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The Lord of the Mists has fallen, but Bismarck is not the only primal to have been willed back into existence by its zealous children - Ravana, the Lord of the Hive, is risen again with ever greater savagery. Left unchecked, the Wrath of the Colony will surely seek out the Warring Triad on Azys Lla to feed upon the sleeping eikons' strength. Heed Unukalhai's warning, and slay the entity before its insatiable appetite for power unleashes destruction of cataclysmic proportions...

Preface

Ravana is a Level 60 Trial, featuring a high damage primal with some attacks that should be dodged, and some attacks that need to be split between multiple targets.

It is recommended that you bring two tanks into Ravana EX due to Blinding Blades, a frontal cleave which is split between all targets that it hits. Running a single tank is possible, but requires high team coordination with DPS running in to soak Blinding Blades when necessary.

Running two healers is recommended due to the high damage that Ravana outputs, making it almost impossible for a single healer to keep up with the group healing required in the later stages.

Below is a look at the benefits of each particular lineup:

2 Tanks, 4 DPS, 2 Healers 1 Tank, 5 DPS, 2 Healers
Offers easier handling of Blinding Blades, Swift Liberation, Final Liberation Offers more DPS for all phases, likely ending the fight sooner
Off-tank provides a safety net in case the Main Tank dies

If your party is new, running dual tank is preferable due to the safety features, as well as making certain mechanics easier.

Gear Requirements

Although Ravana hits fairly hard, the DPS checks in the fight are relatively low. Ravana can be killed with 150 item level armor + 170 item level weapon, and is not a particularly strict fight in terms of gear requirement.

Tanks are recommended to have at least 12,000-13,000 HP, but any more than that is luxury and not necessary if your healers are playing well.

If you are having trouble killing Ravana before enrage, bringing along Potions of STR/DEX/INT/MND and using them during Ravana's extra damage phases is helpful.

General Tips

Ravana is a 100% scripted fight, and each phase consists of a fixed moveset. Moving from phase to phase is determined by a Bloodlust Meter, located under the Duty Finder option in your duty list.

Memorizing the different attack patterns in each phase is key to success in this fight.

Throughout the fight, Ravana assumes three different stances:

  • Dragonfly Avatar:

    No particular strengths or weaknesses. Ravana uses Directional Parry (The Seeing Left/Right/Wing), Blinding Blades, Tapasya and Atma-Linga in this stance.

  • Scorpion Avatar:

    Ravana is in an offensive stance, with increased damage taken. Ravana enters this stance when preparing one of his Liberation moves.

  • Beetle Avatar:

    Ravana is in a defensive stance, decreasing damage taken. Ravana uses Pillars of Heaven, Laughing Rose, Surpanakha, The Rose of Conviction/Hate in this stance.

Several attacks in this fight inflict a Vulnerability Up debuff, which lasts for 3 minutes. Getting these stacks makes it much more difficult for your healers, and it is likely that the debuff will be refreshed and increased by another attack, so do your best to avoid getting hit.

Pre-fight

Mark the Northwest, Southwest, and Southeast corners of the arena as A, B, and C respectively. The arena marks should look as follows:

Assign two people to each corner of the arena - A , B , C , D (Unmarked).

These markers will be used later on for Swift Liberation and Final Liberation.

Phase 1

Dragonfly Avatar: 100% → 87%

Dance to the song of ringing steel!

Moveset

  • Blinding Blade
  • The Seeing Left/Right/Wing
  • Atma-Linga
  • Tapasya
  • Atma-Linga
  • Blinding Blade
  • The Seeing Left/Right/Wing
  • Atma-Linga

Repeats

This rotation continues until Ravana is pushed into the next phase at 87% HP.

At the start, Ravana executes a Blinding Blade - The more targets this hits, the less damage it deals to all targets. Taken alone, the damage is usually fatal.

Always be wary of when Blinding Blade is coming up! This is the #1 cause of wipes.

Off-tank or melee DPS should stack at Ravana's front to soak the damage of Blinding Blades at the start.

