Manaetic Behemoth  

Raid Encounter
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Uploaded July 24th, 2007

Is targetable if spiders are kept out of his room for a certain period of time.

Category: EverQuest
This page last modified 2016-07-10 08:46:50.

Level: 70
Expansion: Planes of Power
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How hard?
# Oct 30 2004 at 6:17 PM Rating: Decent
My guild can take down Guardian of the Seal in the Hole easy I know he is a lvl70 mob.

My question is I see MB is lvl70 how much harder is he, or if we can take down GotS we can do MB?
Spiders
# Aug 04 2004 at 11:33 AM Rating: Default
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285 posts
Just kite the spiders (Bards work best for this). They can easily run them around in circles for long enough for the raid to kill MB, get flagged and loot up.
RE: Spiders
# Sep 09 2004 at 11:26 PM Rating: Decent
Now, where to find these suicidal bards.... =)
#REDACTED, Posted: Aug 02 2004 at 3:12 PM, Rating: Sub-Default, (Expand Post) We tried to take it down yesterday. We had 70+ people and raid still got wiped out. What did we do wrong?
RE: Junk
# Aug 12 2004 at 12:24 AM Rating: Decent
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1,117 posts
Kind of hard to say when you don't tell us what you did.
MB
# Jul 25 2004 at 10:55 PM Rating: Default
We fought this guy with me <65 bard> as the tank. RL told me to get the darn guy to 95% by myself so i did and then called for assist. Seeing as i was already flagged i was just doing them a favor. He dropped the hammer and the shim and parchments.

~Mezzo~65Bard~D.Ro~
http://www.magelo.com/eq_view_profile.html?num=1048272
After he is down...........
# Jul 19 2004 at 6:43 PM Rating: Decent
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1,117 posts
the gnome that spawns DOES NOT stay around forever like some believe. Even if you don not hail, he WILL depop after 10 minutes. A PU raid I was on found this out the other night. Afet BEHE went down, no one hail him and he depoped as we were finishing the spiders. So, if you expcet him to hang around, don't. Obviously he has better things to do. =)
RE: After he is down...........
# Sep 01 2004 at 9:49 PM Rating: Good
The gnome stays up for 10 minutes you are correct. This is *unless* somebody hails him. Then he decides 10 minutes is too long for him to stay there, so he shortens it to 2 minutes. THIS is why raids get mad at people who hail before told. This is the same with any flagging mob I believe (planar projection for instance). Correct me if I'm wrong =)
RE: After he is down...........
# Dec 16 2005 at 7:18 AM Rating: Decent
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435 posts
"THIS is why raids get mad at people who hail before told."

Raids get much madder when the raid leader actually believes that hailing the mob will make him despawn, and then it despawns before the leader lets us hail it. The 'don't hail or the mob will despawn in two minutes' appears to be an Everquest legend (that Nome in particular was up for far longer than two minutes last night), and it's cost me a couple of flags already on pickup raids when the leader was determined _NOT_ to let us hail the stupid mob after we finished the raid so that it wouldn't despawn.
RE: After he is down...........
# Sep 05 2004 at 2:00 PM Rating: Decent
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144 posts
you are most certainly correct, the planar projections only stay up for so long even without being hailed in any flagging event, thats just so you cant bring a billion people whom didnt participate in the kill to come and get flagged I guess.
MB Raid do's and don'ts
# Jul 09 2004 at 10:27 PM Rating: Excellent
Just lead a raid against him on Mith Marr. It is actually pretty simple. A few rules for MB are:
1) Put pet classes in spider groups (learned this the hard way) because some of them don't want to kill of their precious dogs and cats and pets vs MB = wipe.
2) Monks / Rogues should go with spiders too, as they hit more for melee than by throwing things at him.
3) A good spider group should look something like this: 1 Cleric, 1 Tank, 1 Enchanter, 3 DPS (NO rangers or wizzies on spiders)
4) 4 Spider groups, NE, NW, SE, SW. None in the two middle rooms.
5) Have a group of extra DPS to assist spider groups that get overwhelmed.
6) When MB spawns, wait at least 10-15 seconds for your MT to get aggro.
7) Nobody accept MT should be in e room with MB.
8) Again on spiders.. those groups should be at least 55+ on tank, cleric, and chanter.
9) MT for MB needs at LEAST 9k hp, 10.5k is a great number though.
10) Healers should have MT targeted while waiting for MB, When MB becomes argetable, ALL healers should cast quick heal spells (Cheal = BAD)

