Asylum Sanctorum
Insert stuff here
Olms
Swipe
A basic melee attack that does high physical damage. Must be blocked by the MT.
Gusts of Steam
At 90%, 75%, 50% and 25% health he will jump from between the left and right side of the arena, dealing very high damage when he lands. At the same time, all players will get small red circles around them that deal moderate physical damage every time he lands. This should be blocked always.
There are two strats to deal with this mechanic; one way is for every DD to be middle and move out of the next jump spot location; and the other is for DDs 1-4 to stay at entrance and DDs 5-8 to stay at exit and recieve healing at their locations.
Exhaustive Charges
Olms will place a lightning AOE on the furthest away player in front of him. Standing in the red circle will drain your resources and deal damage to you. This mechanic will be dealt with mostly by the 'Front Kiter', to keep the front area safe it's best to place the charges as close to the wall as possible. (Check out the SeaUnicorn video guide on 'Tank Heal')
Scalding Roar
A breath attack that hit all targets in front of the boss for very high flame damage as indicated by a red cone. This attack must be avoided at all costs as being hit by this will cause your armor to shatter and you will receive a healing debuff.
Storm the Heavens
Lightning will fall on each player's position as indicated by red circles. Each time you are hit by one of these you will take more damage from the next. Olms will jump in air just before this attack, and all players have to move continuously to avoid being hit. Follow the kite diagram based on which number you were given and slowly go backwards, if you move too fast your space will be used up too quickly.
Trial By Fire
After the last Gusts of Steam mechanic at 25% the boss will start doing this mechanic. Saint Olms will create 3 large fire AOEs. Being inside one of these will put a damage over time effect on you. Two of the AOEs will always be positioned with one at front kite and one at back kite, and the last will either be near the entrance or exit. The initial hit needs to be blocked but the DOT can be healed through.
Invulnerability via Ordinated Protector
Saint Olms is invulnerable for as long as there is an Ordinated Protector present, they must be killed immediately to progress the fight. There are six locations that these can be present and they can be seen moving to that position. Front Exit, Front Entrance, Front Middle (Under Boss), Back Exit, Back Entrance & Back Middle. If another spawns before the first is dead and either Felms or Llothis are alive it will instead protect them.
Summon Dancing Spider
Throughout the fight Dancing Spiders will spawn and explode near players leaving behind flaming red circles. These can be triggered early so that the AOE is not in the way of kiting.
Felms
Quick Strike
Basic melee attack that deals physical damage.
Manifest Wrath
After Felms has teleported three times he will throw two AOEs that should be avoided as they put a maim debuff which decreases damage, if it is not possible to get out in time then blocking will allow you to survive.
Teleport Strike
Felms teleports over to the furthest player from his position three times, dealing physical damage with his axes. The healers should be in position to catch these, refer to diagrams for Felms Arena kiting. For the Olms fight the BK should be catching two of the jumps (1st & 3rd) and the FK should be catching only one jump (2nd). When he teleports he leaves behind an AOE that will do damage so these jumps should be ideally positioned out of the way of kiting areas for DDs.
Llothis
Corroding Bolt
A ranged attack that does magic damage
Oppressive Bolts
This mechanic must be interrupted before he gets any bolts off as they do a lot of damage and also slow whoever they hit. Usually there will be an interrupter and the OT will help with interrupting as well
Noxious Gas
When Llothis teleports he leaves behind a poison puddle that should not be stepped in, it is quite small so it's very easy to avoid.
Defiled Blast
He will randomly target someone in his range with a poison conal attack that will put a healing debuff on the player and every hit of this should be blocked. If the cone is targetted on you then you should not move to avoid anyone being one shot by this mechanic. If Storm the Heavens is happening while you are targetted by cone, then stagger run backwards in a straight line and block each hit of the cone, do not move the cone into your kite position, the other DDs will adjust to kite around the cone if it's in the way. It is possible to outrange this skill but usually that means it will target onto someone else which could catch them off guard.