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Holy screw saint olms

Mettaricana
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Vet saint olms what was zos thinking 99.8mil health partial invincibility every 10 secs bosses hardest part trying not to give up of sheer boredom fight goes on so long i just dont care about the win anymore... 60-65mil should he the limit to keep the boss from being outright boring. After 2 hours dodging heavenly storm and killing protectors your a friggan master of olms dmg evasion.

Dont get me wrong i love the idea of a boss that breaks the burn it burn it burn it mentality of damage parsing but this boss is boring af.

Rather wipe pull teeth unmedicated
  • SBC
    SBC
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    Good Lord, there's no way I would want to fight a single boss for that long.
  • GodAizen
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    Id rather he didnt go invincible as often
  • Apache_Kid
    Apache_Kid
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    GodAizen wrote: »
    Id rather he didnt go invincible as often

    Pretty much this.
  • AzraelKrieg
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    He probably wouldn't go invincible that often if the DPS was good enough to get the spheres down quick
    Gold Dragons Guildmaster PC-NACR2000+
    Kalthar Wolf-Brother – EP Templar - 50 Maeli Valen - EP NB - 50Naps-During-Trials – EP Templar - 50Rulnakh - EP Sorc - 50Azrael Krieg - EP NB – 50Uvithasa Telvanni – EP DK – 50More-Tail - EP Warden - 50Narile Galen - EP Sorc - 50Bone Soldier - EP Necro - 50Naps-During-Trails - EP Necro - 50
  • Taleof2Cities
    Taleof2Cities
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    I haven’t done this Trial on Vet yet. However, on other Vet Trials, I’m pretty sure my teammates and I thought “learning the mechanics” wasn’t the same as “boring”.
  • Gilliamtherogue
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    Welcome to the state of trials post Morrowind. Throw some crazy HP values on, put invincible mechanics in (which was once stated by the dungeon team to be a poor design choice and they would avoid putting it in the game when they could), and resource drains paired with crazy damage spikes.
    Old member of The Order of Mundus, Mostly Harmless, Hostile, and Genesis Elite. Avid theorycrafter. Herald to competitive stamina DPS pre 1.5. How far we've come!

    Have questions? Send me a message on the forums or my other social media. Seeing people learn is my dream and passion.

    Guides and other fun videos at https://youtube.com/c/gilliamtherogue
  • phairdon
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    2 hours? .....speechless.
    Your immersion is breaking my entitlement. Buff Sorc's. Darkshroud the cremator Death by furRubeus BlackFluffy knight BladesThe Fat PantherPsijic Fungal SausageFlesheater the VileCaspian Rafferty FernsbyArchfiend Warlock PiersThe Black BishopEvil Wizard Lizard (EU)Neberra Vestige Fajeon (EU)Salanis Deathstick (EU)Blood Mage Alchemist (EU)
  • TheValar85
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    should be nerfed.
    GM Of The Lusty Argonian ERP
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  • Vaoh
    Vaoh
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    I’m working on HM atm but wow is this fight long. Hodor and MC (the two guilds that beat it) took something like 30-35min on their completes.....
  • ThePrinceOfBargains
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    I would’ve quit after the first half hour. How long is the typical vet trial boss (I’ve never done one)? Because if it’s longer than 5-10 minutes, then I really don’t get how people find that fun. That sounds like the most boring, annoying crap ever, and that’s assuming you don’t wipe out even once.
  • SBC
    SBC
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    TheMaster wrote: »
    I would’ve quit after the first half hour. How long is the typical vet trial boss (I’ve never done one)? Because if it’s longer than 5-10 minutes, then I really don’t get how people find that fun. That sounds like the most boring, annoying crap ever, and that’s assuming you don’t wipe out even once.

    Ya could you imagine getting a wipe after fighting the same boss for 45-60 minutes? No way I would want to try that again.
  • code65536
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    https://forums.elderscrollsonline.com/en/discussion/375434


    Because the protectors' spawn is time-based, the longer it takes to kill them, the less of your damage is spent on the boss. If you are killing the protectors just as fast as they spawn, then you will have an infinitely-long fight. With quick dispatch of the protectors, then the fight goes reasonably fast.

    The design of the fight compounds the effects of low DPS. Not only does low DPS mean that you're killing the boss slower to begin with, but the addition of the protectors mean that lower DPS also translates to lower uptime on the boss on top of that, which is why you see such huge discrepancies between groups that can kill Olms +0 in less than 15 minutes and groups that take over an hour. The effects of a group's DPS level is magnified in Asylum in a way not seen in any other content in the game.

