Asylum Sanctorium Trial Guide

All About Mechanics Addon link

his Episode of All About Mechanics is taking part in Asylum Sanctorium. This is located in the Clockwork City map as shown below left. The bosses are marked on the map below right , with their names and locations. I shall explain their mechanics as well as what you should and shouldn’t do while facing them.

Location

Boss Fights

Saint Llothis

This boss is situated on the LEFT path as you come into the main entrance area of Asylum Sanctorium. There are two roles for the tanks here. If you have two tanks, ONE should be focusing the boss keeping it turned away from the group at ALL times. The other tank should be holding the TWO adds to one side faced away from the group.

The group however should be situated in a semi circle behind Llothis as much as possible to be sure they are not at range OR too far away from the boss. Make sure not to go too close to the two adds unless the group decides they are going to kill them and be aware of incoming mechanics (explained below).

Poison Cone – Periodically the boss will call out ONE player and aim a very large poison damage over time cone aoe at them. The player effected will have a debuff in their debuff UI and at the same time be glowing green. When this happens the affected player MUST stand completely still and block. All other players must get away from them.

The reason i encourage people to stay CLOSE to the boss in a semi circle is so that the thin end covers barely any space at all making it very easy for people to avoid it. If you are spread out too far back, the thick end of the cone will cover many players and kill them.

Note: You MUST stand STILL if it is on you, the cone will follow you and if you do not plant your feet you will kill people.

Teleport – During the fight the boss will teleport to one of 3 locations. When this happens he will leave a very aggressive poison circle on the ground and all players MUST get out of it fast (simply dodge roll). Everyone now needs to reposition to where the boss is now standing and rejoin their semi circle formation ready to play the continuing mechanics.

Channel Poison! – The boss will raise his hand in the air. When this happens he will have a large burst aoe from under him knocking everyone back and once completed will constantly channel poison damage directly to players. This damage is very high so you MUST pay close attention to this mechanic. The way to stop the WHOLE mechanic, is to spot his action, and simply interrupt it with a bash or interrupting skill.

Poison Shot! – The boss will occasionally attack the tank (or whoever has agro) with a heavy poison hit which he charges up. This does cause an aoe splash under the tank. If you are the tank simply block this. If you are NOT the tank, you should be no where near the tank and can avoid the aoe with no issue anyway.

Enraging Robots! – The two adds held to the side by the off tank can either be dealt with or ignored depending on how strong/confident your tank is. A big chunky capable tank can hold them all day long. A squishy one will not. So help them out.

All you need to do is focus damage on these until they are dead/sat down, and then continue back onto the boss again. If you leave them too long they will enrage. Simple option, kill them or don’t. Your group will depend on your choice but either way they MUST be kept facing away from the group.

Both have a frontal aoe attack which can wipe individuals if not a tank, and they have a hovering STOMP which can one shot dps and/or healers Especially when enraged. To play safe, kill them when ever they are active. But again the choice is yours. In the video we played safe. They don’t have a lot of health, aoe can kill them easy.

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Saint Felms

This boss is VERY simple but so many people make a meal of it because they get bored and cannot repeat simple mechanics more than a couple of times before they start running around like headless chickens. This is an endurance test for consistency. It doesn’t have to be a long fight but your mechanics and co-ordination must be on point if not to scatter aoes all over the place.

The tank should hold the boss with their back against the wall in the middle, while the group stand together in a solid hard stack in the center of the circle the tank is near. 3 people need to be on the edges of the room however.

Either healers or ranged dps for two of them, and the off tank for the other (as demonstrated in the middle) one left one right and one middle. These are bait for the boss as he will jump to them during the fight. More explained below.

BIG BOOM! – Yes these abilities have real names but you KNOW which mechanic i am talking about if you are reading this. Saint Felms will raise his hand and release TWO energy orbs into the air and they will come crashing down on the group. Much like world shaper in Sanctum Ophidia. This boss has already decided which target/s are going to be aimed at. So if someone is running around these boom mechanics can land in some really messed up places. So you MUST at ALL times, for THIS mechanic, stay as hard stacked as you can. Doing this will always push those shots to land in a double stack rather than spread out, in the middle of the group.