Anyways, as long as these rules are followed, and everyone listens to the RL, things should go smooth. Once again, pet at MB = wipe. BTW my raid failed because of a pet hehe. I will attempt again, and if anyone has a suggestion or two, post away. =)
RE: MB Raid do's and don'ts
# Aug 07 2004 at 5:21 AM Rating: Decent
just curious, why should teh pets be killed at raids, I've not been able to figure this out, is it because of their push or is it something to do with aggro?
RE: MB Raid do's and don'ts
# Aug 28 2004 at 3:44 AM Rating: Default
It messes up the aggro, brings MB to the raid force, you wipe. If MT does not hold aggro, MB WILL go nasty style on the raid, and kill everyone. He casts a few ae spells, which get pets riled up, the pets go in, and if the mt does not have the aggro established, MB gets ticked at the pet owners, and you have a mess. Pets are fine for spiders though. =)
RE: MB Raid do's and don'ts
# Sep 27 2004 at 10:58 AM Rating: Default
Sorry, but this shows what you know about leading raids. We simply don't let any pet classes without pet discipline AA bring pets on ANY raids. /pet hold makes life easy 8).

Your point of making sure pets don't go early in is a valid one tho. Of course this is true with 99% of the raid mobs out there.

impossible
# Jul 06 2004 at 11:33 PM Rating: Decent
no matter what you have said this guy is impossible=D,tried him 11 times with friggin retards that stick pets on him before we are ready.MB ran over and silenced all of our caster.we died very quickly
Positioning the Spider Groups
# Jul 06 2004 at 10:01 AM Rating: Excellent
MM did this with a pickup raid yesterday and I believe we had 4 spider groups set up outside of the MB's room in the 4 corners where they drop down out of the ceiling. My group was on spider duty and had the NE corner so hopefully what I can add can give you spider groups some decent info.

First, it seemed (at least at my corner) that the spiders dropped down out of the ceiling once every minute. For a level 65 group with decent dps, that means the mobs will die in about 15 seconds leaving you another 45 seconds to prep for the next. Secondly, it also seemed that there was the occasional roamer who also passes thru the room from adjacent rooms but who do not spawn from the room you are placed in. Occasionally we had to deal with 2 spiders at a time but with the DPS we had, we had no problem handling adds.

Positioning of the spider group:

Have the group standing just outside of the room they spawn in so that they have to path over you. This gives you a good view of the whole room and can spot the spiders as they spawn or path thru the room. Position an enchanter further back at the corner so that he can mez any that are missed by the group. We had 1 or two which somehow got by us but which the enchanter was easily able to handle.

Once the spiders are slowed, their damage is negligible. Maybe a couple hundred a hit. Im a pally and I could have easily handled the heals with supernal cleansing. Once we stopped killing spiders when MB was dead, looted and the PP dragged to our group, I still had 80% of my mana and most of that was used to chain stun the spiders to minimize their dps. A couple SCs were cast on myself and the MT but mana usage was minimal for me.

Overall:

We actually had a cake job here. With a single group and maybe an extra ranger, we had more than enough DPS to handle the spiders without getting overwhelmed. One of the other spider groups (the SW one I believe) did send out a message saying they were getting overwhelmed so Im not sure if we just got the easy spot with fewer spawns or if they were more lacking in DPS and couldnt kill them fast enough.

Those spiders are like level 53-54 and really are pretty simple if your group stays attentive and engages them as soon as possible.
RE: Positioning the Spider Groups
# Sep 14 2004 at 4:03 PM Rating: Decent
Last night's MB pickup raid got hit by the AE silence and wiped, but the spider groups did fine.

