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Asylum Sanctorium Trial Guide
Asylum Sanctorium is a mini-trial located in Clockwork city.
+0, +1 and +2
Similar to Cloudrest, this trial can be done in several difficulty configurations. You can fight the bosses one by one, or you can kill one of them and fight the main boss (Olms) together with the one of the minis, or you can just yeet to the main boss straight ahead and fight them all together.
- Completing the trial on normal will grant you the Orderly title
- Completing it on vet in any configuration will grant you the Assistant Alienist title
- Completing vet hard mode (+2) will grant you the Voice of Reason title and one of the coolest-looking skins in the game.
- Completing +2 within 15 minutes without anyone dying will grant you a title Immortal Redeemer / Saintly Saviour.
+0 can be completed with random people as long as they resurrect others quickly and know the basic flow.
+1 is for intermediate groups, can be done with relatively low damage just by coordinating well
+2 offers a significant difficulty spike and is for experienced groups only.
Recommended add-ons
- Asylum Sanctorium Status Panel https://www.esoui.com/downloads/info1847-AsylumSanctoriumStatusPanel.html
- Asylum Tracker
https://www.esoui.com/downloads/info2111-AsylumTracker.html
Saint Llothis the Pious
Also known as “Poison boss”, even though it exclusively deals magic damage. When fought separately from the main boss, Llothis will alternate between four mechanics:
- Oppressive bolts. The boss charges a medium-sized aoe around him, knocking back everyone who stands too close, then starts shooting magic green bolts at everyone in the group. The mechanic needs to be interrupted ASAP by the tank or a dedicated dd (usually groups have 1 or 2 dds slotting crushing shock for the fight who are responsible for interrupting). Ideally you want to interrupt during the first second of the knockback channel, so that the boss wouldn’t get a chance to shoot projectiles completely.
If responsible people are dead/offline or are still learning the fight, the damage can be shielded, and projectiles can be roll-dodged
This mechanic happens every 12 seconds if not delayed by a different mechanic - Defiling Blast. The boss targets a random player with a narrow cone that follows the target around. The targeted player stands still and blocks (and doesn’t role-play a lighthouse), the rest of the group gets out of the cone and continues damaging the boss. People who are not targeted, get more damage from the cone, this is why we need it to stay predictable and steady.
Magic waves are shieldable and can be roll-dodged, but roll-dodging requires quite a lot of precision.
If you really need to reposition during the mechanic, you can move forwards or backwards. Do not strafe.
The Blast happens every 22 seconds but can be cast slighly earlier or slightly later (within a 2-3 seconds window), if it’s delayed by another mechanic - Teleport. This ability gets queued every 30 seconds but can be delayed if Llothis is finishing a light attack or casting some other mechanic. He teleports between 3 different locations around the arena.
- When not doing anything else, Llothis will do light attacks (Corroding bolt). Target the player with aggro and look like a little aoe. Do magic damage and shouldn’t be stacked with dds/healers, so the boss should be faced away from the group

Throughout the fight, the adds will spawn. Tank taunts them, faces away and stacks by the boss. They have quite a lot of different non-lethal attacks, but usually do not pose a threat for the group.


Important mechanics from adds:
- 90 degree cone (Hydraulic Sweep). The reason why they should be turned away
- Pulverize. Will one-shot dds if not blocked+shielded (or low mitigation). If you see the add in the air and an aoe on the ground, build your distance from it.
- Enrage. Attendants enrage and start dealing more damage to everything around 30 seconds after spawning
Saint Felms the Bold
Also known as the “Nightblade Boss”. If you fight this boss separately, it will have a similar structure: the main boss with 2 main mechanics and adds that have their mechanics and enrage.
- Manifest Wrath. The boss throws a projectile, creating an large AoE on the ground. On impact, the projectile splits into 4 cross-shaped waves, dealing significant damage, reducing damage done, healing received and resistances for everyone who’s hit by it. If you’re a dd, get out of this AoE, staying inside will one-shot you. Avoid waves
- Teleport Strike. The boss jumps away from the group to the person who’s the furthest away from him. Both targets need to stay in range. On landing, may apply purgeable bleed damage, and also creates a large AoE that drains all resources. The boss will first do one jump, then two consecutive jumps, then 3 consecutive jumps. To deal with this mechanic, two healers should be staying away from the group, to avoid landing the AoEs in the group. If you’re healing, block the initial impact and sprint/dodge out of the AoE to the side.
After Felms completes his jumps, he wont jump for another ~20 seconds. Use that time to get closer to the group, refresh buffs and healing

