High Priestess Jeklik (tactics)

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For lore and character history, see High Priestess Jeklik.
BossHigh Priestess Jeklik
Image of High Priestess Jeklik
Gender Female
Race Zandalari troll (Humanoid)
Level ?? Boss
Resource Mana
Reaction Alliance Horde
Location Zul'Gurub
Status Deceased

High Priestess Jeklik is the High Priestess of the bat loa Hir'eek, Lord of the Midnight Sky.

She is one of five High Priest encounters in Zul'Gurub, and is generally considered the first encounter of the instance.

Until defeated, Jeklik empowers Hakkar with Spell shadow teleport.png Aspect of Jeklik, allowing him to cast Sonic Burst.

Abilities

High Priestess Jeklik's bat form

Phase One: Bat Form

Jeklik begins the encounter in Bat Form, granting her unique abilities. During this phase Jeklik will occasionally summon packs of bats to attack the raid. Phase one ends when she reaches 50% health.

  • Ability racial cannibalize.png Blood Leech — Drains ~150 health from nearby enemies, healing Jeklik for up to three times the amount stolen. Instant.
  • Ability warrior charge.png Charge — Charges an enemy, inflicting physical damage and stuns for 2 sec.
  • Spell shadow vampiricaura.png Pierce Armor — Reduces an enemy's armor by 75% for 20 sec. Cast on primary target.
  • Spell shadow teleport.png Sonic Burst — Inflicts normal damage plus 1750 to 2250 on nearby enemies, preventing them from spellcasting for 10 sec.
  • Ability warrior cleave.png Swoop — Inflicts normal damage plus 500 to enemies in a cone in front of the caster, stunning them for 2 sec.
  • Spell shadow deathscream.png Summon Frenzied Bloodseeker Bats — Summons 8 Frenzied Bloodseeker Bats

Phase Two: Priest form

At 50% health, Jeklik reverts to her Priest Form, losing her Bat Form abilities but granting her Priest abilities. At 35% health, Jeklik calls Bat Riders to toss liquid fire onto the ground.

  • Spell shadow ritualofsacrifice.png Curse of Blood — Increases the Physical damage taken by nearby enemies by 2 for 10 min.
  • Spell holy heal.png Great Heal — Heals the caster for 92,500. 4 sec cast.
  • Spell shadow siphonmana.png Mind Flay — Inflicts 750 Shadow damage to an enemy every second and reduces its movement speed by 80% for 3 sec. Chains to nearby targets.
  • Spell shadow psychicscream.png Psychic Scream — Lets out a psychic scream, causing up to 5 nearby enemies to flee for 4 sec.
  • Spell shadow shadowwordpain.png Shadow Word: Pain — Inflicts 422 to 478 Shadow damage every 3 sec. for 18 sec.

Gurubashi Bat Rider

  • Spell fire meteorstorm.png Throw Liquid Fire — Periodically fires liquid flame onto the ground, which deals 875 - 1125 Fire Damage to enemies.

Strategy

Phase 1

It's a good idea to pull her to the small hill (which is just to your right as you enter her area). If she's there, you get good advance warning before a bat wave comes in. You should have as few as possible people in melee range (ideally only the MT and OT), one sacrifice guy (e.g. a hunter) between her and the raid, and the raid at maximum casting range away from her. Everybody close to her will take AoE damage, so rogues will have to withdraw and bandage from time to time.

You will want to apply very high DPS in order to get her to 50% health as soon as possible. Your mages should save mana for AoEing the bat waves. They come once a minute, starting a minute after she is engaged in battle. It is important to kill these bats as quickly as possible or they will eventually swarm the raid.

If your mages' mana is very limited, it is possible to keep the mages out of the main combat; place them between the place where she initially stands and the raid, and let them kill the bat waves, and rest between waves. This tactic should not be used while learning the encounter, because it takes away DPS from her and adds complication. It's only advisable for experienced raids where the mages are played by alts or newbies.

She will at times charge the closest person in an 8 to 40ish yard range dealing AoE 1k damage and a 5 sec silence. Keep a hunter at a shorter distance to her than the rest of the main party, but off to the side and just toss a HoT on him after charges. She also has a fear ability if you cannot maintain control on her.

When her health gets below 50%, she shapeshifts and Phase 2 starts. This should happen before the fourth bat wave (within less than 4 minutes after the pull), else the raid doesn't put out enough DPS. Two bat waves is actually "normal", and one is possible if the raid has MC equipment.

Phase 2

At 50% she goes into caster form. Don't bother keeping her mana drained - you can interrupt/kick/pummel/counterspell her healing. Although you may receive an "immune" message, that is an immunity to silence effects, not the counterspell itself. Her heal does require mana, but we have seen her heal with only 125 mana. Having at least 1 person running a boss mod (e.g. CT_Raidassist) helps, as you'll get a warning message anytime she starts to cast a spell. If she manages to get off even a single heal, you'll most likely wipe as she heals for about 20-30%. (~50k hp)

As of patch 1.12 she now does a Chain [Mind Flay] in her human form that can wipe a raid if not counterspelled quickly. That means not only to keep an eye out and counterspell for her great heal, you must also be able to counterspell the chain mind flay.