Immediately afterwards, Ravana performs The Seeing Left/Right/Wing. For 5 seconds, Ravana gains three directional shields which reflect physical attacks - all but one side will be shielded. Auto-attack will not be parried.

As the main tank:

If The Seeing Left/Right was cast, stand at Ravana's front and do not use weaponskills.

If The Seeing Wing was cast, you may use weaponskills.

Directional Parry guide:

  • The Seeing Left: Attack Ravana from his right side.
  • The Seeing Right: Attack Ravana from his left side.
  • The Seeing Wing: Attack Ravana from the front.

Do not attack the shielded sides! It causes a 100% slow debuff, knocks you back and deals heavy damage to you.

Do not linger at Ravana's front after the shields wear off! There is a high chance that an AoE frontal cleave is coming up, you do not want to be taking it.

Directional Parry activates exactly when the shield animations appear, not when the cast finishes - you can take advantage of this to squeeze in an extra attack.

Casters can ignore this mechanic, but bards/machinists will still be affected by Directional Parry if they attack the shields.

Ravana will then perform Atma-Linga, a raid-wide minor AoE damage.

Healers should prepare Medica II, Succor or Aspected Helios to deal with this.

After Atma-Linga, Ravana performs Tapasya. This is a strong, four-hit frontal conal AoE attack, which will likely kill you if you take the full damage.

After the first hit of Tapasya, move away or through the boss to avoid it's area of effect - three more hits will be performed. Return to the front of the boss immediately after the last hit has landed.

Do not get hit by Tapasya if you are not a tank! It is highly likely that a single Tapasya hit is enough to kill you if you are already weakened from Atma-Linga.

Ravana will continue his rotation until his health drops below 87% - if you are seeing more than two The Seeing Left/Right/Wing, your DPS might not be up to par.

Phase 2

Scorpion Avatar: 87%

Furious as a blaze!

Prelude to Liberation

In this phase, Ravana takes significantly increased damage. It is recommended that you save all offensive cooldowns for this part.

Ravana begins casting Prelude to Liberation, a sequence of moves that needs to be dodged. DPS Ravana until 3/4ths of the cast bar fills up, and then immediately run away from Ravana.

When the cast completes, Ravana will perform a strong AoE attack around himself that pushes back and inflicts Vulnerability Up.

After the cast completes, you should immediately run to the center of the room.

As a safety net, you may wish to cast Succor, Medica II or Aspected Helios during this phase.

Immediately afterwards, Ravana will create line fire-AoEs throughout the room which have to be avoided. If you are stacked in the center, these AoEs will be dropped through the center of the room, creating a criss-cross of fire lines across the arena.

Ravana will also drop 3 puddles of fire that inflict Burns on anyone who walks into them - do not walk into these at all costs.

5 players will be marked by a purple marker and a large circle - do not get hit by more than one.

If a player gets hit by Burns and has the purple marker on them, you can save them by using Stoneskin, Adloquium or Aspected Benefic, or simply by timing a heal on them right before and after the markers explode.

If you have the marker, move to the closest edge of the room and try your best to spread out.

If you do not have the marker, try to find a safe spot between circles, or hug someone who has the marker. Do not get venn diagrammed by the circles - you will die.

After the circles explode, run to the middle - Ravana will land in the center and begin charging up his next move, Liberation.

Liberation

Immediately stack behind Ravana once you see Liberation being cast. Continue DPSing Ravana until the cast completes.

Ravana still takes increased damage during this cast, so it is recommended to use up all your offensive cooldowns here.

When the cast completes, Ravana will perform three strong AoE moves to his front, left, and right, which push back and inflict Vulnerability Up.

Take care not to be too far from the middle, or you might get hit by the AOE when Ravana lands.

Ravana will then take off into the air, before landing back down at one of the edges of the arena, along with 3 clones.

Take note of where Ravana lands, and when the second Ravana lands, move to the empty side of the arena.

The Ravanas will then charge across the middle of the arena. Move into the space occupied by the Ravana that just charged in order to avoid the charges - you should be able to just run around the edge of the arena once the first charge hits.

Ravana will land back in the center of the arena after the charges, and proceed to the next phase.

