The Asylum Sanctorium trial is located in Clockwork City added with the Clockwork City DLC.

Discover the Asylum Sanctorium

An eerie clockwork sanitarium, the Asylum Sanctorium is a shorter Trial experience that pits your team against three mechanical bosses and promises to reward you with powerful Asylum Weapons.

This new Trial is unique in that your group will choose how and when to face each boss, helping to determine how challenging the experience will be. Dare you try to complete the Trial as quickly as possible and strike directly at the main boss? If you do, your team will have to deal with all three at the same time!

The ability to choose when you face each boss allows your group to customize the difficulty and speed of the Trial, and there are different rewards associated with the different ways it can be completed. This means that experienced speed-running guilds and newer public groups will both enjoy the Asylum Sanctorium in different ways, depending on their style of play.

Walkthrough & Strategies

trial-eso-dungeon Asylum Sanctorium Trial

The Asylum Sanctorium Trial quest begins when you enter the dungeon. There are 3 bosses the team has to battle during the trial: Saint Felms, Saint Llothis and Saint Olms.

Asylum Sanctorium Recommendations

All Group Members

  • CP rank 600+ for Veteran and Hard Mode
  • 16k min Health
  • Appropriate gear for group buffs (Ebon, Worm) and damage buffs (Aether, Alkosh, Twilight, etc.)
  • CP 150+ food
  • Potions geared to magicka or stamina based character (weapon damage, spell critical, and/or spell power)
  • Soul gems
  • One group member with Retreating Maneuver skill slotted

Class Ultimates

  • Nightblade Ultimates:  Veil of Blades, Shooting Star, Fiery Rage (destruction staff)
  • Sorcerer Ultimates:  Shooting Star, Energy Overload, Suppression Field, Fiery Rage (destruction staff)
  • Dragonknight Ultimates:  
    • Tank:  Aggressive Warhorn, Magma Shell, Barrier
    • DPS:  Shooting Star, Standard, Dawnbreaker, Fiery Rage (destruction staff)
  • Templar Ultimates:
    • Healer:  Aggressive Warhorn, Solar Prison
    • DPS:  Shooting Star, Solar Prison

Group Composition

  • 1 tank on normal mode
  • 2 tanks on vet and hard mode
  • 2 healers
  • 9 dps:  maximum of 4 melee

Asylum Sanctorium High Level Walkthrough

This Trial is made up of 2 Mini Bosses, Saint Llothis and Saint Felms who can be tackled in any order, as well as the final boss Saint Olms. Technically, only Saint Olms needs to be defeated to complete this Trial. However, leaving either one mini boss alive will cause them to join in the fight with Saint Olms and leaving both alive will have you dealing with all 3, making for the most difficult configuration of this Trial.


Saint Llothis the Pious

Saint Llothis can be found on the left path from the Asylum's entrance. He is a mechanical construct that uses a staff and poison attacks. Saint Llothis has the following notable mechanics:

  • Teleport - The boss will periodically relocate and leave a large poison AoE where he was, which deals intense damage over time, slows players and inflicts a healing debuff. Everyone needs to get out of this AoE immediately and reposition to where the boss reappears.
  • Poison Bolts - The boss will raise his hand and begin channeling a spell. If successful, the attack will knock everyone in range back a few meters and the boss will proceed to bombard the entire group with poison bolts until he is interrupted. The channeling and knockback happens fairly quickly but this attack is interruptible in all stages and should be interrupted as soon as possible or the bolts will likely decimate the group.
  • Poison Cone - Llothis will target a player at random and begin channeling a long conal attack that hits very hard. The easiest way to deal with this is for all players to stand close to Llothis at all times, as the cone is much wider at long range. When the attack comes up, the targeted person should stay in place and block while everyone else side steps the narrow portion of the cone.
  • Adds - Llothis will call on two Imperfect Attendants that will be deactivated when killed but reactivate shortly after. These can be stacked on Llothis on Normal fairly easily but on Veteran, they should be pulled to the side and faced away from the group by the Off Tank. These adds will enrage about half a minute after spawning/reactivating and will start to deal massive amounts of damage and therefore they need to be focused down before this happens if your group is not geared for survival. The adds themselves have few notable mechanics:
    • Stomp - The Attendant floats up in the air for a second and then comes crashing down, dealing damage in a large radius upon impact and knocking down anyone hit. This attack will one-shot non-tanks if the attendant is enraged so get out of the way immediately.
    • Energy Beams - The Attendant aims a 4-pronged energy beam from its face to a random spot. The beams are fanned out at the start and converge at the Attendant's feet, culminating in an explosion. Both the beams and the explosion can and should be blocked if a player is on their path.

