long.
He has an aoe stomp that stuns you so make sure your party is at max dps rang. He also has an arcane aoe much like the mages. Not much you can do to avoid them other then stay out of range witch isnt easy to do.
This boss can be resetted, which is nice, since all of the trash respawns after 2 hours or so.
Just walk past the 2 glowing crystals -> reset
you can avoid them....if everyone that is ranged grp up in front of the middle tree in the left side row..he will not shoot missiles at you as long as he is turned around facing opposite direction...it is a los spell.
You can avoid the adds and just burn him down. The healer should just heal the tank and ignore everyone else (that what bandages are for). Mages and rogues can vanish/iceblock/invis, etc. Warp Splinter will get healed, of course, but if the DPS is high enough, and your healer's mana/healing efficient enough, it's an easy fight. Btw, if there's some adds when Warp Splinter dies, they will remain and will have to be killed.
Use of Mortal Strike or Wounding Poison on him really make this fight easier, as they decrease the healing he gets.
The way we do it is:
- MT in middle where he stands
- Healer up front on the edge of the grass
- One ranged DPS on each side for initial spawns
DPS him hard with any DoT available; Kill ONLY the initial spawns then just burn him down. He'll get healed 1-2 times but there really isn't any reason you should not be able to DPS > his heals.
My group used a slightly different strategy. We had our tank and healer stay on the ramp at the ent of the room and tank him there with our rogue. We then had me(hunter) on one side and a mage on the other, and we killed the adds as they spawned, then turned attention back to boss after they all died/despawned. Fairly easy fight once we had our strategy figured out.
After 6 or so attempts in Botanica actually trying to get to him we finally made it last night, we tried taking the adds down as they spawned but wiped twice so we tried the pure dps tactic, worked a treat. Ignore the adds, nuke the boss making a slightly longer fight but took him down - no deaths but all badly beaten. Finally got my completed Arcatraz key. :)
As I recently discovered at my first fight against him, mana classes can get back behind the 2 pillars and get ooc and drink during the fight, the arcane missles will get you back in if you don't get at ~50y range.
It's a great exploit for the healer of the group. I healed the whole group for about 15 minutes while we were testing the encounter :D
Rogues.. use it
Any DPS on the adds = wasted DPS. All DPS should be focused on the boss. In addition, everyone should be BEHIND the boss to avoid the arcane volley, making the fight much easier on the healers.
omg just get the adds down... they heal for five times their HP (3k) and they are only 6... enough time for 2 DDs to take them down...
This boss aint too hard in heroic mode. His normal hit will do about 1.5k, 2k on plate.
The stomp will do about 8k dmg.
The arcane volley hits every1 for around 6k dmg.
And the adds heal the boss just like in normal mode.
DPS the boss through the heals. Its hard on mana, pot as often as u can.
Any groups with 3 good dps will make it easy. I wouldnt recommend any off-heal or off-tank.
Our set up : Paladin tank, rogue, warlock, elemental shaman, healing priest
Yeah... we tried killing the adds about 15 times, never wiped, but we had to reset each time. Our dps throughout the dungeon was amazing, and just all out dps on the boss is the way to go.
But for some reason, 3 of our guys couldnt take out the 6 adds... so frustrating as a healer to have to try and take out the adds as well... what a waste...
DPS all the way, screw anything else.
I've done this many times with..well..less than desirable groups. The easiest way to do it is just all out DPS. Avoid the adds. The priest will pick up aggro from the adds, but they can just shield and/or run. Yeah, he'll get healed, but if your DPS is somewhat decent, you can take him out. Even if just one add is left if you decide to go after them, Warp Splinter still gets healed for a lot...so just avoid them all together.
This guy isnt really that hard to beat...we got him on our first run. No wipes either... it has a crazy exploit which makes it easy.
1) Summons Trees (non elite lvl 70s) they hit the party, then the boss consumes them (they vanish, they dont need to go to the boss, just vanish on the spot.) The boss regens health.
2) Aoe stomp...lightening damage
3) Arcane missile volley 2200 (approx) damage to all party members.
You need: mana pots .. thats all.
This fight is about endurance, you need to basically keep your mana going and dps him down.
The simplest thing to do: just get the tank to fight him halfway on the pathway. Make him face the 2 crystals (the doorway).
Position the healer behind the boss, the rest of the dps guys - all ranged - mages, locks, hunters, etc.. behind the boss too.