Throughout the fight, the adds will spawn. Tank taunts them, faces away and stacks by the boss. They light attack the tank and do a circular AoE damage centered around them that can one-shot a dd if it overlaps with any other damage. Safe strat would be to block-cast that AoE.

Saint Olms the Just

The last boss of the trial has quite a few mechanics, each of them are on their individual timer, which makes it feel quite random when you’re just start learning the trial. If you are a dd before or during the trial, your raid lead will assign a position for you, which will be extremely important throughout the fight, so remember your number and try to split the arena into 8 equal-ish zones. Remember your zone and try to stay as close to it as possible

- Storm the heavens is the kite mechanic that makes those zones so important. Every 35 seconds (if not delayed by any other mechanic), the boss will fly up and will start shooting projectiles to every player within its range. Every projectile leaves an AoE on the ground that persists for a couple of seconds and increases your damage taken from the same mechanic. If you’re a dd, catching two in one cycle will one-shot you. This means it’s really important to never overlap those kite lines and always make sure you are staying in your position
Tank
When the boss flies up, it is connected to the ground with a lightning beam, which will create an AoE on the ground. Stay close to that AoE, this way you won’t get any projectiles flying towards your position. There will be small AoE flying from the middle AoE in a straight line, rotating clockwise, so figure out timing, and move counterclockwise between the waves of damage. If you get hit by one or two, purge yourself and heal up.
Healer
FK: Run in a curve alongside your side of the arena, make sure to never get hit by AoEs coming from the middle AoE.
BK: Use all the space that you need and try not to get too close to DD kite lines
DD
If you’re learning the fight, discuss with your raid lead which landmark you can use as your kite direction, and if you’re not comfortable drawing a teardrop shape, just turn around and run towards that landmark. If you’re killing the protector on the other side of the arena and you’re caught off-guard by the mechanic, don’t start kiting in a wrong line, just run closer to the boss across the arena and dodge the straight line AoEs. Never get behind the invisible line between two lamps on the back kite side of the arena
Gust of steam. At 90%, 75%, 50%, and 25%, the boss will jump 4 times. Every jump creates a huge AoE on impact dealing enough damage to one-shot you if you’re a DD/healer, but are non-lethal for tanks. Even if you’re not standing in the AoE, the jump still does significant damage to the whole raid, so blocking is recommended. If Olms is positioned correctly (slightly offset towards the front kite), his jumps will always follow the same pattern, so as an experienced player you can keep pressuring the boss from the middle “axis” of the arena, running towards the half where the boss just landed. A safer strategy is to hide and block-cast shield through that attack. In most training groups, the front kite healer is responsible for healing the exit group and the back kite / group healer is responsible for the entrance group.

Tank
Stand still, block and absorb damage, keep the buffs/debuffs up, after the boss lands for the last time, try holding it in its position
Healer
FK: hug your wall in the safe spot and self-heal, if you have any healing abilities, refresh them before the jump. Be ready for Exhaustive charges/Storm the heavens straight after the last jump
DD
There’s no reason to refresh dots on the boss during jumps, just use your spammables if there are no protectors up. Block every landing, and if your group is struggling with healing, have a self shield up. If you are using hiding spots make sure there are no protectors on your side and be ready for Storm the heavens after the jump
- Ordinated protectors. After the first jump, during the first kite, a dwarven protector will spawn and place itself on one of the 6 spots around the arena. When the sphere is in its place, it will beam the main boss, rendering it completely immune to all buffs/debuffs/damage. If the add isn’t destroyed within 90 seconds, an additional sphere will spawn making other targets in the trial (mini-bosses on +1/+2) immune to damage. So having low uptimes on protectors is one of the absolute priorities in vAS. Whenever you hear a callout, turn around,. refresh your buffs and damage the protector from roughly your position. After the protector is down, the next one will spawn within 12 seconds.