Quote:

First, it seemed (at least at my corner) that the spiders dropped down out of the ceiling once every minute. For a level 65 group with decent dps, that means the mobs will die in about 15 seconds leaving you another 45 seconds to prep for the next. Secondly, it also seemed that there was the occasional roamer who also passes thru the room from adjacent rooms but who do not spawn from the room you are placed in. Occasionally we had to deal with 2 spiders at a time but with the DPS we had, we had no problem handling adds.

Positioning of the spider group:

Have the group standing just outside of the room they spawn in so that they have to path over you. This gives you a good view of the whole room and can spot the spiders as they spawn or path thru the room. Position an enchanter further back at the corner so that he can mez any that are missed by the group. We had 1 or two which somehow got by us but which the enchanter was easily able to handle.


Perfect instructions... our BL timed the spiders to drop every 50 seconds +/- 2 seconds, though. With classic cleric/chanter/tank/DPS group, average kill time was about 20 seconds. (SE group I was in had druid instead of 3rd DPS, so RL sent in 2 more DPS to be safe.)

Spiders spawn in singles from the drop tube in far corner for first 3 spawns, then it's 2 spiders per spawn. It's like killing mobs on the PoJ trials for pace, only it's 2 mobs per spawn, not 4. You mez add, kill current spawn, prepare for next spawn.

I'm a fast gun 63rd level (Sleep mez) and I have ornate silk boots for Spell Haste IV, so I had no problem handling up to 4 spiders at once. (Yes, it got that bad after people started dying inside.) The point made previously about keeping extra spiders mezzed is right, but it's 2-edged: Once you mez a spider, you've agg'd it and it will need to be killed to stop it from agg'ing you or others. Quarters are too close for MemBlur portion of your mez to work.

One final point I'd like to make is that on raids, you're all a member of that team. If the team fails, don't gripe about it. Either you did your part and it wasn't enough (leave it at that), or you didn't do your part and you have no right to gripe.

Read strategies on here and be prepared.
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# May 15 2004 at 1:41 AM Rating: Decent
For something with such nasty AOE DOTs, it goes down really quickly as long as the explosions are prevented. Took like 30 seconds to destroy it, once the raid engaged. Of course I died, due to my Bard HP, but I got my Drunder flag when I was resurrected.
super messed over
# Apr 28 2004 at 3:54 PM Rating: Default
Well me along with about 67 others got messed over today. Was a pickup raid in POT for this guy. Took us 3 hours to get everything together and we finnally took him out. Then we had some noobs ninja his loot, then overhail the gnome. Then went ld and couldn't get a invite to try and hail him for the flag.

There is 3 hours of my life Id like to have back *sighs*.
#REDACTED, Posted: Mar 28 2004 at 5:36 PM, Rating: Sub-Default, (Expand Post) Hey Lariatha u must have been there when i was there I cant quite tell you WHAT went wrong for i dont now but I now hois AoEs got us bad and so yea thats all i know... heh.
Mezz... mezz.. mezz
# Mar 18 2004 at 9:02 AM Rating: Excellent
Since there is a slew of posts here with various strategies, my 2cp will be to affirm something:

MEZZ those spiders. Bring all the chanters you can. Keep them that way until you have dealt with MB or you will more than likely wipe.

Now, I realise many (if not most) flag raids are open pick-up affairs, and since they often end up being rather large... the temptation for blood-and-guts types is to just charge in, and try to nail the spiders at the same time as they engage the Behemoth. I personally consider that to be asking for a wipe... it would be like having everyone charge at Aerin D'Arr: you are dealing with some nasty AE's in this fight, and you should do everything you can to keep the situation from becoming desperate. Get as many chanters and ranged attackers as you can. And save some MGB's for the fight if you can.

Amongst many little sayings I have, this one applies well here: Control the game, do not allow the game to control you. <<wink>>

Now for some RAID TIPS...

Kill spiders until you can target this freak. No one should be in the room with the Behemoth except your MT. Absolutely no one... in fact, NO ONE needs to be in there AT ALL if you bring enough ranged attackers, which is the only way I would do this. Melee classes can help nail any stray spiders that may possibly get past the spider groups. No matter what, do not let any spiders get into the room where the MB is.