Start the fight by getting the dps and healer to the side (any side) of the boss. Tank pulls him to the corridor, makes him face the doorway, once he has full aggro, get the dps'ers to move behind the boss and unleash hell on him.
We had 2 mages, a lock, a shammy and a war. The mages had a field day killing the adds very fast. So the boss really didnt regen too much health.
And since the boss was facing away from the dps'ers....they were completely untouched during the whole fight. A really pleasant occurence. It seems warp splinter can aoe stomp or cast the arcane missiles only at those in his line of sight. If you are behind him... you are untouched! So the healer was healing the main tank exclusively, and once in a while threw a chain heal at the rest of us when the adds made things a little warm.
The adds are not too many (like vorpill in shadow labs), you can kill them effectively.
Now its a question of how much mana you guys have. The fight just kept on going, I had life tapped myself to 1200 hp (I have nearly 10K hp) and used a mana pot (I am too miserly to spend gold on too many mana pots, cost 26g for 5!)
But finally he died, we killed the adds, he dropped a green and a melee cloak which the war needed.
Not too bad.
Botanica is a LONGGGGGG instance... you can technically skip all bosses to get to warp splinter for the top half of the arcatraz key, but you want to test the strength of your crew before going up against Warp Splinter. So if you wipe at warp splinter.... you might have respawns on the way back from the front door.
Best thing to do: if you see your tank has died, get the healer (atleast) to walk out of the chamber. Once the person holding aggro is out of the doorway (the 2 crystals), the warp splinter resets. (But if other party members are close to him, he gets new aggro on the guy close to him).
So the healer walks out, he can rezz and you can continue.
Make sure you have mana pots, this fight is about how long you can dish it out. Period.
Well thats all. Botanica is a rather easy instance.
Lvl 70 Warlock,
GM of KingTiger Guild,
Bottom line, the very first comment on this Fight is absolutely right. Tank fights him between trees halfway up walk-way. Ranged DPS and Healer standing where Warp Splinter started from, far enough back to avoid the Arcane Volley and Stomp. First wave - kill by applying DOT to as many as possible, easily done by allowing them about 5 or 6 seconds (2 shots on W.S. during this time) to cluster up for AOE. You should have roughly 12 or 13 seconds to AOE them down before they despawn. At this point, depending on how much you have hime down, ALL OUT DPS. You can start ignoring the waves when he gets to about 39 percent HP.
done this guy about 5 or 6 times now. The only way to do this guy with a decent dps group, which means at least 3 good dps classes, is to all out nuke him. Dont worry about the spawns, nevereven attack them at all. Tank him by the bridge and have your ranged dps stand out of his stomp range. Espessially good fight for hunters,mages,locks, nice easy ranged dps. Rogues still dps close but need quite a bit of heals. I have never wiped this way, dont even kill/worry about the adds and you will be fine. Happy Looting xD
white damage him til after the first spawns so that the tank builds aggro, have a priest or healer kite them back til he absorbs them, then after the first spawn fest, nuke away
OK, as of at least the latest patch, some of the stuff posted here has become untrue:
1. 'His arcane volley can be avoided if you stand behind him'
His Arcane Volley hits everything in a 360 degree radius and has a massive range, I've stood behind him in stealth out of the range of his stomp, OOC and still been hit.
2. 'You can kite him away from the adds to avoid his health regen'
HE CANNOT BE KITED AWAY FROM THE ADDS, do not even bother, after around 20 seconds he mass sacs all the adds NO MATTER HOW FAR AWAY THEY ARE, again, tried and tested.
Quite simply, if your group isn't entirely specced for PvE dps, or isn't wearing uber armour, you're totally screwed.
I just finished a Heroic Botanica run on Warp Splinter today (July 1 2007*). The fight was almost jokingly easy... far simpler than anything else in the instance.
Our group setup:
Two DPS Warriors
One Holy Paladin
One Aff. Warlock
One Fire Mage (me)
Being a DPS-heavy group, we decided to try ignoring the adds and burn him down. This worked quite well, thanks to a few factors.
-People complaining about the Arcane AoE affecting players regardless of the boss' facing made us worry this would be doable at all with only one paladin healing. Please be aware that at the time of this posting Warp Splinter's AoE WILL NOT HIT those standing DIRECTLY behind him. It will hit if you are to his side, or even at a diagonal facing towards his back, but if you stay directly behind him his AoE arcane missles will never hit you. This was true for us in three different attempts.