Now the hard part. Before it lands, the whole group needs to sprint out of the middle. Let them explode and then…(the hardest part) get back IN AGAIN!! As stupid as that sounds that is quite possibly the hardest part to get right. There is ALWAYS that “one person” who will NOT co-ordinate and thinks their new position is safe and they can do what they want…WRONG. Get out, get in, get out, get in. Very simple. Do not mess it up because you will be one shot for it and it is hard to recover. This trial is all about co-ordination and it is not the mechanics that will necessarily kill you…it is your friends ūüėČ

Teleport – The boss during the fight will teleport strike. This i why you need the three kiters. At 100% and under he will jump to ONE target. Drop a BIG damage overtime aoe affect on the floor with minor maim attatched to it (this will reduce damage the players do if they are hit with it) when he teleports to the player, they must block and/or dodge roll and get out of the placed circle and stand in a new spot (equally as far away from the boss kill spot if possible. Once he jumps again the old aoe will be gone and they can go back to their original position. Back and forth basically baiting the boss out. At 75% the boss will start doing this to TWO players and finally at 50% he will do it to THREE players (hence 3 kiters). There are many different ways to do this but it IS a solid method and you can see in the video how to pull this off. If you maintain this you will always have the Maim circles on the ground OUTSIDE the group while the BIG BOOM mechanic will always be in control with plenty of space in the middle.

Adds – Throughout the fight 2 shadows will appear together. These need to be stacked with the boss and you MUST focus them. The lower the health in the fight the more damage they do and they CAN wipe the group especially at 25% and under. Your priority targets in this fight are THOSE adds. It doesn’t matter how long it takes you to kill the boss so long as you focus the adds.

One major thing to note is to watch out for their spin to win (whirlwind). If they spin they will show a large aoe. You can step out of this if you are fast but if not, you MUST block or you will most of the time, die.

In a nut shell, kiters hold your nerve and focus, main group get in get out as the big boom comes in and kill adds. Tank…don’t die! Strict co-ordination and understanding of the 3 major mechanics and this can be an easy ride. Scattering complacency will make this a mess.

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Saint Olms

The Robot Chicken himself is quite honestly the easiest of the 3 bosses to kill but also the easiest to mess up. Some of his mechanics can cause a FAST wipe so you MUST pa attention. Generally it is not the mechanics that kill you…but your own TEAM running around like…you guessed it, “headless chickens”.

The boss should be held to one side of the room and faced away from the group. While the group situated themselves in a strict semi circle behind the boss.

One healer should be at the back behind the tank and one should be behind the main force of the group (this will make more sense later).

Be sure that you have noted the gate and the fence (or back and front) of the room so that you know that place is a safe zone for a later JUMP mechanic. This is all demonstrated also in the video. No it is NOT “entrance and exit”…the exit is the front door, if you exit out of the back fence you mite hurt yourself in the face! Jokes aside call it what you must in order to understand your location/spacial awareness in the room. But these are important spots to remember for later.

Steam breath – The tank will occasionally have a MASSIVE cone aoe aimed at them where the boss is literally breathing in their face. This will apply a very long duration debuff and while on you, you will take a LOT of damage from all other attacks. Instead of receiving the damage, simply step to one side, let it pass and then get back into position again. You do NOT have to be hit by this. The boss is incredibly slow you have loads of time.

Heavy Attack – This is pretty simple. The boss will heavy attack the tank. block it!

Lighting Tail Whip – Be careful with the boss, if you spin him and the person with agro is BEHIND the boss, he will try to tail while you and several split up lightning shots will be fired at you across the floor. If you do not block this you will be stunned.

Lighting Circle – Saint Olms will spit into the air roughly once every 30-32 seconds firing a lightning circle on the ground at the FURTHEST away target. The back kiter or the front kiter will receive this unless¬† dps is not paying attention. Don’t let this happen too often, kiters are there for a reason, pay attention. When it lands the kiter will have get out of it quick and stand to the side of it ready for the next one to land or simply wait out it’s duration.

If you stand in it you will lose health rapidly and lose 50% resources per tick. So you really don’t want to be in there. the kiter behind the tank has several cubby holes they can stand in to bait out the aoe. Once it lands all the have to do is move to the next one and rinse repeat.

TIP: If you are scared, unsure, inexperienced or just want the help. Slot mist form. You basically just walk out of it with that buff on and protect yourself MUCH easier rather than taking a one shot for making silly mistakes.

