High Priestess Jeklik High Priest Jeklik was the High Priest of the Primal Jungle God Hir ' eek , the Bat . High Priestess Jeklik is the second easiest boss in ZG ( Venoxis is easier ) . After your raid gets the hang of it , she ' s rather easy , since she has no high burst damage , and none of the nasty abilities ( like Mind Control ) . Still , everybody should have Tier 0 or better equipment , else this fight is hard . Some practice is required in all cases . Abilities . Jeklik begins the encounter in bat form . In this form she has an AoE silence that also damages . She randomly charges people in the group , and summons 6 - 8 bloodseeker bats once per minute . When she drops below 50 % HP , she reverts to priest form . Here she casts , Mind Flay , Chain Mind Flay and Greater Heal . She also summons bomb bats which drop fire bombs on the ground which AoE DoT those inside . 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 a 8 – 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 . Patch 1 . 12 issues . 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 . During Phase 1 of the fight more bats now come out of the cave during the waves in addition to each bat having slightly more life than before ( approx . 6500 life ) . As noted above , a minimum of 4 AoE is necessary to take these out quickly enough to prevent them from targeting the rest of your raid . It is also a bit more difficult to hold the aggro on them after the patch . These bats have to be dealt with VERY quickly or they will wreak havoc on your raid . Patch 2 . 1 . 3 issues . As of patch 2 . 1 . 3 , there appears to be an issue where , if your raid wipes after she summons the bat rider bombers , she may reset but the bat riders will not . This will make any wipe recovery preparations such as Soulstones useless . The bat riders don ' t appear to actually put anyone in combat , but they will bomb any live players all the way to the ramp leading from the lower part of the instance . This bug has been seen when Divine Intervention was used on a shaman , whose totems were still up after the wipe . Jeklik was seen to be actively targeting a mana spring totem while standing at her reset point , without the green glow effect she normally has before a pull .