-This fight is no different in Heroic than in normal, save for it being longer. If your group has made it this far your tank is more than well enough geared. You do not need any resist for this fight. Our DPS warrior in a mixture of tanking and damaging gear had no trouble surviving with only one healer.
-Our healer used mana potions but did not need them; he ended the fight with over half his mana. If you are wiping it is almost definitely because someone is getting hit by AoE, or because the tank is losing aggro.
-To prevent the tank from losing aggro, do not DPS until the first set of treant spawns are sacrificed. The tank should be building threat the whole time while facing the boss away from the group. After the first set of treants despawn, go psycho on DPS. If you want to play it extra-safe use threat reduction abilities (vanish, invis, etc.) after the fourth heal or so, but it shouldn't be necessary.
-On our first attempt our non-tanking DPS warrior died early on. Even without him we had the boss down to 20% before our paladin had run out of mana. Considering this, two pure DPS classes and a hybrid are more than likely enough to follow through with the "burn him down" strategy.
Again, this is one of the simplest heroic bosses, if not the simplest. We did this in blues with a smattering of epics, with a DPS warrior tanking and only one healer. Of all of Botanica we only skipped Thorngrin (demon boss). I hope this helps. Go get yourself some shiny lewts. :)
*Turns out I'm not from the future.
easy boss imo, we just nuked, healer was at 50% mana wat end.. i was (rogue) only one with epix
Did this fight with a warrior and myself as melee dps. I popped 5 stacks of wound poison on him and the warrior did mortal strike. This dropped his healing to 25%. At one point the trees only healed him back by 2%
We did the same thing for the druid too.
BTW wound poison is 50% reduction and so is mortal strike. So 100% * 50% * 50% = 25%
Make sure your rogue uses
so that the boss heals less(50% when 5poison stacked) and focus all you got against the boss and leave the adds be.
Also let your
of the boss and all the
It won't matter if boss heals or not, he'll be down pretty quick. Just make sure you got
as it will make your stay in Botanica a lot more fun.
Easy easy easy boss.
-Feral Druid (tank)
-Holy Paladin (main healer)
-Hybrid Shaman (dps and backup healer)
The adds have about 3.1k health, making them easy to take out with a fireball/fire blast combo. Those spawn every minute or so, then he casts arcane volley which is just a 2k dmg spell cast. I didn't get healed once as a fire mage and didnt drop below 2k health with the volley. The rest is just tank and spank on a boss with 128k health.
Went in with a pug grp, 1 guy never been in bot before. Nuked the crap out of this guy did not worry about adds, he went down just as he had summoned the 2nd wave of adds. Fastest kill i've ever done with pug grp.
Our group wasn't heavy-enough DPS to ignore the adds, so what we did is main tank + pets stayed on big dude, while we all stood on the circle. Two hunters + warlock doing Seed of whatever were able to take out adds almost 100% each time.
Did it last night - took three attempts. He seems to summon the adds more often as the fight goes on, so really whatever strategy you adopt you have to get him by the third wave IMO. Be well stocked with pots etc., but when it goes right you will be okay for mana anyway.
We tanked him on the bridge, facing away from the circle, with DPS standing in the circle. Staying over 30 yards from him, we didn't seem to take any AOE damage.
This has the advantage that the adds come towards the DPSers. With two frost mages and a hunter, we started by single-targeting the more distant adds, then we could get some AOE in with frost nova, cone of cold, arcane blast etc.
When he called the third wave of adds he was at about 1% so we finished him and then the adds.
The first two attempts were just to get it right, as three of us had never been here before. Both times we lost the tank and the hunter after far too many waves of adds, then the rest escaped across the bridge.
Killed him last night; Had Pally tank by the first trees on the path facing the entry and everyone else to the side. MM Hunter misdirects an Aimed, Arcane, Multi-shot rotation onto the tank and everyone then moves into Splinter's old spot. DPS away from behind til the adds spawn; The two MM Hunters target/auto-shoot to pull them all towards the middle (Seemed to be the natural inclination anyway) and lay explosive traps, and between the fire-spec mage and hunters, the adds were down within a few seconds...then just DPS away again.
Finished this fight with almost half mana and nearly full health to every party member...from behind we never were hit with arcane volley and stayed out of range of his stomp.
Just a note...we wiped 3 times until a friend told us of this strategy. It's very simple and easy, and was one of the easiest fights in the instance.