Tank
Debuff the protector if it’s somewhere near you but your main priority is to hold the main boss as stationary as possible
Healer
FK: debuff the orb and try damaging it if it has spawned in “front” positions (closer to you), don’t chase protectors
BK: usually you have the best view of the fight and should be the first to notice the “back” protectors as they spawn, so debuff them and ask your RL whether they want to assign those callouts to you. Drop HoTs on the group if your raid team runs towards protectors
DD
Refresh buffs as you turn around (or run) towards the protector. If you hear the Storm the heavens (Kite) timer or callout, prioritise getting to the correct position and damage the protector while kiting in your line, don’t start kiting from the spot around the orb.
- Trial by Fire. After the last jump, the boss will start spawning fire waves, 3 each time, one on the left, one on the right, and one either on the exit or the entrance side of the arena. It looks like a huge fire wave, the damage increases towards the edges, it deals damage on impact and applies a dot that needs to be purged by supports.

Tank
The mechanic itself is pretty harmless for tanks, but it can be easy to miss additional mechanics from mini-bosses on harder configurations. Make sure you purge your team and stay in your position
Healer
FK: prioritise survival, then run towards the boss and purge the team if you’re responsible for it
BK: Block the impact and purge yourself, then run towards the group to purge them
DD
If you’re using a self-shield, it’s highly recommended to block cast it if you have a dot on you, the damage can be quite significant. Try not to run together with the flame wave. If you can’t outrun it, just stay, block, shield up and wait to get purged
- Scalding Roar. A huge conal AoE that reduces armor and deals a lot of damage. Is always targeted towards the player who has aggro (MT). Don’t try to outrun it, going back, go diagonally towards the base of the cone and refresh your buffs/debuffs
- Monstrous Claw. “Light attack” of the boss that will one-shot tanks if not dodged or blocked and one-shot DDs or healers if not dodged. Happens roughly every 3 seconds, just don’t fall asleep
- Exhaustive Charges. Olms looks up and shoots a projectile that lands on the furthest person / people in front of him. The boss has a 180 degree vision, so if the main tank turns it around too much, it can land on dds that would appear behind Olms. Drains all resources when you stay inside of it. The main purpose of the front kite is to keep that AoE away from the main tank

Congrats! You have cleared vAS+0! Don’t forget to praise your front kite, that is arguably one of the hardest roles in this trial

vAS+1 (Llothis)
If you kill Felms and then proceed to the final boss, you will fight Olms AND Llothis at the same time, this is known as vAS+1 (+Llothis)
Olms will have all the same mechanics as in +0, nothing really changes, but after the 90% jump into kite, the Mini Boss (Llothis) will spawn. Llothis won’t have minis, but will have 3 main mechanics: Defiling Blast (every 22 seconds), Oppressive Bolts (every 12 seconds), and Teleport (every 30 seconds).
The main complication of any + configurations comes from the fact that the mini bosses cannot be permanently killed (they come alive after 30 seconds of inactivity) and enrage (dealing more and more damage building up enrage stacks) 3 minutes after activation, so choosing the priority target, targeting it down becomes extremely important.
One of the main dangers of +Llothis fights is having his DEFILING BLAST (aka CONE) at the same time as Olms’s STORM THE HEAVENS (aka KITE). You are supposed to be following your kite lines during kite, but you’re only supposed to run directly towards or away from Llothis to avoid rotating the cone, so it appears as a direct contradiction. If that happens, the person with the cone should kite towards Llothis, prioritising it over traditional kite lines. Every other DD needs to adjust their kite line and squeeze it a bit if necessary. If you have the cone + kite and you’re learning the fight, spamming a self-shield is highly recommended during that overlap.