Casters and Rangers shine on this one. Everyone gather outside the door, in the hallway where the spiders path. Healers keep MT targeted... be ready to spam him with fast-casting heals as soon as the fight with the Behemoth begins.

Again... have a few groups who are totally dedicated to dealing with the spiders. These things give off a nasty blast when they die sometimes, so those groups should each have a mezzer and a couple of healer types. Pet classes also nice for those groups if you KEEP YOUR PETS UNDER CONTROL. Once the Behemoth becomes targetable, mezz the remaining spiders and keep them that way until the Behemoth is dead.

Just have someone keeping the door open to his room so you can all attack him from out in the
hallway with ranged attacks. Have Bards sing their various regeneration songs. Be sure that
everyone is nicely buffed up with hitpoints and resists. So long as you manage to keep the MB in one place, and away from the main raid force, it should not be very difficult to chop him down with ranged attacks. Wizards and other nukers can start blasting away once aggro has been firmly established. Just KEEP YOUR DISTANCE.

After the Behemoth dies, finish off the spiders if you wish. Drag the Gnome NPC around (see below) to each of the spider groups so that they can quickly hail him, and get their flag. Main raid force should quickly hail him right after Behemoth dies and as soon as the Raid Leader says to do so... then have a Monk FD pull the NPC to each spider group in turn.

Once everyone has gotten their flag, have a Wizard cast a mass Translocate to bind ("Teleport" spell) on the raid, and everyone can get out safely and cleanly.

Once you get your flag, go back to the Plane of
Tranquility, and zone in to Tactics (far right
stone in that cave). Then go back to PoK, and
get your free AA point (yay..!!!) from the dwarf in the bldg near the Soulbinder (say to him "I will tell you stories").

If you are there for loot, be sure you have all of that straightened out before you engage, so
as to make it quick once he is down.


~ Kj

Edited, Mon May 31 07:23:21 2004
Raid Help
# Mar 02 2004 at 4:28 AM Rating: Default
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93 posts
This raid happened on Maelin Starpyre last night (well the 1st of March). The main things to think about are, a) most of your clerics and enchanters do not have 4k+ hps, even raid buffed (3900 here and I'm heavily twinked at 55). MB, not so tough (15 spiders x 4 corners = tough). You HAVE to keep those spiders mezzed. Four Enchanters is not nearly enough. If one catches the 900 DoT, they are down. At least 2 Enchanters PER corner. Meat shields a plenty as well (1 MA, 2 SA, 2 TA). There is no chance of off tanking a caster in MB's room. Let the clerics take their lumps and die. Complete heal rotation is unneccessary. 2 Clerics on the MA should be sufficient, just keep them chaining (never break the cast since the MA could be DoT'ed). This is a gruesome battle. People are going to get DoT'ed and there is nothing that can prepare you for that except as many resistances as possible. BARDS ARE A MUST. Have one sitting in the back of the raid for the casters, and one as close to the tanks as possible. If the main bard goes down, the secondary must come up to the tanks and keep singing as many resist songs as possible. As other people mentioned, the DoT is going to wipe the better part of your raid group. So time is of the essence. By the way, he has a chance of casting some of the spells, not all of them. If he casts "Silence" duck and hide. Because all of your casters are out of commission :) (that was the ending of the raid on Maelin Starpyre). MB cast Silence, then some type of AoE knockback that sent the majority of people flying into the walls (splat). I hope this helps a bit =]

Lariatha Imperlisia
Dark Elf Templar of Innoruuk
http://www.magelo.com/eq_view_profile.html?num=922178
____________________________
cleric, maelin <retired 05>
RE: Raid Help
# May 27 2004 at 2:09 PM Rating: Default
if your enc gets hit by a DoT they are in the wrong spot.
RE: Raid Help
# Apr 04 2004 at 7:00 PM Rating: Decent
Quote:
a) most of your clerics and enchanters do not have 4k+ hps