Gears of War, Mok'Nathal
Oooo He's FUN on heroic! 1st attempt we tried it the same way we normally do in normal, but he has too much bloody health. Basically wiped on the first attempt @ 30%, didn't expect him to have SO much health.. ridiculous. 2nd attempt I decided we make some changes. I gave the 2 rogues battle shout (instead of commanding shout), told them to put on wound poison, and the healer could get out of range enough to just drink if he got low on mana.. lol, other than that the caster we had was a lock so he could go forever, and with the priest able to drink when he wanted during the fight, it was just a matter of time. I tanked him as close as I could to the ramp before he reset, worked out nicely gave us plenty of time before the adds healed him. I had no problem tanking this instance if you were curious if your gear is good enough (heroic, that is).
None of us had done heroic bot before, and we didn't even wipe once. The only trouble we had was the very first boss, she hits hard and FAST.. make sure to thunder clap her / demo shout, amp magic the tank, etc etc for bigger heals. We were expecting to get adds like in nonheroic at 45% or whatever it is, but they didn't show.. so then lol after the fight we're just chillin after she died, and outta nowhere whoooosh adds I was like %^&* had to pick em up real quick, haha that was fun.
Appearantly you can herb Warp Splinter, and you have to have at leaste 385 herb to herb him, i just wanna know what you get from him when you do.
Quite an easy boss if your group is ranged. We fought him in heroic and had-
Only tank was taking the real hits and EVERYONE was on boss, no adds, we were able to burn him quite fast despite the healing adds
And just a tip, be sure to have your mana pots, it can be a long fight.
If u have good dps group he can be easily killed without killing adds
super easy killed it..
we ignored the add... after few second they dissaper...
and they alsoo walk @#$%ing slow...
put dps on side, healer at entrance (bridge)
after he send his AOE arcane... priest just healer tank and all other just bandage...
still a very long fight.. soo keep some mana pot :)
heinouca lvl 70 hunter
375/375 LW server:Exodar
The hunters Aimed Shot works very well on this boss when the adds spawn.... you can all out DPS if you have a hunter with aimed shot!
Well I'll revise my comment on this; after doing a few heroic bot dailies ill give ya the best way to do this
Tank it up by the bridge, with your back to the bridge (warp splinter FACING the bridge, don't get too close to the bridge or he'll reset on you and that's just great)
Anyhow, when he's facing the bridge, all the ranged dps & healer can dps/heal behind him; meaning, the ranged dps & healer will be on that sidewalk but behind him, near the "circle" part of that room, this way ONLY the tank will get hit by the volley, and ONLY the tank will get stunned, and ONLY the tank will take damage (aside from the adds, and that's assuming all your dps is ranged). VERY easy fight
For groups that don't have super DPS, it is best to take the adds down quick. What my group did was have our ranged DPS on each side of the room and one in the back, that way when the adds spawned, we each had two to take out, all the while the Tank is doing his thing and the healer is just worrying about the tank with occasional heals to the rest of the group. We all stayed just within spell range, but far enough to avoid the Stomp stun. We'd kill all the adds easily, since they only have 3-4k HP, a couple good spells and they're down.
Our group wasn't great, but we managed to take him out with minimal losses. The tank died, and the DPS that was in line for the Arcane missiles died too, but otherwise it was an easy fight.
One thing that helps a bit, at least for me, was to put DoTs on the boss while the little trees spawn, so you're still hurting the boss while you take out the trees. For Balance Druids, this would be Insect Swarm and Moonfire.
We had a Holy Pally, Warrior tank, and a Rogue, Hunter (with lightning serpent pet) and a Balance Druid.
On a side note, it was funny when I would summon my trees and the boss summoned his. At first people didn't know which trees were which.
(Non-heroic) Took about 30 min, but we did it with 4 people. A Pally tank, Shammy DPS, Holy Priest, and (not sure of spec) Warlock. Completely ignored the adds that heal him. Just focused everything on him. As long as you got a good healer, you should be good to go with just 4. We lost one of our players right before the second boss, so we ran with 4 from then on, took a total of 2 hours probably for the entire instance.
Ok so My group was a Priest Warrior Warlock Hunter and Me the Mage.. What we did was basically a tank and spank. He has this AoE that basically Arcane Missles.. hits people for about 1.4k+.. he does this every so often, not hard to heal through. He also does an AoE War Stomp.. this hits for over 2k, and stuns you for around 4 seconds.. just stay at max range and you wont have to worry about this.
