Twister is actually over hyped, even among the most casual of players. The strict nature of the ability in 2.0 was completely removed, making it a much more simplified mechanic. It quite literally boils down to this:
- Spread out after Twin casts her ultimate ability and the MT is repositioning her in the middle of the hand.
- Have Twin Focus Target'd before her and the scourges are actually engaged. It will remain for the rest of the fight, and you can even see her casting Divebomb (though if you move when she starts casting, it will be too little too late).
- When Twister is being cast, move in a half circle. A line works too, though most people prefer the half circle method.
Essentially, as long as you are constantly moving during the cast of Twister until you can visibly see the landmines, then you are safe from the mechanic. The hardest part about Twister is not getting tunnel vision. Though, honestly, this shouldn't be happening to anyone aside from potentially the healers (DS -> Twister or Plummet -> Twister can take your mind off avoiding the Twister for a split second) and the PLD in charge of stunning the Dreadknights (has to watch for stun duration on top of watching for the cast of Twister). 2x Melee, or 1x Melee and 1x OT can have a bit of trouble with this as well, though (as the OT back in 2.0/2.1) I would just stand in front of the DK as it spawns so that the Melee could have the back and the flank to themselves. Anyway, point is, Twister is an alright mechanic. It's an instadeath one, but unlike Titan's Landslide, you can be Raise'd if you are hit by a Twister or any other mechanic in the fight. Just don't stack Twisters and you're golden.
Also most people who have the mentality of "Coil is easy" tend to think that it should be easy for everyone else as well. This is why Coil is hard. If you happen to be in a group of 8 people that DO think Coil is easy, much like yourself, then you will find Coil to be easy. If people in your group are struggling in Coil and don't find it as easy, even if you yourself do, then Coil will not be easy no matter how well you play. As an easy example, if you feel like you're the best tank in the world and you pop all your CDs at just the right time, but both of your healers are dead - guess what? Game over. That said, I don't think Ellatrix has this mentality, though since I follow Bokchoy on Twitch I know he's in a competent group and doesn't really have to deal with bads at least in his static.
~Anyway~ I actually think that people are misinterpreting attitudes like Ellatrix's as "toxic", when it's actually the game developers fault for putting us in this situation in the first place. You know what's toxic to the community? Lockouts. They divide us and make any aspect of challenging the new Coil on release depressing and exhausting. Forcing everyone to play with the same 8 people each week, not allowing anyone to repeat the Turns throughout that same week, not able to help anyone, only sticking with their static... it breeds this mentality of NEEDING competent players to progress. I completely skipped Coil2, and not because I wasn't able to beat it (the group I was offered to join beat it fairly quickly and are progressing in FCoB right now), but because having to deal with everything I've mentioned is just way too stressful. I'm tackling Coil2 now, most of my group hasn't even seen guides on T8 or T9, but I am perfectly fine with teaching them and being patient because I'm not forced to be in a rush or forced to exclude them from my static. I can bring in other people to practice if someone is out sick or busy, we can tackle previous turns we've beaten at any time. It feels GREAT to be in a Coil2 static in 2.4 and the fact that I had to wait 6 months for this to be viable is simply dumb. I'm happy for all the people that ended up with a group of 8 people they like, who are competent and good at the game, and who can progress through content on it's release. But for those of us without 7 other competent friends who aren't already committed to a static, it is just hell for us to try and manage even making it past the first Turn of the new Coil.
Basically, without the lockouts, this "toxic" attitude would not exist. People would be willing to help others because they actually can help others. A lot of great players DO help out their friends who are struggling with the previous Coil, but they also have to juggle this on top of raid times and scheduling and all this stressful stuff. It's not the players fault. It's Yoshi-P's. I really REALLY hope that the idea of allowing people who've already cleared X turn to go back and help their friends with it sticks. I hope they do away with lockouts all together or at least find a middle ground. But we'll only know when the expansion arrives and the new raid is released. 'Til then, we have to deal with this or do like I did and wait 6 months for Coil to be open to everyone.