The Botanika is one of the 5-player instances that you can find in the Netherstorm Storm. The dungeon is intended for Heroes level 69 and above. You can read about what adventures await you in our guide.
Overcast Jungle
Botanica – the second of the three instances of 5 in the Fortress of Storms – can only be reached with a flying mount. This results in a minimum level of 70 for all party members (except for druids level 68 and above thanks to Flight Form).
Quests in the Botany
quest name | fraction | quest giver | task | particularities |
How to break into Arcatraz | Both | A’dal (in the center of Shattrath City) | Bring the Upper and Lower Fragments of the Key of Arcatraz to A’dal | The quest chain to obtain the key of the last instance in the Keep of Storms starts with the quest Crystal Collection of the Consortium of Netherstalkers Khay’ji (Area 52, Netherstorm) and leads the player to the Botany in the last part |
Capture the Keystone | Both | Archmage Vargoth (Kirin’Var in southern Netherstorm) | Obtain the Keystone from Commander Sarannis and bring it to Archmage Vargoth | Ravandwyr in Area 52 in the Netherstorm sends you on a long journey with the quest The Archmage’s Staff, the conclusion of which is this quest. |
Break through the defenses
From the vanishing point in Kosmozang (coordinates: 65.67 ) go up to the blue-colored satellite in the north of the fortress (coordinates: 71.55 ). The first rooms of the botany are heavily guarded. Stormforge peacekeepers patrol the narrow corridors between the bloodguards flanking each passage. Watch the path of the patrols so that you can take out one group of blood elves after another before turning your attention to the arcane guards. The first thing to do here is to take out as many enemies as possible with IMPROVED HEADBUTT, SHIFT or ICE FANG. Once the Blood Guardians activate their SPELL REFLECTIVE SHIELD, the caster classes deal their damage.
Eliminating the Commander
Before you face the first boss, you’ll need to take out a couple of groups of two Rangers and a Healer. Take care of the healers first, as they regenerate the Rangers’ health, which only drags out the fights unnecessarily. Interrupt spells and high damage are needed here. The falconers are still waiting for you with their feathered attack beasts. Here you put the falconer on ice with the first one (because he keeps setting his minions on players). Then you take on the strong melee blood hawks, one by one. Finally, at the end of the fourth room, you’ll meet Commander Sarannis (see the “Commander Sarannis” box).
TIP
Bloodguard healers can be taken over by a priest with MIND CONTROL. With these, you should use the buff HOLY STORM on any magic-gifted class in your party. This will increase spell damage by 295 points for half an hour.
Sun Seeker Experiments
After defeating the commander, enter the Sun Seeker Research Department. Here, groups of Sun Seeker researchers, chemists, and botanists await you with their whipping companions. The large slingshots do significant melee damage, but are not very resilient – they are your first target – so keep the other enemies out of the fight for that long. They are followed by the botanists (healer class), chemists, and finally the explorers. The Geomancers of the Sun Seekers are supported by simple whip-slingers. The melee fighters here take care of the Geomancer, while the rest take out the whip-slingers with area spells and melee. After killing the small plant creatures, at the end of the bridge you will see the second boss of the instance – the High Botanist Freywinn (see box: “High Botanist Freywinn”).
Demon Pact caught cold
The Sunseeker Channelers buff the surrounding Nethervine Stalkers and Harvesters with the buff BLESSING OF THE SONSEEKERS, which increases their damage by 125 and their attack speed by 50 percent. So wait for the buff to expire and work your way down to the lower level, group by group. By the way, you need to interrupt the channelers’ SOUL CANALIZATION spell as soon as possible. With the satyrs, your attention is first on the harvesters and the stalkers, because they provide about 2000 points of damage. After the last two groups of four, a sorcerer is helpful, as he can banish and take over the demons. After that, the third boss is waiting for you – Thorngrin the Guardian (see box: “Thorngrin the Guardian”).
Final sprint with obstacles
Beware. After the Thorngrin boss, two groups of camouflaged Net Nerve Swindlers guard the passageway to the next room, where you’ll encounter Genbinder Sun Seekers, among others. Sunseeker genebinders are the top priority here. Summoning mutated Fleshlashers and casting DEATH AND CONCEALMENT (2000 points of area damage every two seconds), they are the most dangerous enemies in the entire instance. Sunseeker Harvesters and Fleshlashers, on the other hand, are just harmless accessories. They root and transform you for a short time or attack you with melee damage. In the penultimate room of the instance, the arrogance of the Blood Elves takes revenge: mutant Fear Screamers and mutant Horrors kill all the guards in the room when you enter the scene. Pull these groups into the room behind you to prevent players hit by the FEAR effect from pulling more groups into the fight. First, turn your attention to the fear screamers to bring order to the chaos. Then it’s the turn of the melee terrors. Once you have cleared the room, Laj will be waiting for you on the right side (see box: “Laj”).
Lay.
The oversized whipworm strikes only half-heartedly. A poison cloud that develops under it hits all melee fighters with natural damage. This is amplified by the disease ALLERGIC REACTION. Paladins, Shamans or Priests remove this debuff as quickly as possible, while the tank constantly changes position to escape the poison cloud. Besides, Jajs is always immune to some kind of elemental damage (fire, ice, arcane, nature), which can be seen from his coloring during the battle. From time to time, he teleports to his starting position, causing two thorn flayers to appear on the two plateaus to the left and right of the stairs. These
are quickly eliminated by one player at a time.
Skills
POISON CLOUD: The boss summons a stationary poisonous cloud underneath him, which causes natural damage
ALLERGIC RESPONSE: Disease that increases the amount of Nature damage taken.
Thorn Flicker: Summons two Thorn Flickers that attack the party with spikes and mind flame.
ELEMENT RESISTANCE: Immune to elemental damage of the corresponding color.