As for combatting the adds, all we did was group up our DPSers next to the healer and just did balls to the wall DPS, fearing off the adds as they came near, or if need be freezing them away from the healer. They normally go for the healer because the healer is always healing the tank. The adds do heal the boss alot, but its easy to take it back down before the next wave if you keep DPS going.
Straight DPS is definately the way to go.
We didn't wipe on any of the bosses but when it came to this dude, many attempts!
We must have tried everything..
What came to work was:
Straight out DPS on the boss, hunter would take out a few adds, I would maybe take out one.
Warrior tank, Rogue, Hunter, Shadow Priest , ENhance Shaman, he healed for this. We figured it would be more beneficial because it's one less person hit by stomp.
we made it on our third try, all dps and it worked
i ran this with a feral druid, two fire mages and a holy pally. no rogue, so no poison/healing debuff, and i'm fury spec so no ms. we wiped twice before we tried this:
we had the mages and pally in the doorway behind him, and tanked him where he stood. i stood behind him and didn't take any damage from arcane volley, i think if we were to do it again we could possibly do better if the tank has him facing away from the hallway where the mages and pally hid.
basically we just dps'd him down, i think one of the mages frost nova'd to keep adds from hitting healer, and then 2nd mage frost nova'd when first one wore off. it was a long fight, i popped reck the first time we got him down to <20%, but he got back up a bit over 20% when he healed. after that though, we just dps'd him down.
i got NO drops in this entire instance (there are maybe 5 plate items for warriors), lost the roll for a nether, but i do have my arc key now =)
Tonight was my first Botanica run. We killed this guy on attempt #3. Here are my observations of the fight and our attempts.
heal, 1 restoration druid
dps, 1 elemental shaman
tank, 1 warrior
dps, 1 frost mage (me!)
dps, 1 warlock
This boss spawns 6 adds every 30 seconds or so.
They always spawn starting in the same place.
The adds maintain individual threat lists, so you can control their movement while they are alive. The 6 adds move very slowly and take approximately 2k damage to burn down. They have a very short lifetime (15-25 seconds), and then boss will despawn them for a massive heal on himself. If all six adds are alive, the boss heals about 30% of his life. His attacks are AOE arcane, AOE stun, and standard smackdown on tank.
Note: Boss will despawn the adds no matter where they are. LoS does not matter.
Mage stood left of boss and claimed two adds there on spawn. Warlock stood directly behind boss and claimed two adds there on spawn. Shaman stood right of boss and claimed those two adds on spawn.
Tank grabbed boss and pulled near door. DPS took positions as denoted by spawn locations of adds, and healer positioned himself for LoS to all 4 party members between tank and DPS. For each spawn wave of adds, DPS players each claimed and killed two adds. The first DPS players done with their two adds helped clean up any remaining, then went back to boss.
Fight ran long, mage had to evocate, then invis+drink later. We took him down quite easily, though. Just needed some patience.
#1 - Frost mage only on adds. This failed quickly because frost mage (or any mage) can't burst enough damage to 6 adds to kill them before boss uses heal. Everyone ran out of mana, tank died and boss needed to be reset. Furthermore, the adds spawn too far apart, need to be agro'd individually, and move too slowly to be collected for efficient AoE.
#2 - Warlock dot + frost mage on adds, everyone else on boss. This failed, albeit much more slowly, because the shortened lifespan of each add outpaced the warlock and frost mage casting timers. (2 seconds for dots, 3 seconds for frostbolt).
#3 - See success above.
GL guys. Rate me up. ;)
Edited, Mar 31st 2007 2:18am by trainable
we had a 70 warrior, mage, hunter, lock, and priest. we wiped 3x then followed the instructions below tanking him in the center. we feared the adds while the hunter and the mage picked them off then all dps on boss between waves. The healer stood at the end of the path near enough to heal tank. The only thing we did different was fear the adds. dropped the helm and mages cloak. Good luck :)
After reading all of the comments above i can only conclude that the people writing them were severely undergeared and misinformed.
When those things despawn it heals him for a decent amount, enough to bring him from 14% to 30% and that was just 1 getting by.
As for haveing difficulty DPSing them down in 20sec... these guys are cake, no harder than the gnomes in BRD, they've got very little hp and go down fast, it would only take two DPSers to take down the 6 or 7 he spawns in less than 10 seconds.