Phase 3

Dragonfly Avatar

Moveset

  • Warlord Shell
  • The Seeing Left/Right/Wing
  • The Seeing Left/Right/Wing
  • Tapasya
  • Atma-Linga
  • Blinding Blade
  • The Seeing Left/Right/Wing
  • Atma-Linga
  • Tapasya
  • Atma-Linga
  • Tapasya
  • Blinding Blade
  • The Seeing Left/Right/Wing
  • Atma-Linga
  • Atma-Linga
  • Chandrahas

Warlord Shell is a protective barrier that needs to be broken as soon as possible, if your party takes too long to destroy it, it causes a wipe.

This shield is not very strong, and can easily be broken as long as two or more DPS are alive.

After the second The Seeing Left/Right/Wing, adds will begin to spawn - Spirit Gana and Moon Gana.

Take wing, ye souls of war!

Spirit Gana are fairly weak and can be killed easily be a single DPS, while Moon Gana have substantially more hp and require 2 or more DPSes to bring down swiftly.

Ganas have regular aggro tables and short range - tanks can provoke ganas that are far away to draw them closer to the party.

Using Medica II or Aspected Helios to draw aggro during this phase can be a good way to draw ganas closer to the party.

Tapasya happens shortly after the Ganas spawn. The tank needs to keep an eye on where the Ganas are, rotating Ravana so that Tapasya does not hit the party as they dps the adds.

Remember when Blinding Blades happen! Refer to the moveset and memorize it.

Ranged DPS and tanks should focus the ganas that are in front of Ravana, while the melee DPS focus the ones in the back.

If your DPS is good, you can consider letting the ganas gather at Ravana before using AoE moves to simultaneously burst down Ravana and the ganas. Simply stay close to Ravana, and the ganas will approach naturally.

Don't forget to DPS Ravana if you have downtime inbetween ganas! This is especially important for Dragoons, to let them keep Blood of the Dragon up.

After a short time, ganas will begin to cast Falling Laughter.

These adds need to be killed as soon as possible - when the cast finishes, a sword will spawn which causes Ravana to inflict Vulnerability Up on the party during Chandrahas. More than 2 swords is likely a wipe.

If you have any Vulnerability Up stacks, they will be refreshed if you get any swords during this phase.

Rejoice in the glory of combat!

After the double Atma-Linga, Ravana will move to the center and begin casting Bloody Fuller. When this cast finishes, he will cast Chandrahas on the party, lifting the party into the air for about 15 seconds and dealing raid-wide damage.

Phase 4

Beetle Avatar: Bloodlust Meter 0 → 100%

Moveset

  • Pillars of Heaven
  • Laughing Rose
  • Surpanakha
  • Surpanakha
  • Surpanakha
  • Surpanakha
  • The Rose of Conviction
  • The Rose of Hate
  • Surpanakha

Repeats

This moveset repeats until Ravana advances to the next phase (This is done by dealing enough damage to fill the bloodlust meter under the Duty Finder timer.

Upon landing, immediately make sure there is a wall behind you. If not, move around Ravana until you have a wall behind you.

Ranged DPS and healers may wish to move to a wall immediately.

Ravana will switch to Beetle form, and then immediately begin casing Pillars of Heaven. This move causes immense knockback and will knock you off the stage if there is no wall behind you, and deals more damage the closer you are to Ravana. Move to a wall at the edge of the arena before the cast finishes to minimize damage taken.

Immediately after Pillars of Heaven completes, a member of the party will be marked with a grey marker - this is the marker for Laughing Rose.

Laughing Rose does significant area-of-effect damage split by the number of people who take it - the entire party should gather around the marked person to share the damage, or they will almost certainly die.

Make sure the party is at full health before the marker explodes, or it is likely someone will die. Laughing Rose does on average 9000 damage to the entire party.

After Laughing Rose completes, the party should spread out in preparation for the next move.

A member of the party will be marked with a red Prey debuff - this debuff can be passed to other members of the party by walking on top of them.

The person marked with Prey should pass this debuff onto the main tank, taking care not to walk through any other members of the party.

