Post by Revolutions & Faithseeker on Dec 10, 2005 22:17:35 GMT -5
Jeklik
Summary of Jeklik fight:
When you pull Jeklik from her ledge, she morphs into bat form, and attacks. You need to tank her away from the casters because she occasionally casts an AOE silence. In addition to this, she summons packs of non-elite bats which should be killed by mage/warlock aoe.
Once she reaches 50% health, she changes back to humanoid form and no longer summons the packs of bats. Instead, she will lifedrain and heal herself while a bat rider drops magmadar-style 'fire globs'. If you get a glob dropped on you, you should stop casting/fighting and move immediately. She can be counterspelled, so use that to interrupt her from healing herself. If you get an immune message, it's because she is immune to the silence portion, but it will successfully interrupt her spell.
_________
How to fight:
Aggro Management To keep Jeklik focused on the tank what we waited till our MT got 3 sunders on her, before we started attacking.
AoE Silence: To combat this we split the raid into 2 groups, about 20 yards apart, melee in one (warriors, rogues, etc.) and casters in one (paladins can go in either, maybe you wish you have your best healing paladins in caster group and the others in melee group) this allowed us to hold aggro in melee area, while the casters, which are well outside of silence AoE, were able to do their job.
Summoned Bat Mobs: Our next problem was the bat mobs, our mages, since they were going all out trying to kill Jeklik as fast as possible, were out of mana that we needed to AoE the bat mobs, (which fly directly to them) to solve this, we had our mages not nuke for a while, but rather conserve mana till we felled the bats.
Priests OOM: At around half way we had one priest OOM, to counter this, have 2-3 druids in group to innervate the priests. Also, make healing more efficient with healing rotations on MT, and have druids spot heal everyone else.
Healing explained Priests should be on rotations for healing the MT, while druids, and the priest not currently healing MT sould be spot healing, this means they can also help healing tank. Druids should be sure to save mana for a combat rez and watch priests mana to use innervate.
___
Group Set-Up
Group 1:
Warrior
Paladin
Priest
Rogue
Mage
Group 2:
Warrior
Paladin
Priest
Druid
Rogue
Group 3:
Warrior
Hunter
Mage
Druid
Warlock
Group 4:
Rogue
Paladin
Warlock
Hunter
Priest
Warriors: 3
Paladins: 3
Priest: 3
Rogues: 3
Druids: 2
Hunters: 2
Mages: 2
Warlocks: 2
_________
Total: 20 (Max)
Summary of Jeklik fight:
When you pull Jeklik from her ledge, she morphs into bat form, and attacks. You need to tank her away from the casters because she occasionally casts an AOE silence. In addition to this, she summons packs of non-elite bats which should be killed by mage/warlock aoe.
Once she reaches 50% health, she changes back to humanoid form and no longer summons the packs of bats. Instead, she will lifedrain and heal herself while a bat rider drops magmadar-style 'fire globs'. If you get a glob dropped on you, you should stop casting/fighting and move immediately. She can be counterspelled, so use that to interrupt her from healing herself. If you get an immune message, it's because she is immune to the silence portion, but it will successfully interrupt her spell.
_________
How to fight:
Aggro Management To keep Jeklik focused on the tank what we waited till our MT got 3 sunders on her, before we started attacking.
AoE Silence: To combat this we split the raid into 2 groups, about 20 yards apart, melee in one (warriors, rogues, etc.) and casters in one (paladins can go in either, maybe you wish you have your best healing paladins in caster group and the others in melee group) this allowed us to hold aggro in melee area, while the casters, which are well outside of silence AoE, were able to do their job.
Summoned Bat Mobs: Our next problem was the bat mobs, our mages, since they were going all out trying to kill Jeklik as fast as possible, were out of mana that we needed to AoE the bat mobs, (which fly directly to them) to solve this, we had our mages not nuke for a while, but rather conserve mana till we felled the bats.
Priests OOM: At around half way we had one priest OOM, to counter this, have 2-3 druids in group to innervate the priests. Also, make healing more efficient with healing rotations on MT, and have druids spot heal everyone else.
Healing explained Priests should be on rotations for healing the MT, while druids, and the priest not currently healing MT sould be spot healing, this means they can also help healing tank. Druids should be sure to save mana for a combat rez and watch priests mana to use innervate.
___
Group Set-Up
Group 1:
Warrior
Paladin
Priest
Rogue
Mage
Group 2:
Warrior
Paladin
Priest
Druid
Rogue
Group 3:
Warrior
Hunter
Mage
Druid
Warlock
Group 4:
Rogue
Paladin
Warlock
Hunter
Priest
Warriors: 3
Paladins: 3
Priest: 3
Rogues: 3
Druids: 2
Hunters: 2
Mages: 2
Warlocks: 2
_________
Total: 20 (Max)