High Priestess Jeklik (Bat Boss)

08:28:15 PM December 14th 2005
by: Stalker
Phase 1

Phase one is bat form. In this form Jeklik deals decent melee damage, and has 3 key skills.

AE Sonic Burst - Silences all those in its range. Healers should never be affected by this. Positioning will prevent it.
Swoop - A lightly damaging charge that stuns for 1 or 2 seconds. This will hit one random person within range and on the aggro list. Jeklik will then return to the person at the top of her aggro list.
Shriek - Summons over half a dozen non elite Frenzied Bloodseeker Bats. These are gathered into one place and AE is used to kill them.

The main purpose of phase 1 is to overwhelm the group with bats. To ensure they are killed as fast as possible, the group's position is vital. The group forms a small wedge shape, with hunters, warlocks and mages in front, healers at the back. The main tank will have Jeklik at the wall she stand on prior to the pull, and so the bats won't have to travel far to get to us. In our tight formation the bats will fly straight into the mages and warlocks, who will begin some heavy AE. Hunters should move back and help with their AE, using multishot when needed.

During this phase of the fight one hunter and all warlocks will be draining mana from Jeklik, to slow her healing in phase 2.

Phase 2

Troll form. Jeklik has some nasty tricks up her sleeve, despite her drop in defence and attack.

Great Heal - As long as she has some mana remaining, Jeklik will cast great heals. These take a few seconds to work, but they will heal about 30% of her HP, which will likely cause a wipe. She requires to be mana drained, and when casting, shoul be interupted by everyone. Apparently, she is immune to the first interuption, but vunerable to the second.
Mind Flay - Exactly what it is. I'm not priest expert, but I hear this can be interupted too.
Bat Bombers - Jeklik will call a bat rider to drop bombs on the group. These bombs explode, doing 400-900 damage, and leave a fire on the ground which will quickly kill anyone in it.

For phase 2 the group needs to spread out to avoid the bombs. Mana draining should also continue to prevent great heals. The bombs are dropped on players, and so nobody but those in melee should be close together. The main cause of wipes in phase 2 is a bomb dropping on those in melee, and killing either the main tank or the rogues. Whenever you see a bomb drop near you, move away from it. Getting off that last heal of fireball may seem like it's helping the group, but when you die because of it, we lose someone who could continue to heal or attack.

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