10 seconds after the Prey marker appears, Ravana will perform four Surpanakha hits on the person with the marker. This is a strong frontal AoE cone that will follow the marked target, and should be kept away from the party.

After the four hits of Surpanakha completes, Ravana will perform The Rose of Conviction on the party. 6 members of the party (except the person with highest aggro on Ravana) will be tethered to orbs that spawn around Ravana. These orbs will follow you around and will detonate if they get too close to you.

The orbs deal heavy damage in an AoE, and inflict Vulnerability Up on anyone who gets hit.

To deal with the orbs, the non-MT members stack on each other at the edge of the arena, and run around the outer edge until the orbs disappear.

If you do not have a tether mark on you, it is possible to resume DPSing by using a gap closer to get to Ravana, and staying on the flank away from the orbs.

During this, Ravana will hit the tank with The Rose of Hate, a strong AoE, heavy knockback frontal attack that needs to be dodged, before following up with Surpanakha. The tank will have to rotate Ravana as the party runs around the arena, making sure not to face Ravana towards the party.

After the orbs expire, Ravana will perform one last Surpanakha on the tank, and the moveset will repeat until the next phase.

Phase 5

Scorpion Avatar

Swift Liberation

In this phase, Ravana takes significantly increased damage. It is recommended that you save all offensive cooldowns for this part.

Ravana starts casting Swift Liberation in this phase.

Swift Liberation consists of two acts.

First Act - Sword Markers

In the first act, Ravana charges constantly from player to player 4 times, dealing heavy physical damage and inflicting Physical Vulnerability Up on anyone who is hit. Getting hit more than once often results in death. The first charge will always hit from the center of the arena to where the first mark is, and the second charge will hit from where the first mark got hit to where the second mark is, and so on and so forth.

These charges are a wide, linear area of effect attack that begins from where Ravana was, and ends slightly past where the player is standing.

The order in which the players will be hit is determined by the markers above their head. The player marked with One Sword will be hit first, Two Swords will be hit second, Three Swords will be hit third, and Four Swords will be hit fourth. To handle this, players with the markers will move into these positions:

One Sword A
Two Swords B
Three Swords C
Four Swords D (Unmarked)

Immediately after the charge begins, the player must move away from where they were standing and to the middle, or risk getting hit twice.

If you do not have the marker, you can continue DPSing Ravana from the back. As long as you are not between Ravana and the first sword, you will not be hit by Swift Liberation.

If you are feeling ambitious, you can prevent a player from getting Physical Vulnerability Up if they take no damage from Swift Liberation - whether this is by using Stoneskin, Adloquium, Sacred Soil, etc. This can come into play in a later phase.

When running a two tank composition, there are two possible results for who gets the markers:

Scenario 1 Scenario 2

Tank

Tank

Healer

Healer

DPS

DPS

DPS

DPS

If you are running a different composition, or if someone is dead, the markers will be different.

This division comes into play later for the second act.

Second Act - Purple Markers

In the second act, Ravana divides the arena into four zones with lines of fire that inflict heavy Burns damage. Four players receive purple markers similar to Prelude to Liberation. Getting hit by two purple markers usually means death.

Do not cross zones no matter what! Getting hit by a purple marker is not the end of the world, but getting hit by both a purple marker and Burns is likely to result in death.

Each section is large enough to accommodate three purple circles without overlapping as long as the players stand at the very edge.

To make it easier, assign two players to each section of the arena. This makes sure that the chance of overlapping circles is slim to none.

If you see someone with the Burns debuff and purple marker, you can save them by healing them or shielding them with Adloquium.

Players who did not receive the Sword Markers will receive the purple markers. Following the above table, there are two possibilities when running a dual tank composition:

Scenario 1 Scenario 2

DPS

DPS

DPS

DPS

Tank

Tank

Healer

Healer

You have about 10 seconds to position the purple circles away from each other before they explode.

After they explode, the lines of fire will disappear, and Ravana will land at the center. Gather at the middle with Ravana and continue DPSing with full force.

Final Liberation

Immediately after landing, Ravana will begin to cast Final Liberation.