Main Tank
Nothing really changes for you. If you’re running a heavy armor setup, Llothis’s cone won’t deal any significant damage. Just prioritise holding the main boss as stationary as possible and TAB-target it to avoid stealing Llothis once he’s being stacked
Off-tank
Llothis spawns after the first kite on position 4.
Throughout the fight, you will be in constant movement, so it’s a good idea to have some speed buff (Swift jewelry, Race Against Time or Steed) active. Llothis is a ranged enemy and has 3 abilities on a cooldown: teleports roughly every 30 (+/- 5) seconds, does Defiling Blast (cone) every 22 (+/- 2) seconds, and casts Oppressive Bolts every 12 (+/- 2) seconds. On top of that he needs to stop every time he casts a light attack, so it will feel as if he really doesn’t want to get stacked.
Sometimes mechanics can be queued together, so he will be stuck in a sequence, and then teleport and start again. Once he jumps, make sure to never lose taunt on him, and then decisively run to the positions on the next diagram to be consistently out of range of his light attacks (so that he doesn’t stop to do them). Once he’s near the boss, refresh your taunt (with a tab target to avoid stealing the main boss), and buff/debuff.

Off-tanks usually also help interrupting the Oppressive Bolts, so have a ranged interrupt slotted and keep the boss tab-targeted.
Llothis leaves a poison pool when he jumps away that will slow you down and drain your health, so watch your feet. Generally it’s better to stack him a bit on the side or closer to the main tank, rather than in the DDs territory.
Since you won’t have a dedicated kite line, it’s really important that you stay close to Olms during Storm the Heavens to avoid getting position-based AoEs. Kite in a curve around the main boss, then continue stacking.
Don’t get too much in the way of DDs and if you get the cone together with kite, run towards or away from the cone if you found yourself far enough from Olms to get the small aoes on your position

Healers
For both Front- and Back-kite the fight doesn’t really change much with just Llothis added to the mix, but if you’re running a healer build (especially as a BK), it’s important to support players targeted by Defiling Blast. The last tick of that ability hurts quite a lot, and can be lethal if DDs have a slower reaction time.
vAS+1 (Felms)
If you kill Llothis separately and then proceed to the final boss, you will fight Olms AND Felms at the same time, this is known as vAS+1 (+Felms)
Similar to the +Llothis fight, Olms has the same mechanics as before but in addition to this, you will have Felms the Nightblade miniboss with 2 corresponding mechanics on similar timers. This mini again doesn’t spawn any adds, but after dying, reactivates roughly after 40 seconds and enrages after 3 minutes of being alive, followed up by increasing enrage stacks every 15 seconds.
Felms will use his Teleport Strike and Manifest Wrath abities active at all times, jumping 3 times in a row to the furthest person from him in his line of sight, and throwing 2 projectiles to random players. Since Teleport Strike leaves a huge AoE on the ground, the groups are highly recommended to have 2 dedicated healers kiting this mechanic around the edges of the arena.
Felms jumps away quite often, so prioritising the correct target becomes even more important. Listen to the callouts from your raid leader and follow them. One of the popular ways to approach the fight is to kill all the protectors while Felms is jumping and then focusing him down when he comes in and gets stacked with the main boss, cleaving both of them together.
Main Tank
Again, not much changes, you just have to be aware of one extra AoE if Felms accidentally jumps on your position. Just walk out and bring Olms together with you until the situation stabilizes.
Off-tank
+1 with Felms is good way to practice OT kite lines. Make sure to keep the taunt on Felms at all times (if you lose taunt while he’s jumping, there’s a big chance he’s gonna focus the back kite), and stay near Olms and the main tank. Felms always spawns after the 75% jump on position #2 (check Llothis’s diagram)
Healers
Teleport Strike happens 20 seconds after the previous jumps are finished, so the kite healers have roughly a 15-20 second window after the jumps to run towards the group, refresh healing, altar and buffs/debuffs, and then to run back to the position, ready to catch the jump. This cycle continues until Felms is killed and instantly restarts when he comes back alive (back kite should be in the position to catch the first jump then)
Similar to fighting him separately, Felms can apply a purgeable bleed dot to the person he jumps to. If you’re new to the fight, block the fight, run out of the jump aoe (without blocking), purge/heal yourself, get ready for the next jump.