JUMP! – At set health percentages (yes these can overlap if the boss is in a rotation and you do more damage) he will jump back and forth to the left and the right of the room over and over. This is when your group in the middle AND the BACK kiter will need to go to their closest safe spot (front or back of the room). Once there they must BLOCK. Doing so will protect them vs the big quake he affects each player with. If not you will die. You can survive with damage shields and such but just keep it simple for now, keep health up and block!

If the kiter does not get in place quickly by the way they are the first to die because his first jump location (right) is exactly where they are standing. The tank however can block the whole hit when he jumps on their head no problem.

Once the phase is over he will be back in position and you can continue the fight. This jump phase will happen at 91% 76% 51% and 26% so pay attention to the health and be ready to make a run early on!

Protectors – Tiny Drewmer roller drones will appear and come into the room. These are 100% your priority target for the entire fight. They situate in many different places at random and must be killed. If they are alive the boss is invulnerable. But you MUST be sure to maintain your semi circle formation as much as or as soon as possible if you feel like you need to move. The safest way is to let the people closest deal with it and you can just heavy attack the boss to get resources back during this phase if you cannot reach (if you need to) or if you HAVE ranged damage available, try to kill it from as far away as possible so your position in the semi circle is not compromised for long…the next mechanic is incredible important for that!

FAN OUT! – The boss will flap his wings and life OFF the ground into the air trying to be a real bird but looking like the robot chicken he is! When this happens, he will throw out some straight ground based electrical shots which must be avoided in several directions and at the same time…someone needs to shout “FAN OUT!”…because that is exactly what you are about to do.

Each player will be effected by a lightning aoe that they will drop on the floor. If they stay still it will hit them and kill them. If they move it will be dropped on the floor away from them. This will happen with 4 individual aoe drops per person. SO, you are already in a semi circle…so if everyone walks back wards!¬† NO ONE will cross ANYONE’S path and everyone will have loads of room either side of them. All you have to do, is go back back back, come back in. It’s very simple.

NO ONE should be overlapping, NO one should be standing behind anyone else and NO one should be dancing around the room.

In some situations you are in a tight squeeze so you can go in a small circle/square and drop them near you but do NOT interact with other players.

Much like the first boss, every body get out, every body get in again. This is the simplest mechanic in the entire trial and the one that kills EVERYONE because of that “one person” that won’t stick to their position. This WILL take some practice but once you nail it is can be very straight forward.

The key point is to ALWAYS maintain your semi circle position not stacking on anyone not standing in front or behind anyone and then this mechanic is done.

This will happen once every 60seconds or so , so keep your eyes peeled! And above all do NOT panic.

Fire Pot Spiders – During the fight these are running around like mad going into the group and blowing up. Don’t panic, don’t even taunt them just keep dots down and they will die. Failing that they will explode eventually anyway so just watch your feet. So long as you are not REALLY low health they shouldn’t cause much of a problem.

The Room, The Room, The room is on FIRE! – At 25% health the boss introduces his FINAL mechanic. The easiest and most dramatic mechanic of the entire trial! NO it is NOT panic time It is NOT “enrage time” there is no enrage!
The boss will glow orange and spit into the air. The left side will be consumed in fire (meteor type spreading fire) the tank and healer must block and then cleanse/heal the 4 second damage over time they receive.

If you are standing in your semi circle, this POP will NEVER hit the group. Panic over. On the right side of the room, another spreading boom of death will appear…if you are in the semi circle you will also NEVER be hit by this…the back kiter may need to move forward slightly for a split second…

And the final boom! In the middle ISH…IF you maintain your positions and IF you are disciplined through all of the mechanics, you should be roughly in the middle of the room, which puts you on the edge of EITHER or the two random incoming aoes. Making it much easier to simply step out of it. So to make that clearer. The big boom will cover as much ground as the other two shots but it WON’T be dead center, it will be at the front of the room, or the back. All you need to know is where it is landing, and simply run to the gap. Once successful, run back into your spot and carry on like nothing happened.

TIP: if this mechanic keeps tripping you up over and over and over, take off a dps skill (if you are a dps) and slot mist form. From full health IF you accidentally get caught, pop a mistform, and stand in the fire. You will take barely any damage at all. You can maintain mistform until your damage over time ability is off you, OR you can insta remove the skill channel and take a heal/purge. NICE and easy and GREAT for practicing and building confidence in that part of the fight!