I don't see how that is possible unless your clerics have crap gear. A combination of MGB SV, Focus, HoV, should put you well over 4K
RE: Raid Help
# Apr 23 2004 at 9:18 PM Rating: Decent
Fo7+Bot9+Kazad+brells+sta buff= about 2800hps
RE: Raid Help
# Apr 06 2004 at 10:51 PM Rating: Decent
yea hes right, especially raid buffed, and what would a level 55 or lower be doing in the raid, if not 60, 60+. Most 60+ should have 4k+ HP raid buffed.
Conclusion
# Mar 01 2004 at 9:12 PM Rating: Default
well what i have concluded is the following;

1. have one group at each corner to take care of spiders.
2. have chanter in every group
3. have rest of raid engage and kick his ***
4. all healers use any heal cept Cheal
5. get lots of dps to make it go quicker
6. after he goes down have monk fd pull him to entrance of poi.

ok, now i've never done a behemoth raid before but i'm leading one next week =/. i'm talented u could say with leading raids but i do have a few quesitons. a) should i have a cleric in each group constatnly doing group heal and all druids and extra clerics healing main tank, and with wut, rotating cheals or just mass heals? i don't think i'm going ot have alot of clerics with MGB on raid, thats wut i'm thinkin b) i never really understood when it comes to the restis part of spells but about how much resits does one need in order to resits his dot, says like -150 wutever category, fire,cold, poison, disease? c) how much damage do spiders do if they get through and are they constatnly non stop coming till u leave his room? d)and like is thier one spider that comes eveyr 15 seconds or something? thnx for all info u guys can provide
10 Minute Timer
# Feb 14 2004 at 6:17 AM Rating: Decent
Just so you guys know, not sure if this was for every encounter or just for ours, but tonight after we killed MB, the gnome guy was only up for roughly ten minutes. Nobody Hailed him or anything, we just dragged him out to the raid party using a monk, then proceeded to do all the rezzes. Right before the last couple people got rez'd he dissappeared. Haven't seen any other info on that subject so thought I'd just post a heads up.
Some info
# Feb 13 2004 at 1:16 AM Rating: Decent
To clear a few things up nice and pretty for people who get confused reading some of the nonsence here.

Behemoth starts out untargetable. He has a timer that resets every time one of the clock work spiders blows up in his room. You must keep all spiders out of his room for the length of the timer. once timer is up he becomes targetable and ready to kill.

That said while killing him you still need to keep the spiders out of his room because of their AE when they blow up.

MB himself hits for max of 818 that i saw could be higher. has a knockback so try to find a good wall put ur back to. Has multiple AE's that you can look up here. Has very few hp around 150k like previously said. just get him targetable and kill him fast. AE's will hurt your raid force and low health agro ping pong = bad for dps
Killed Him
# Jan 14 2004 at 5:24 AM Rating: Decent
Droped him on Drinal a few days ago. Pretty simple kill really. Cant remember the exact numbers. think maybe 9 groups or so (possibly less, i dont think all the groups were full). put 2-3 groups on each corner killing spiders till MB became targetable. Once MB was targettable and all corners were relativly clear we all rushed in and started beating on MB, only left a chanter in each corner to AE Mez the spiders. Dropped him in about 1-3 minutes, only about 4 deaths. After he died everyone evac'd room and went back to their corner and killed spiders again :). Dropped 2 Self Contained Force Barriers, i didnt win one :(.

Just wanted to note on the healing front pretty much any cleric who could used MGB EE, had about 3-4 cleric doing starting pretty much as soon as we entered MB's room and all the other clerics were patch healing anyone that needed it