Ravana still takes increased damage during this cast, so it is recommended to use up all your offensive cooldowns here.

Final Liberation consists of three acts:

Double Prey

Two people will get marked with a Prey debuff while the rest of the party receives Slippery Prey.

Slippery Prey prevents you from passing the Prey debuff for 8 seconds after the initial Preys come out. After it expires, you can pick up the Prey debuff by walking over each other.

Be careful not to accidentally pick up Prey while dpsing Ravana! If you accidentally pick it up, make your way to your assigned marker immediately (either A or C).

When the cast finishes, Ravana charges the players with the Prey debuff, similar to Swift Liberation. This charge deals heavy physical damage, and anyone hit by it receives Physical Vulnerability Up.

The debuff lasts through two charges, so it has to be passed to a different person inbetween charges - it is unlikely to survive being hit twice.

There are a few methods of dealing with it, but the most common method is to send one person with the marker to A, while the other moves to C.

The rest of the party gathers around B, and waits for the first charge to finish.

You can continue dpsing Ravana through the cast, but remember to back away from Ravana (and move towards B) the second the cast finishes.

Purple Markers

After the cast finishes, Ravana will mark three players in the group with purple markers, similar to the previous phase.

During this phase, two players needs to take the Prey markers off of the players who took it originally.

The players who took the new marker then need to position the charge so that it does not pass through the center of the arena.

This is accomplished by moving slightly towards D, ensuring that Ravana's charge moves from A/C towards D, and not towards the group.

Getting hit by two purple markers is likely to result in death.

Getting hit by a Prey's charge and the marker is a large amount of damage, but survivable with a Succor/Aspected Helios shielding you. Use any defensive cooldowns (Foresight, etc) that you might have if you find yourself taking both.

It is recommended to use Succor, Medica II or Aspected Helios in this phase. Stoneskin/Adloquium the people who are taking off the Prey debuffs, if they have purple markers on them.

Refer to the animation below for an illustration on how this phase works:

Room AoEs

Immediately after the second Prey charge, all players need to head to the center of the room. Ravana will perform a room-wide AoE on everywhere but the center; players hit by this will suffer from Vulnerability Up.

After Ravana lands, you have enough time to get one-two attacks in, but if you are new you should play it safe and watch out for the upcoming AoE.

Immediately after that AoE, Ravana will perform a second AoE, this time hitting the middle of the room. Immediately move out of it towards the edges of the arena - if you are hit by this, you will be knocked back very far, likely pushing you off the arena.

Advanced Tips for Double Prey

An alternate method of dealing with Prey is to pass it to the tanks, and have them use cooldowns to reduce the damage taken. If you use Stoneskin and Adloquium on the targets with the Prey markers, it should be enough shielding to ensure that they do not get hit by the actual damage. If no damage is taken, they do not receive Physical Vulnerability Up, allowing them to take a second hit. The tanks should still move to position the charges so that they do not cross through the middle again.

If you have a Paladin or Dark Knight, you can have them use Hallowed Ground or Living Dead before the second hit connects, preventing all damage. Note that the tanks should still position themselves correctly to prevent Ravana from charging through the party.

You can use a Level 3 Tank Limit Break to prevent the damage from the second charge and the purple markers, allowing you to easily reach the next phase.

Phase 6

Dragonfly Avatar

Moveset

  • Warlord Shell
  • The Seeing Left/Right/Wing
  • Atma-Linga
  • The Seeing Left/Right/Wing
  • Blinding Blade
  • Atma-Linga
  • Tapasya
  • Atma-Linga
  • Blinding Blade
  • Atma-Linga
  • Atma-Linga
  • Tapasya
  • Blinding Blade
  • Atma-Linga
  • Blinding Blade
  • Atma-Linga
  • Tapasya

Same as before, DPS down Ravana and make sure you don't forget about Blinding Blade.

Use your remaining offensive cooldowns in this phase, as Ravana takes less damage in the next phase. If you plan on using Melee Limit Break 3 here, it does about 4% of Ravana's HP.

If you have multiple party members down from Final Liberation, you can use Level 3 Healer Limit Break to bring them back to life.