This is a fairly simple fight with repeating mechanics. Positioning is the most important factor here. All players should be standing fairly close to the boss but not stacked on top of each other. It's best to have everyone in a semi-circle formation around the boss and ready to move out of the way of the player targeted by his cone attack. The cone is telegraphed by a green glow on his staff. Watch out for the Poison Bolt channel which should be interrupted immediately. In case the initial knockback hits, simply interrupt afterwards. The important thing is to not allow him to bombard the group with the bolts. Llothis will periodically teleport to one of three spots, leaving a poison cloud in his wake. This happens fairly quickly so watch out. The adds shouldn't present too much of a threat as long as you focus them down before they enrage and avoid the large AoE stomp when they begin floating in the air. Other than that, the fight and mechanics mostly repeat themselves.


Saint Felms the Bold

Saint Felms is located in the right path from the Asylum's entrance. Similar to Llothis, he is large mechanical construct but wields an axe instead. The following are his notable mechanics:

  • Teleport Strike - Felms will target the player furthest from him and leave a large red AoE where he lands which deals more and more damage over time and leaves the target maimed, reducing their damage output significantly. The first instances of this which happen between 100% and 75% HP will target one player. At 75% and below, it will target two players in succession and at 50% and below, it will target 3 players in succession. For this reason, it's best to have 3 ranged players bait these attacks by positioning themselves as follows: One player near the entrance, one to the left of the room and one to the right. When Felms jumps at these players, they should block the initial hit and get out of the circle immediately. The circles will persist until his next jump phase, which will create a new circle and clear the original position for the baiters to move back into.
  • Manifest Wrath - The boss raises his hand and throws two red orbs that target two random players, dealing massive damage where they land. The easiest way to manage this mechanic is to have the rest of the group who are not baiting teleports stack dead center behind the boss. When the attack comes up, it will target either two players in the stack, or one player in the stack and the tank. As soon as the attack rolls out, all players in the stack should simply move out of the stack and allow the orbs to drop, then head back inside.
  • Adds - Felms will periodically summon two Pneuma Projections, which are spectral copies of himself. They only have standard attacks but they will enrage if not killed immediately, dealing increased damage and possibly one-shotting players. Note that the longer the fight goes on, the faster these adds will enrage so the group should make it a point to focus them down as much as possible.

Felms should be tanked against the wall in the center of the room and faced away from the group. Just like the Llothis fight, Felms will repeat the same three mechanics over and over. The challenge here comes from coordinating his two main attacks. Players baiting teleport strikes need to be on point with their blocking of the initial hit and repositioning outside of the circle. It's simply a matter of moving left and right between his jumps but it can get hectic if one mechanic is not addressed properly. For Manifest Wrath, all players aside from teleport bait and the tank need to maintain a tight stack directly behind the boss, moving out only when the wrath orbs are about to land. If the tank is targeted by one of the orbs, simply move to the side. Players should be wary of the AoE circles left by teleport strike and not move too far out of Manifest Wrath's impact zone. Given how small the arena is and how large the AoE circles from teleport strike are, this is the safest bet for succeeding with this mechanic. The only other thing to watch out for are the adds, which need to be prioritized. The boss does not have an enrage mechanic and you can take as long as you need as long as you are managing his mechanics but the adds will decimate the group if allowed to enrage.

 

Saint Olms the Just

Saint Olms serves as the true boss of this Trial and is found in the area just across from the Asylum entrance. He is a mechanical construct resembling a dragon and much like the other Saints, he employs repetitive mechanics, does not enrage and is simply a test of endurance and coordination if fought alone. For positioning, it is highly recommended that the group use a formation as follows:

  • Looking from the room entrance, the the tank should pull and face the boss slightly to the right of middle section.
  • Have one healer stand in the far right, past the tank and the other in the far left. These players will be baiting one of the boss' mechanics.
  • The entirety of the damage dealers should stand in an arc/semi-circle around the back of the boss and be careful not to overlap. This positioning is key for one of the boss' main mechanics.

Here are Saint Olms' most notable mechanics:

  • Lightning Field - The boss spits out lightning orbs that target the players furthest away from him. Upon landing, it will leave a large radius lightning AoE that persists for some time, slowing anyone caught in it, dealing heavy damage and draining resources. This is a mechanic that will need to be baited by the two healers positioned on either side of the room. This move will be repeated around once every half minute so watch out for mechanic overlaps.
  • Leap - The boss will leap back and forth between the left and right sides of the room. Every one will need to reposition according to their role. The healers will need to stand as far back and to the side as possible while the damage dealers scatter towards the entrance and the area directly opposite the entrance, whichever side they're closest to. Players should immediately block upon reaching these safezones and be careful not to overlap. The boss' jumps will cause tremors that will deal damage directly under each person's feet so be careful not to stack. The tank can stand in their original position and simply block the jumps but no other player can survive a direct hit like this. This boss will perform this move at roughly 90%, 75%, 50% and 25% HP.
  • Lightning Orbs - The boss floats up in the air and fires a beam of lightning on the ground in front of him. From this beam will emerge waves of lightning orbs that target each and every player and will come in 4 waves. There are also bolts that will travel outward from the beam along the ground in diagonals. This is where the semi-circle positioning comes into play. If each damage dealer is positioned correctly, they simply need to move directly backwards slowly, kiting the orbs. Doing this correctly should never cause any players or orbs to overlap. The healers on the side can simply run along the edges of their sides of the room. 
  • Adds - Olms will periodically become invulnerable signifying that an Ordinate Protector has spawned. Look for a beam connecting Olms to the protector to easily locate it. These need to go down as soon as possible otherwise Olms cannot be harmed.
  • Flaming field - At around 25% Health, Olms will start to include this mechanic which engulfs portions of the room in a massive fire AoE. This will start with one side of the room and the healer and tank will need to block the initial hit and cleanse the fire damage over time effect it leaves on them. Then it will quickly engulf the other side of the room where the other healer is. Finally, it will cover either the front or the back of the middle section. If you are positioned properly in the semi-circle, you should be right at the edge of where the fire will drop. Simply get out of the effect. This attack is telegraphed by Olms glowing orange beforehand and there is plenty of time to react.
  • Steam Breath - Targets the tank with a very wide cone attack. Can be blocked or dodged out of.

The key to this fight, just as the previous fights, is proper positioning and coordination. Remember to return to formation after every major mechanic and watch out for the adds. The Ordinate Protector adds should always be a priority whenever they spawn. An invulnerable boss means a longer fight. For the most part, the tank will stay put and only have to manage the steam breath cone as well as properly blocking the heavier attacks. Make sure the healers are the furthest targets so the lightning field AoE will target them only. Remember not to linger in the field as it is a massive drain on resources if it doesn't kill you first. When Olms starts leaping, simply go to your designated safezone and block until the phase is over and do not overlap with other players under any circumstances.

The lightning bolts should pose no threat, so long as all damage dealers are spread evenly in semi-circle formation behind the boss and backpedal accordingly. Remember to reposition after the bombardment is over. Technically, you can circle dance around the bolts but this is not recommended as there is a high chance you will overlap with other players. Do take note that it is possible for a damage dealer to outrange one of the healers while backpedaling for this mechanic, potentially having the boss target the damage dealer with the lightning field. This will prove problematic so be careful not to backpedal too far, it only takes a few short steps to avoid all of the lightning orbs. 

These sequences will repeat for pretty much the whole fight until Olms reaches 25% HP, at which point he introduces the final mechanic of engulfing portions of the room in fire, but it is key to maintain formation and to not panic. The boss has no enrage timer and does not hit particularly hard.

Saint Olms the Just + Minibosses

Should you choose to fight Saint Olms with either one or both of the mini bosses, the fight and mechanics will remain largely the same but you will have to deal with each boss' mechanics simultaneously. Going with one mini boss, they will enter the arena after the first leap. If going with both mini bosses, Llothis will spawn first after the first leap and then Felms after the second leap. From a mechanical standpoint, both bosses will retain most of their movesets but neither will summon their adds. Both mini bosses will have 10 mil HP each and depleting their HP simply puts them in a stunned state for a little under a minute, after which they are reactivated with full health so you can expect to be constantly fighting them until Olms is dead. Each boss will also have an enrage timer of around 3 minutes from spawning/reactivation, significantly increasing the damage they deal and adding a bit of a DPS race into the otherwise standard encounter.

It is recommended to have an Off Tank for the mini bosses, positioning them near where Olms is being tanked in order to stack AoE damage. The key for taking on all three bosses together is prioritizing targets as follows: Ordinate Protector > Mini Bosses > Olms. Note that if left alone for too long, more protectors will spawn, rendering the mini bosses invulnerable as well so be sure to destroy them as soon as possible. For Felms' Manifest Wrath ability, the group is no longer required to stack tightly because of the much larger arena. The targeted players simply have to be aware of the cast and move out of the way accordingly. His teleport strike will also target the healers on either side as they should fulfill the furthest target criteria. The healers will need to balance the AoEs left by the teleport strike as well as the lightning field AoE from the main boss. For Llothis, you will still employ the same mechanics as before except players will not be following him too closely as you need to maintain your semi-circle formation behind Olms. Players targeted by his cone should still stay in place and block while the rest move away. Don't forget to interrupt his poison bolts.

Aside from that, the fight will follow the same flow as the original and Olms doesn't even get his health boosted. This is still a test of endurance and coordination that can be overcome by maintaining mechanics and not panicking.

 

 




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