    This effect is particularly acute once you do the harder +1 and +2 modes.

    The fight is also pretty repetitive. I literally fell asleep while watching a group's Olms +2 progression stream. Once Felms spawns in at 75%, it's essentially the same fight, repeated over and over again. And the lower your group DPS, the more cycles you have to go through, and the more chances there are for your group to make a mistake and wipe. Unless your group has extremely good DPS, the harder modes become draining marathons of endurance.
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  • rosendoichinoveb17_ESO
    rosendoichinoveb17_ESO
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    Good guilds finish all 3 bosses on non HM in around 20 min if not less, and there are many out there that are capable of doing that. You guys just need to stop dieing and focus when the protectors are about to deploy and call them out (its easy, I even got around 43k score on an Imperial magicka sorc running 7 light for god's sake.). Practice makes perfect.

    DPS is not that important. 20 min run is usually completed with a group DPS below 200k total on Olms

    Just keep practacing it gets faster every time your mates learn not to die :) Good luck on your next run.

    P.S too bad perfected asylumn destruction staffs are bugged and not applying the status effects if you cast the ability more than 17 meters away. Also the animation of the second cast is also not being morphed most of the time even if you apply the effects.
    Edited by rosendoichinoveb17_ESO on November 12, 2017 8:29AM
  • Ch4mpTW
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    I spent 3 hours and 53 minutes doing VAS with a PUG the other day. And while we did manage to complete it, I can say that the overal experience wore me out regarding trials. I just don’t want to be bothered with them again.
  • WuffyCerulei
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    For once, I like having a trial that's more mechanically-based than a DPS test. DPS still need to give decent numbers, but they have to pay attention to what's going on rather than burn.
    For the love of Kyne, buff sorc. PC NACP 2100+Star-Sïnger - Khajiit Magicka Sorc - EP Grand Overlord - Flawless Conqueror vMA/vBRP/vDSA no death/vHel Ra HM/vAA HM/vSO HM/vMoL HM/vHoF HM/vAS +2/vCR+3/vSS HMs/vKA HMs/vVH/vRG Oax HM/vDSR
  • Turelus
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    OP I think the words you're looking for are FUFINN.

    Edited by Turelus on November 12, 2017 8:55AM
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • AzraelKrieg
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    Turelus wrote: »
    OP I think the words you're looking for are FUFINN.

    FUFINN works, right @ZOS_Finn ? Or Git gud.
    Gold Dragons Guildmaster PC-NACR2000+
    Kalthar Wolf-Brother – EP Templar - 50 Maeli Valen - EP NB - 50Naps-During-Trials – EP Templar - 50Rulnakh - EP Sorc - 50Azrael Krieg - EP NB – 50Uvithasa Telvanni – EP DK – 50More-Tail - EP Warden - 50Narile Galen - EP Sorc - 50Bone Soldier - EP Necro - 50Naps-During-Trails - EP Necro - 50
  • AlienSlof
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    I agree with the OP - the fight is good, but just waaaay too long. I cleared it on vet with my guild, but it also took us 2 hours (just that fight) and not on hard mode. A fight of that length is just over-the-top - people are tiring, concentration starts to lapse. First time we did it on vet, we got him down to less than 10% then wiped. After a 2 hour fight. Blehhhh.

    Not only that, but all the good rewards are locked behind hard mode - vMOL and vHOF give skin for just completing it on vet, but this one is locked behind hard mode.

    Yes, some guilds out there are capable, but that's not all of us. Most ordinary mortals just are not capable for lots of different reasons. Even if we do it vet, that will never get us the skin. Not really fair, ZoS.

    I do love the trial and all, but some of it is way OTT for mere mortals!
    RIP Atherton, my beautiful little gentle friend. I will miss you forever. Without you I am a hollow shell.
  • OutLaw_Nynx
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    Vaoh wrote: »
    I’m working on HM atm but wow is this fight long. Hodor and MC (the two guilds that beat it) took something like 30-35min on their completes.....


    Remember @Vaoh they had PTS practice whereas we didn’t so...
  • Vaoh
    Vaoh
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    Vaoh wrote: »
    I’m working on HM atm but wow is this fight long. Hodor and MC (the two guilds that beat it) took something like 30-35min on their completes.....


    Remember Vaoh they had PTS practice whereas we didn’t so...