She will eventually start to summon bats that drop bombs on your raid. These bombs hurt and will deal some significant DPS as long as you stay within the fire that results. You can avoid this by having the tank steadily move Jeklik around in a circle. This works because the bombs take 2 seconds to hit the ground after they're dropped, therefore not allowing the bats to aim. As long as the DPS continues, she will fall shortly after.

It is a good idea to have Paladins (if you have any) use Devotion aura until the bats with the bombs come, then the Paladins should change to Fire Resistance aura. Shamans should use FR totems in this phase.

Alternative

Position the MT and melee on the left side of Jeklik's ledge, 30 yards from the wall (in the grass near that tree). The rest of the raid group will group together at max distance another 30 yards from where the MT is. It's best to choose a spot where you can see the MT (and Jeklik) and Jeklik's ledge (where the bats come from) in view at the same time. To start the fight, the MT should go up to the ledge, shoot Jeklik, and then run to the tanking spot. The boss will follow quickly and allow the MT to get his aggro/sunders in quickly. The group should have at least 3 people with a short cooldown interrupt (and a rotation for it), at least 4 AoE, and at least 4 healers. All warriors and rogues should save enough rage/energy to use their interrupt at any time (on heals or on mind flay).

The key to the first phase is getting out of the first phase as quickly as possible. When there are no bats, dps the boss hard. When bats do spawn, they need to be gathered tightly together, Frost Nova'ed, and then AoEd down quickly. To make this easier, we have used a triangle formation. 3 people are specifically placed in a triangle, with the tip facing the boss (8 or so toons apart). Healers line up along the back row and everyone else just has to know where that triangle is. When the bats come, EVERYONE who isn't meleeing the boss goes into the triangle to ensure that no bats wander away from the Frost Nova. It also helps to have an armored class (Plate/Mail) get the initial aggro. Once they are Frost Nova'ed, the AoE starts and people can then go back to their spots and the DPS. 1 spawn of bats is ideal, 2 is the goal, 3 is doable, anything more is probably a sign of the strategy not working or of needing more DPS.

If you can get the boss to 78-82% health when the first bat wave comes, you are in good shape to only have 2 waves. If you can get the boss to 66-70% health when the first bat wave comes, you are in good shape to only have 1 wave (and will probably have her beaten in 2 minutes or so). The raid caller should watch the boss' health carefully and tell everyone to go all out if the boss can be brought to phase 2 before the next bat wave.

At 50%, Jeklik will yell something and turn into a priest form and will not do much for about 10 seconds after this. Everyone should spread out (don't be within 5 yards of any other player) and use up any actions that require being stationary (evocation, FD & drink, rapid fire, etc). After that 10 seconds, Jeklik will periodically try to cast a greater heal (which must be interrupted immediately with kick, shield bash, Counter Spell, etc) and bats will throw fire bombs with increasing frequency. The MT needs to start moving her around in a small oval and the melee needs to be right on top of the MT, to avoid bombs. Everyone else should avoid the bombs and the fires as best as they can. In this phase, if you can stay out of the fires, prevent the greater heals, and maintain high dps, she will fall.

Quotes

Aggro
Lord Hir'eek, grant me wings of vengeance!
Phase 2
High Priestess Jeklik emits a deafening shriek!
I command you to rain fire down upon these invaders!
Death
Finally...death! Curse you, Hakkar! Curse you!
Spells
High Priestess Jeklik begins to cast a Great Heal!

Loot

Primal Hakkari armor tokens
Item Class
 [Primal Hakkari Armsplint] Rogue, Shaman, Warrior
 [Primal Hakkari Bindings] Hunter, Mage, Paladin
 [Primal Hakkari Stanchion] Druid, Priest, Warlock
 [Primal Hakkari Girdle] Rogue, Shaman, Warrior
 [Primal Hakkari Shawl] Hunter, Mage, Paladin
 [Primal Hakkari Sash] Druid, Priest, Warlock
 [Primal Hakkari Aegis] Rogue, Hunter, Priest
 [Primal Hakkari Kossack] Mage, Warlock, Warrior
 [Primal Hakkari Tabard] Druid, Paladin, Shaman
Jeklik's Drops
Item
 [Jeklik's Crusher]
 [Animist's Spaulders]
 [Jeklik's Opaline Talisman]
 [Peacekeeper Boots]
 [Primalist's Band]
 [Seafury Boots]
 [Zulian Defender]
Shared High Priest Drops
Item
 [Band of Servitude]
 [Seal of the Gurubashi Berserker]
 [Belt of Untapped Power]
 [Blooddrenched Mask]
 [Cloak of the Hakkari Worshippers]
 [Gloves of the Tormented]
 [Might of the Tribe]
 [Sacrificial Gauntlets]
 [Zulian Headdress]
 [Zulian Scepter of Rites]
 [Channeler's Head]

Trivia

Patch changes

  • Cataclysm Patch 4.0.3a (2010-11-23): Removed.
  • WoW Icon update.png Patch 1.12.0 (2006-08-22): Jeklik's Mind Flay ability now chains to nearby targets.
    Undocumented.
  • WoW Icon update.png Patch 1.8.0 (2005-10-10): Fixed a bug that would prevent High Priestess Jeklik from summoning Frenzied Bloodseeker Bats.
  • WoW Icon update.png Patch 1.7.0 (2005-09-13): Added.

External links