As a front-kite it becomes more of a space management exercise than it was before. The picture above shows one of the possible approaches. Felms won’t wait for any other mechanics by Olms so you may get Exchaustive Charges and the jump at the same time. Develop a habit of NEVER blocking when you’re getting out of those AoEs. Under ideal circumstances, you will never get 2 jumps in a row, but you should learn to track it and get ready for it.
Raid Lead notes
Whatever +1 you are doing, make sure to track the enrage timer on both of them. If you see that you have 1:30 left, and the bosses are still above 50% HP, ask your group to target the Miniboss more. If your group has low damage, you can ask them to follow Felms around target him after he has completed the 3rd jump and is coming in towards the Main Boss.
Asylum Sanctorium HM
vAS+2 (or vAS HM) combines both of the +1 fights together and offers a significant difficulty spike.
We highly recommend to approach this trial with a cleave-heavy build as a DD so that you would be able to push the Main Boss together with the mini. The more damage you have, the less uptimes you will have on Mini Boss mechanics and less things will overlap, making the fights significantly easier.
Main Tank
Again, not much changes, a lot of non-lethal things can hit you in addition to basic mechanics by Olms, but none of it should cause any issues if you step out of static AoEs and stay alive
Off-tank
Dealing with both Minis at the same time can be pretty intense. If you are feeling overwhelmed, prioritise getting Llothis in his position first, and then bringing Felms towards Llothis. Speed buffs become even more important. You want to make both bosses die to cleave damage while DDs are pushing the main boss.
If the Main Boss is in execute and will be killed before minis enrage, your RL may ask you to hold them away. Pick a position, face the minis away and hold them there.
Healers
Even less space available for both of you, but not much changes. Just prioritise your survival, and if you’re the back kite, remember to operate in 15-20 second cycles (place 2 jumps, run forward, refresh, run back)
DDs
Ranged cleave-based setups are a great idea in vAS HM. You want to be able to kill the Mini bosses just with cleave damage you’re doing to Olms. If you’re working towards your first hardmode clear, prioritise your clean execution and survival, resurrecting others can eat away at the valuable time before the minis enrage. Once DDs stop dying, the fight becomes much easier, so slot a self-shield if you have to.
Raid Lead notes
If you’re just progressing your first hard mode in Asylum Sanctorium, you will probably aim at a 7-12 minutes clear with a very distinct flow. Make sure that the whole team understands it and follows it:
- The group pushes Olms to 90% and the first jump.
- The group kites for the first time and kills the first protector
- Llothis spawns, the OT stacks it on the main boss, the group still focuses the main boss -> protectors -> main boss, cleaving Llothis together with the main boss
- 75% jump, Felms spawns shortly after
- Now the group switches to “Felms is jumping, kill protectors, push Olms” -> “Felms coming in, finish protectors” -> “Felms is stacked with the main boss and is in position, throw ults and burn”
- Tell the OT keep the taunt on Felms at all times but always stack Llothis first and then bring Felms to Llothis. Ideally, they both need to die to cleave, while pushing Olms
- In execute (after the 25% jump), if the minis have been up for 1+ minutes, you will need to target and kill them. If they have just spawned, you can ask the OT to hold the minis away and ask the group to essentially play +0 and just push Olms -> protector -> Olms
It’s a massive exercise in prioritezation, so encourage the group to play it on the safer side and stay alive.
Congrats on getting your first vet clear or your Immortal Redeemers. Ask us questions if you need any help!

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