Warlord Shell happens again in this phase, break it as you did before.

Do not forget about The Seeing Left/Right/Wing! Getting parried in this phase is highly likely to result in wipes, due to the additional damage and healers needing to esuna off the Slow effect. Atma-Linga + Revengeance + Blinding Blade can often be just barely enough to kill you.

As the off-tank, do not forget to stack for Blinding Blade - letting the main tank die for Blinding Blade, and then the boss turning to do a Tapasya on the entire party is one of the most common wipe scenarios.

Be careful of the damage taken in this phase, it is highly likely that you will wipe if your healers cannot keep up with Atma-Linga + Blinding Blade.

Keeping Medica II active is a good idea for this phase, as well as any regen effects you have.

If you've reached this stage, congratulations! You know the whole fight, and are likely to clear.

Phase 7

Beetle Avatar: Bloodlust Meter 0 → 100%

Moveset

  • Pillars of Heaven
  • Laughing Rose
  • Surpanakha
  • Surpanakha
  • Surpanakha
  • Surpanakha
  • The Rose of Conviction
  • The Rose of Hate
  • Surpanakha
  • Surpanakha
  • Surpanakha
  • Surpanakha
  • Surpanakha
  • Surpanakha
  • Surpanakha
  • Surpanakha

Repeats

Refer to Phase 4 for a detailed overview of this part - it is essentially identical save for the extra Surpanakhas at the end.

Simply be careful of the Pillars of Heaven at the start, and you will have no trouble.

Melee Level 3 Limit Break deals about 2% damage in this phase.

Phase 8

Scorpion Avatar

If you've reached this phase, you have average or poor DPS, and Ravana is close to enraging. Ravana will begin casting one of his Liberation moves - refer to the previous phases for help on how to deal with them.

Congratulations! You've beaten Ravana! Enjoy that hive weapon!

Notable Moves

The Seeing Left/Right/Wing

Dragonfly Avatar

Also known as Directional Parry or Shield.

Inflicts a 100% slow debuff and does moderate damage if you attack Ravana from the wrong side.

  • The Seeing Left: Attack Ravana from his right side
  • The Seeing Right: Attack Ravana from his left side
  • The Seeing Wing: Attack Ravana from the front

Blinding Blades

Dragonfly Avatar

Heavy melee cleave attack on the target with hate. Damage is reduced by the number of people taking the hit.

Atma-Linga

Dragonfly Avatar

Moderate raid-wide damage, damage increases as the trial progresses.

Tapasya

Dragonfly Avatar

Extremely heavy frontal cleave attack on the tank, does one hit, waits, and then three quick hits. Do not get hit by the follow-up hits, move through the boss or away from it to avoid being hit.

Chandrahas

Dragonfly Avatar

Heavy raidwide ultimate attack.

Refer to Phase 3

Prelude to Liberation

Scorpion Avatar

Refer to Phase 2

Liberation

Scorpion Avatar

Refer to Phase 2

Swift Liberation

Scorpion Avatar

Refer to Phase 5

Final Liberation

Scorpion Avatar

Refer to Phase 5

Pillars of Heaven

Beetle Avatar

Heavy AoE damage and pushback, make sure you are pushed into a wall or you will fly off the arena.

Laughing Rose

Beetle Avatar

Indicated by a grey marker, heavy AoE damage that is split between everyone who takes it. Needs to be shared by the entire party. Deals around 8k damage if shared with the party.

Surpanakha

Beetle Avatar

Wide AoE damage that hits all the way to the edge of the arena. Do not let the party take this; the tank needs to face it away from the party.

The Rose of Conviction

Beetle Avatar

Creates 5 orbs that tethers to 5 non-tank players, and follows them around the room. Party needs to be stacked on top of each other, and moving around the edge of the arena to avoid the damage. Orbs detonate if they get too close to a player, and inflict moderate damage and Vulnerability Up debuff.

The Rose of Hate

Beetle Avatar

Linear AoE move that targets the tank and is indicated by a red marker, deals heavy damage and pushback if hit by it.