Short and painless
To your left and right, there is only a group of wild whips that prevent you from attacking the final boss of the instance. With the help of area magic, these are quickly eliminated. Now the warp branch awaits you (see “Warp branch” )
Warp branch
Warp branch hits the tank with hard blows. STOMP deals about 2000 points of damage to all players in range and stuns them for 4 seconds. His ARKAN volley hits up to four players for nearly 2000 points each. The real challenge, however, lies in the six saplings that the tree creature summons every 45 seconds. After wandering around for 20 seconds, they disappear and Warptwig posts their remaining health to his life total. The tank keeps Warptwig far to the north while the rest of the party draws the trees’ attention with healing, ranged damage, and damage-over-time spells. This way, they won’t get close to the boss. After three spawn phases, Warp Branch should be defeated, otherwise your healers will run out of mana.
Skills
STOMP: Area effect around the boss. Deals about 2000 points of damage and stuns for four seconds.
ARCANA Volley: Magic attack against up to four players. Also deals about 2000 points of damage.
Saplings: Six tree creatures appear and move through the area. After 20 seconds, they disappear and “feed” the boss with their health points.
Commander Sarannis
Commander Sarannis attacks your tank with hard melee attacks. The debuff ARKANE RESONANCE she casts on the tank should be removed by priests or paladins as soon as possible. The debuff stacks up to twice and increases the arcane damage taken by 1200 points with each unit. Combined with the boss’s ARCANE DESTRUCTION, which deals 1000 to 2000 points of damage to the tank alone, extreme damage spikes can occur here. At about 40 percent of her health, Sarannis calls for help. While the appearing healer is kept away from his comrades by means of FEAR, TRANSFORMATION or ICETRAP, the fire briefly switches to the three non-elite opponents who also appear. Now finish off the commander and then eliminate the healer.
Skills
ARCANE RESONANCE: Increases arcane damage by 1200, stacks 2x.
ARCANE DESTRUCTION: Deals up to 2000 points of arcane damage without modification.
CALL FOR HELP: When you have about 40% life left, call for help from 4 blood guardians
High Botanist Freywinn
The high botanist himself is only a weak melee fighter. His summoned saplings attack the party with their special abilities, but don’t last long. Once three to four of them have appeared, they should be eliminated with area damage. After every 45 seconds, the botanist transforms into his tree form. This makes him invulnerable and heals him with the SERENITY spell. He does this until the three whip dogs summoned at the same time have been killed.
Positioning is crucial here. Refuel the botanist at the base of the bridge. When he transforms, all party members run sideways behind the glass wall. This way you kill two birds with one stone. First, the lashers no longer have CALM on the boss, so they don’t regenerate health. Second, they congregate in one spot and, along with the saplings, provide a worthwhile target for area-of-effect spells. Speed in changing positions is crucial here.
Skills
WHITE SEELING: Melee damage
BLUE SEELING: Shackles
GREEN SEELING: Nature damage
RED SEELING: Fire damage
TREE FORM / SERENITY: Freywinn is invulnerable and heals himself and all enemies within casting range
LASHLING PROTECTOR: As long as the three summoned Lashings are not dead, Freywinn channels his healing. Attack with THORNS
Thorngrin the Guardian
While the satyr is being tanked in the center of the room, ranged fighters and healers position themselves at their starting positions. Occasionally, players are teleported to his platform and HURT. This causes the victim to take about 750 points of damage every second. After six seconds, the fun is over and the player can rejoin the fight. Besides Domgrin’s occasional TANTS (increases attack speed and damage), which can be recognized by his red glowing hands, the boss has a third ability: as soon as he starts casting HELL FIRE, all melee fighters retreat and don’t attack again until the spell has ended the fight. Ranged fighters also pause here to avoid attracting the boss’s attention.
Skills
SACRIFICE: A random player is teleported to the plateau and takes about 750 points of damage per second for 6 seconds.
TANGER: Increases attack speed by 75% and melee damage by 110.
HELL FIRE: Deals about 1000 points of damage around the boss every second
lay
The oversized whip root strikes only half-heartedly. A poisonous cloud that develops beneath it hits all melee fighters with nature damage. This is amplified by the disease ALLERGIC REACTION. Paladins, Shamans or Priests remove this debuff as quickly as possible, while the tank constantly changes position to escape the poisonous cloud. Besides, Jajs is always immune to some kind of elemental damage (fire, ice, arcane, nature), which can be seen from his coloring during the battle. From time to time, he teleports to his starting position, causing two thorn flayers to appear on the two plateaus to the left and right of the stairs. These are quickly eliminated by one player at a time.
Skills
POISON CLOUD: The boss summons a stationary cloud of poison beneath him that deals nature damage.
ALLERGIC RESPONSE: Disease that increases the amount of Nature damage taken.
Thorn Flicker: Summons two Thorn Flickers that attack the party with THORN and SPIRIT FLAME.
What is WoW Classic?
World of Warcraft Classic is a true recreation of the original WoW as you know it from 2006. All parts of the game – from combat mechanics and talent trees to character models and zones – have been recreated, contributing to the authentic experience.
Getting Started
All players with an active World of Warcraft subscription or game time on their accounts have access toWoW Classic at no additional cost.
- Open the Blizzard Battle.net Desktop App and select World of Warcraft from the menu.
- Select World of Warcraft Classic from the Version menu. If you have more than one World of Warcraft account, you’ll see a second Account drop-down list. In this column, select the active account you want to play with.
- Click the Install button. The progress bar will tell you when your game is ready to play.
- Click the Play button when the installation is complete.
You will need to select the realm you want to play on from several different realm types. Make sure you choose the same realm as your friends – in World of Warcraft Classic, you can only group with characters that are on the same realm as you!
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