From there on out all of the above mechanics are rinse repeat! Maintain co-ordination throughout and you are fine. It is not a dps race it is an endurance consistency test. Don’t be complacent, work as a team and don’t Kill each other!

 

HARDMODE!!!!

Essentially there are 2 different Types or stages of hard modes. One type, you basically take on Saint Olms and ONE of hits side bosses. Either Flelms OR Llothis. The way to do this is to kill the one you Don’t want in the room, ignore the other one and come back down stairs and open the gate.
The other way is to fight them all at once! This is simple. Don’t bother going up the ramps. Just run straight to the gate and open it.

The ENTIRE BOSS FIGHT is EXACTLY the same. ZERO new mechanics, however…now you have to deal with his minions and these do make a big difference.

Llothis – Llothis will enter the room after the first Jump (90-91%). You now have a 10million health version of Llothis and all of his mechanics to deal with. He will teleport around the room leaving poison dots. He will do the poison cone which people MUST block and stand still with and he will cast his channel ability which MUST be interrupted!

If you can manage these mechanics, you have one major condition as well as controlling the boss and mechanics…You need to sit him DOWN! He has 10million health and you have 3 minutes to kill him (sit him down) until he enrages. You can survive and still maintain if he enrages if your group is built for survival but really just push him as much as you can to stop that from happening.

So there technically is a dps check for this guy BUT it is VERY low. During mechanics though panic can alter how this pans out for the group. 3 minutes of 10million health is literally only 7k dps per player “required”…But it is very easy to get overwhelmed with mechanics and slip. So do focus mechanics but also focus your damage on THIS guy.

If the off tank can manage it, try to stack him on St Olms so that aoe can still hit the boss while you aim to focus Llothis. Be aware though, you must still make Protectors and mechanics your main priority.

Once Lothis sits down, you have 45 seconds of free time until he gets back up again at full health.

Rinse repeat.

Felms – Felms will come in at the second jump (75-76%). Now you have both bosses in the room. This boss follows the same rules. 10mil health, 3min timer before enrage and of course 45 seconds sit down once he is dead before he comes back in again.

Try to apply the same strategy with this boss as the other. Get the off tank to try to stack it on or close to the boss IF possible so that aoe can hit the boss and this guy can be focused.

If ONE of the minis is up, be sure to focus them. If BOTH are up, try to kill them as close together as possible so then you have 45 seconds breathing space with BOTH sat down. This will take practice.

During his presence in the room he will NOT have adds, but he will have his teleport mechanic dropping the maim circle, which is why it is important for the group’s position to be disciplined and for the back of the room kiter to always be in position to receive it as and when they can (demonstrated in the video, be sure to block/dodge). And, he will also have his big boom mechanic aimed at individuals. If you see it coming, just step out of it.

Overall it is about pace. Relax, be co-ordinated and don’t panic. The dps requirement for these two bosses are unbelievably low but complacency can waste a LOT of time. Focus as a team and this can be a breeze, panic and this can be a long day at the office!

Overall you must maintain order of priority. Protectors MUST die first (one protector out makes Saint Olms, if two are out the mini is immune, if three are out they are ALL immune. After the protectors the mini bosses take priority, and the boss is always your last target. If you are playing wack-a-mole with the mini adds but doing even 1k dps to the boss over a long period of time, so long as you are keeping those mini bosses from enraging, you are still going to pass.

Saint Olms does NOT have a dps check. Just manage the adds and pace it.

practice makes perfect, you can do it! ūüėČ

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Trial Loot

Here is a list of all the loot you can expect to find in Asylum Sanctorium. On normal the loot is blue from the last boss as far as the weapons are concerned but the trash loot (side bosses) is green. On Veteran the loot is all purple BUT on hard mode the boss loot (weapons) are PERFECTED versions not regular versions!

Final Note

Thank you for taking the time to watch the content and read this guide. Be sure on your travels to remember, although once you get very experienced you may make these Trials much easier and faster… it starts from the ground up and it’s…¬†¬†¬†¬†¬†¬†¬†¬†¬†¬†¬†¬†¬†¬†¬†¬†¬†¬†¬†

                                                                                             
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