The strat is simple, the tank holds him near the bridge where you came in while the healer is on the opposite side, this allows the healer and the caster to avoid his stun stomp. Also no matter what has been written, the healer wont aggro them by healing, they walk in a straight line till they despawn or get attacked, simple as that. When they spawn if you have warp splinter near the bridge two dpsers fry em without the stun stomp being an issue and then go back to the boss.
nothing hard about it. just pay attention the above peoples difficulties amaze me, i've never had difficulties like that.
Just downed him with an undergeared pug.
1 warr (tank)
1 Priest (MH)
1 Sham (dps OH)
Tried several strats.
What worked for us was to dps the boss until he summons the adds. all dps'r stop, pick a diffrent target and kill that one. Kill a second one if time allows. Then back on boss. One thing i noticed was that
the priest always had aggro with the mobs
. Took about 20min. only shaman went oom which cut our dps down significantly.
I downed him with almost all pug groups farming for chest piece. I bet I have easily beaten him 20 times and its straightforward tank and spank all dps on adds one or two healing waves are not enough to stop you dropping him the longer you waste on adds the bigger chance you have of some pug healer running out of mana and your tank dying.
easy fight, just use a proper tank (warrior) not one of those half assed fills ins like a lolDruid or lolPally.
First time I tanked this we had 2 ranged dps burning down most of the trees while I tanked and another (rogue I think) kept the boss busy.
Today, we tried to dps the trees but it wasn't going to well so we just ran back to the bridge to reset it. We forgot the trees healed him and thought the instance was bugging out (like that happens, right blizz?). Finally decided to just mass dps the heck out of him through the heals the adds did. Worked out fine and we even beat out the server shutting down on us.
Oh, Prot Pallies ftw.
Had major problems trying to kill all the trees... 0/2. So we just went full DPS on the boss and it worked much better.
The simpliest and most useful tactic is, keep the healer out of his range IN FRONT OF him and when the adds spawn and walk to him just aoe freeze them and let your healer just avoid them until they despawn -all this action takes like 5-10 seconds. DON'T FIGHT THE ADDS, they don't heal him on a big amount when they despawn. So,
1- Let your healer avoid the adds
2- NUKE HIM DOWN.
DPS has been the way to go with him. Heavy DPS all on Warp Splinter. Arcane Volley only hits those in front of him, so tank should be the only one in front.
I try to put Wound Poison on, but I don't see a big difference.
sorry ravensisme but with regard to that healing wont get them aggro'd comment, you're wrong, they were targetting me just from renews on the tank over 20 yards away.. anyways was a simple tank n spank really, i (priest) kept renews on people hit by the 1.5kish aoe, and ProM on the tank and it was easy, splinter does very little damage compared to the other bosses here, and because dps kept adds off me, this was probably the easiest fight in the instance.
He pops addes that he kills to heal himself through the fight -- kind of like the skeletons for the Baron in Stratholme. That healing is annoying but...
The adds have like 3k hp on 'em and he pops out like 7 per spawning. They are tough to take down in the 20 seconds you have to kill them before he "absorbs them back".
Rogues: Use Wounding poison and keep a 5 count up. Best bet is to use shiv and have it off hand weapon so you can pop it as you fight. I didn't figure this out until later in the fight and it's kind of funny to try and switch poisons mid battle but that's what I did.
Warriors: If you have Mortal Strike, use it.
This reduces the effect of the healing a great deal.
Edited, Jun 2nd 2008 10:32pm by venomoutland
just pug'd botanica with a mage, priest, rogue (myself), warrior, druid. druid tanked, all went well. wiped twice. we got this fight on the first try but the battle lasted for about 10 minutes because of the adds sacrifice. dropped a nether, jagged pendant, and the caster trinket. i lost the roll on the necklace to the warrior but its all good.
you can herb pick him for some very nice lotus's.
but can someone test if its everytime?
if you have rogue, the poison (which lowers the healing by 10% and it can be stacked 5 times) is very very useful. without it, we wiped because boss healed up too much. then with poison, he was easy as cake. and i got at my first run the dagger ^^
Actualy no need to kill adds just need 2 or 1 rogue who has wound poison on and just full nuke him! I personaly did him only 2 on my life :D
In first run didnt get anything from whole instance but after the other run got my dagger :D and my neck :D
So GL farming your stuff u need :D
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Botanica Dungeon Quests Guide for Burning Crusade Classic
Tailoring Recipe Locations 300-375 in Burning Crusade Classic
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