    @OutLaw_Nynx which is all the more reason why this fight seriously is too long lol. Honor and MC had all of that extra time to practice on PTS and are both extremely skilled teams of players yet even they take like 30min to beat it. I really wish ZOS would ease up on the spawn rate of those spheres or lower St. Olms health.
    Edited by Vaoh on November 12, 2017 11:16AM
  • Masel
    Masel
    Class Representative
    We are currently doing training runs for +2 . We clear +0 in about 19-20 minutes now that felms isn't bugged anymore, and have a score above 40k and I already got three destro staffs from weekly so I'm satisfied with that at least. But the difference between +1 and +0 is already so big, having mechanics stack on top of each other... It takes us 25 minutes with +1 to get to execute with an always repetitive cycle and then it was just mental, people dying left and right because the fire stacked on top of the poison blast and then oppressive bolts with lightning where you need to interrupt while kiting the lightning. Then having the dual wield guy jumping around as well is just too much. We as a guild said we want to achieve all skins as a goal (we did vMoL HM so we're not bad at all, and our group dps is good), but this one is seriously tiring us right now due to the long, repetitive and exhausting nature of the fight. We wipe in execute all the time, which makes it even worse because having to fight 30 minutes on the same thing over and over until you can actually train the next part of it is frustrating...
    PC EU

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  • code65536
    code65536
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    Vaoh wrote: »
    Honor and MC had all of that extra time to practice on PTS and are both extremely skilled teams of players yet even they take like 30min to beat it. I really wish ZOS would ease up on the spawn rate of those spheres or lower St. Olms health.
    MC has a 19-minute clear of +2 with 20 vitality remaining.

    But I do agree that the protector spawn rate is a bit much, and said so during the PTS cycle. It was never adjusted.
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  • Vaoh
    Vaoh
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    Masel92 wrote: »
    We are currently doing training runs for +2 . We clear +0 in about 19-20 minutes now that felms isn't bugged anymore, and have a score above 40k and I already got three destro staffs from weekly so I'm satisfied with that at least. But the difference between +1 and +0 is already so big, having mechanics stack on top of each other... It takes us 25 minutes with +1 to get to execute with an always repetitive cycle and then it was just mental, people dying left and right because the fire stacked on top of the poison blast and then oppressive bolts with lightning where you need to interrupt while kiting the lightning. Then having the dual wield guy jumping around as well is just too much. We as a guild said we want to achieve all skins as a goal (we did vMoL HM so we're not bad at all, and our group dps is good), but this one is seriously tiring us right now due to the long, repetitive and exhausting nature of the fight. We wipe in execute all the time, which makes it even worse because having to fight 30 minutes on the same thing over and over until you can actually train the next part of it is frustrating...

    @Masel92 You are in the exact same position as my group lol. We have a 45K score on St. Olms+0, but practicing execute for St.Olms+1 is ridiculous because of the duration of the fight.
  • code65536
    code65536
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    Masel92 wrote: »
    We are currently doing training runs for +2 . We clear +0 in about 19-20 minutes now that felms isn't bugged anymore, and have a score above 40k and I already got three destro staffs from weekly so I'm satisfied with that at least. But the difference between +1 and +0 is already so big, having mechanics stack on top of each other... It takes us 25 minutes with +1 to get to execute with an always repetitive cycle and then it was just mental, people dying left and right because the fire stacked on top of the poison blast and then oppressive bolts with lightning where you need to interrupt while kiting the lightning. Then having the dual wield guy jumping around as well is just too much. We as a guild said we want to achieve all skins as a goal (we did vMoL HM so we're not bad at all, and our group dps is good), but this one is seriously tiring us right now due to the long, repetitive and exhausting nature of the fight. We wipe in execute all the time, which makes it even worse because having to fight 30 minutes on the same thing over and over until you can actually train the next part of it is frustrating...

    Oppressive Bolts is particularly frustrating. You have a 1-second window to interrupt before the blasts come out. In contrast, the window to interrupt the Hulk is 50% longer. Crushing Shock works well, but it just isn't as fast as a melee interrupt. With the time for the Crushing Shock to animate and travel, you pretty much have to be on your CS bar, with Llothis in your reticle, ready to go at the moment you see him do his channel--if you need to pan the camera to aim or bar swap, you won't get a Crushing Shock off in that 1s window that you have. Melee bash is much faster, but, guess what? During that 1s window that you have to interrupt, he knocks back anyone who isn't blocking. That's fine for a permablocking tank who's assigned to babysit Llothis, but makes melee bashing kinda rough for a DPS. Oh, and that cloud of snaring poison that he leaves behind when he teleports away? That's a nice big "FU" to anyone who tries to stay in melee range. When I'm off-tanking Llothis, I'm actually wary of staying in melee range for the bash because if he teleports away, I'm snared in a pool of poison, and by the time I roll out and reacquire his new position, there's a good chance that he's already started a channel.