Edited, Wed Jan 14 05:30:27 2004
We killed him!
# Jan 10 2004 at 12:33 AM Rating: Decent
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50 posts
We killed him with only 2 deaths... We had 4 groups killing spiders non-stop, then we had all the rest attack MB the leader told us what he expected us to do all before hand and repeated his instructions a few more times. I was in an assault group as a 53 Bst the fight didnt last more than 2 minutes max. i lost my pet during the beginning, there was a bunch of nuking, which didnt start until 15 seconds after the fight had begun, which i think helped keep Aggro on the MT i was kinda worried at the beginning... but it turned out great. As long as everyone knows what their supposed to do... it should go good..
Hitpoints
# Jan 08 2004 at 4:34 PM Rating: Decent
Anyone have any idea the amount of hitpoints on this badboy?
RE: Hitpoints
# Feb 09 2004 at 4:50 AM Rating: Decent
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377 posts
Very few, around 150k HP at best.
#REDACTED, Posted: Nov 26 2003 at 3:18 PM, Rating: Sub-Default, (Expand Post) Went on this raid last night I must say what an experance we had 12 thats right 12 groups of 6 avg lev of player was 64 and we were wiped with MB at 20% health. BTW this was a pick up raid.
#REDACTED, Posted: Nov 22 2003 at 4:00 PM, Rating: Sub-Default, (Expand Post) Well Im a Warrior on Bertoxx Server & Was Wondering if Anyone on this server wants to take out Behemoth . Reply Back =D
tough mob
# Nov 11 2003 at 4:16 AM Rating: Excellent
All that can be said about MB is that you need a LOT of DPS, keep the spiders mezzed with an enchanter at each corner, mana should hold out that long, kill behemoth within 2-3 minutes or you are going to die anyways. As soon as behemoth falls, evacuate the room. The AE's from spiders are horrid. Loot can be a problem too, hard to get to the corpse and loot without dying, also CRing from the fight is hard if you are dragging.
Resists
# Oct 11 2003 at 5:38 AM Rating: Default
Does he have any specific resists (magis, fire...) ?
RE: Resists
# Nov 19 2003 at 4:55 AM Rating: Default
None that I have ever noticed in about 15 times of killing him
Two cents
# Sep 05 2003 at 6:06 AM Rating: Decent
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70 posts
This is how we tried to do MB. Had a few groups set up in corridors where the spiders path through, each of the spider groups had a healer and a chanter at least. The rest of the raid stood at the main door. When MB became targetable everyone ran to kill him except for the chanter in each of the corridors and thier backup healer. Chanters mass mezzed the spiders as they came through. The rest of the raid rushed in and beat on MB. Sounds like a good plan but we failed, some reasons why we failed which anyone reading this should learn from...

First off, patch heals are the way to go if you try to CH you will fail. Everyone should be taking a lot of damage not just the MT. The whole fight should last under a minute so dont worry about anyone going OOM.

Second, main tank keep MB in position dont try to move him you will lose DPS from the melee following you around, making the fight longer, taking more DoT damage. Casters should try to stay outside the door so if you move MB you will probably take the mob and everyone inside the room out of casting range exposing your casters to silence and other nasty things when they try to go in.

Third, double up on CC. Dont rely on one chanter to mez the spiders coming down one corridor, you need backup. In our fight one of the chanters went LD when we engaged so we were totally exposed from that side. Do it any way you can, get another chanter or a bard to mez, have someone root, or just try to keep them under control and kill them all. Do anything to keep them from going in the room if even one gets through that could mean the end of the raid.

Fourth, MGB Heals are very important. When the MB becomes targetable signal your cleric/druid/beastlord to cast thier MGB HoT's on the main raid force *before* they go in the room then you can run in and kill him.

In all, even though we failed at this guy for doing everything above the wrong way we got him down to 27% pretty fast. His melee is laughable, and it seems he doesnt have a lot of HP. If you can cover all the stuff like I said above then its not that hard to kill the Behometh.
How we killed MB
# Aug 27 2003 at 6:49 AM Rating: Decent
Just to give you an idea of how fast his dots are... as a level 65 mage with 4200 HPs raid buffed and all resists over 200+. Here is how it went.

1. We killed all spiders in each corner outside the main room until MB became targettable.
2. When attack was called, I sent in pet. Ran into the room. I cast malosinia once (resisted). I nuked once. I got silenced.
3. At that point, I was at 10 percent health, I got low health agro & died. Guessing that the time from the call to attack to my death was approximately 20-30 seconds.
4. By the time MB dies, half your raid force may very well be dead. Spiders will be pouring into each corner, or the room and exploding if your chanters couldn't keep them down.
5. Have the dead meet at the graveyard. Rezzing seemed to be a waste of time. Just band together and fight your way back to the area. Use the raid channel to coordinate which corners need healers, DPS, etc. Its imperative that you get back ASAP to get rid of the spiders so you can do loot and hail the gnome for the flags.

Best of luck.
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