Post by skrallik on Dec 12, 2005 14:46:01 GMT 1
Jeklik's Abilities
Jeklik has several abilities that she uses in the fight. They are as follows:
Bat Summon: For the first phase of the fight (bat form), Jeklik will summon swarms of bats to her aid. A mage needs to pull these mobs off Jeklik ASAP and begin AoE'ing them.
Healing: At 50% Jeklik transforms back into troll form and starts to heal herself. Her heal will restore 50% health, so it MUST be interrupted by any means possible (kicks, shield bashes, etc, etc).
Screech: Jeklik will unleash a sonic screech attack that does fair damage (about 800) and will silence all those affected. Casters need to stay out of range from this attack or be unable to cast. This attack will only happen in Batform.
Bat Fire: Also at her 50% troll form, Jeklik will summon a bat rider to fly overhead and drop down fire bombs on the party. These bombs hit for about 1100hp and leave a 250 damage DOT. The fire will remain on the floor as the battle continues. If you remain in the fire or pass through it again, the DOT will continue to effect you. The bat that drops bombs is not targetable, so do not waste your time trying.
Strategy
The main tank should grab agro from Jeklik and keep on her while the other members of the group drop DPS and heals as needed. Sometimes Jeklik will randomly charge people (like Lava Surgers do in MC), but will go back to the Tank after the charge. However, if the tank gets feared by her AoE Fear in troll form, she will run around most likely for the duration of the Fear.
Once the first batch of bats is spawned it is imperative to pull them away from the main tank (most likely a priest's heal will draw agro anyways). Once they are pulled away from the main tank, blast them to death with AoE's. You can also sit under the cliff with a few mages who can frost nova lock them, and burn them with typical AoE spells (blastwave, etc, etc).
Once Jeklik hits the 50% mark she will transform back into humanoid form. While in humanoid form you must keep her from using her heal ability. Rogue kicks, warior shield bashes, are all essential to keep her from regaining 50% health.
During this phase of the fight, the party should break apart and scatter to prevent mass damage from the fire bombs that get dropped at this phase in the fight. The bombs will remain on the ground after being dropped, so it is important to keep moving as well. It is best to have the main tank pull Jeklik away from the area where the bats land so that you are not dealing with the fire as well.
There are rumors that if you pull Jeklik all the way to the furthest wall for her starting point that she will be out of range to summon the bat adds, making the fight much easier. This was an exploit and has been fixed.
Jeklik has several abilities that she uses in the fight. They are as follows:
Bat Summon: For the first phase of the fight (bat form), Jeklik will summon swarms of bats to her aid. A mage needs to pull these mobs off Jeklik ASAP and begin AoE'ing them.
Healing: At 50% Jeklik transforms back into troll form and starts to heal herself. Her heal will restore 50% health, so it MUST be interrupted by any means possible (kicks, shield bashes, etc, etc).
Screech: Jeklik will unleash a sonic screech attack that does fair damage (about 800) and will silence all those affected. Casters need to stay out of range from this attack or be unable to cast. This attack will only happen in Batform.
Bat Fire: Also at her 50% troll form, Jeklik will summon a bat rider to fly overhead and drop down fire bombs on the party. These bombs hit for about 1100hp and leave a 250 damage DOT. The fire will remain on the floor as the battle continues. If you remain in the fire or pass through it again, the DOT will continue to effect you. The bat that drops bombs is not targetable, so do not waste your time trying.
Strategy
The main tank should grab agro from Jeklik and keep on her while the other members of the group drop DPS and heals as needed. Sometimes Jeklik will randomly charge people (like Lava Surgers do in MC), but will go back to the Tank after the charge. However, if the tank gets feared by her AoE Fear in troll form, she will run around most likely for the duration of the Fear.
Once the first batch of bats is spawned it is imperative to pull them away from the main tank (most likely a priest's heal will draw agro anyways). Once they are pulled away from the main tank, blast them to death with AoE's. You can also sit under the cliff with a few mages who can frost nova lock them, and burn them with typical AoE spells (blastwave, etc, etc).
Once Jeklik hits the 50% mark she will transform back into humanoid form. While in humanoid form you must keep her from using her heal ability. Rogue kicks, warior shield bashes, are all essential to keep her from regaining 50% health.
During this phase of the fight, the party should break apart and scatter to prevent mass damage from the fire bombs that get dropped at this phase in the fight. The bombs will remain on the ground after being dropped, so it is important to keep moving as well. It is best to have the main tank pull Jeklik away from the area where the bats land so that you are not dealing with the fire as well.
There are rumors that if you pull Jeklik all the way to the furthest wall for her starting point that she will be out of range to summon the bat adds, making the fight much easier. This was an exploit and has been fixed.