    Llothis is particularly anti-melee, with a channel whose grace window is very short and whose channel does a ton of damage--about half of someone's health when he's not enraged and a 1-shot when he is. My group has, with practice, gotten pretty good with getting the interrupts off. And even when Llothis enrages, we can sometimes (mostly) survive a late interrupt through the generous use of dodge roll. But the fight is so easy to fall behind on, mistakes are extremely costly, and the longer the fight lasts, the more opportunities there are for mistakes to slip through.

    (Oh, and there isn't even an interrupt telegraph (the red starburst lines). Not that people need it once they know what the channel looks like, but it's an omission that stands out in light of how punishing that mechanic is.)
    Edited by code65536 on November 12, 2017 12:38PM
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  • swippy
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    You guys just need to stop dieing and focus

    good advice; this is exactly what's wrong with my playstyle at the higher end
  • Tryxus
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    Ugh >_<

    First time doing vet (with the Honorable Brooms) it took us about 23 mins to beat the final boss. No joke, I was getting bored with St Olms because he had near 100 mil HP, mechanics that aren't even exciting and the only thing I had to do as the healer was babysitting the tank the entire time (occasionally throwing Orbs and buffs to the DDs)

    And after we beat it, our leader decided to go again for a shot on the leaderboards. Which failed btw. I died 3 times on the first boss because some nincompoop who got targeted with the poison blast decided to move around and jump in front of me

    I'm def not gonna have a good time doing HM
    "We're all born under the same sky and on the same earth. Therefore, we all deserve the same amount of respect."
    Tryxus of the Undying Song - Warden - PC/EU
  • Surak73
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    Come on, people. Asylum has been out on console for five days (5!), and on PS4 EU veteran leaderboard there are already nearly five hundreds entries (500!). A year ago, when MoL came out, it took several months before the first completion.

    Now people are struggling with hard mode: OK, and what do you want, that a new supposed top level content should be doable in less then a week? Then people would start crying that contents are waysss eeaasssy...
  • Princess_Ciri
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    The most important thing is to not die. The reason why the fight is taking you 2+ hours is because u have to res people. If people stop dying u can do it in less than 15 mins easy. (assuming u r doing nonHM and your dps is not potato level)
    GM and raid leader of Hot Girls Play DPS, the cutest guild EU
  • OutLaw_Nynx
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    The most important thing is to not die. The reason why the fight is taking you 2+ hours is because u have to res people. If people stop dying u can do it in less than 15 mins easy. (assuming u r doing nonHM and your dps is not potato level)
    And have done HM?
  • code65536
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    Surak73 wrote: »
    Come on, people. Asylum has been out on console for five days (5!), and on PS4 EU veteran leaderboard there are already nearly five hundreds entries (500!). A year ago, when MoL came out, it took several months before the first completion.

    Now people are struggling with hard mode: OK, and what do you want, that a new supposed top level content should be doable in less then a week? Then people would start crying that contents are waysss eeaasssy...

    The variable difficulty design is good. Vet +0 is very easy and you can almost PUG it. Hence why it took only a few days to fill the board. +1 is at a nice level of difficulty. +2 is insane.

    The complaint in this thread is that the fight is tedious and repetitive. It feels like a trial of attrition, where the difficulty comes from having to go for so long without screwing up.

    The other complaint that I have is that +0 and +1 are meaningless. Vet +0 gives you virtually nothing: a title and a bust (that's still missing its pedestal base). Vet +1 gives you nothing. You get the exact same gear in Vet +1 that you get in non-Vet +0. All of the meaningful rewards are locked behind Vet +2--the perfected weapons, the skin, and the polymorph (and for destro staves, the difference between regular and perfected is huge). And Vet +2 is the most brutally difficult thing this game has ever seen--it makes Rakkhat HM look like child's play. It seems a better distribution of the rewards would've made more sense. Instead, there's Normal +0, Vet +2, and a wasteland of emptiness between those two. Right now, the only reason I'm doing +1 is to serve as a precursor to +2... but it'd be nice if +1 gave you something more meaningful than two 10-point achievements.
    Edited by code65536 on November 12, 2017 3:10PM
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