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Thrasher 16m HM


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Thrasher is one of the hardest fights on 16-man HM. We can one-shot everything else on a farm night and still wipe on this guy occassionally.

 

You NEED to focus your healing. Put 2 healers on your tank FULL TIME, they do nothing but heal the tank and dodge firebugs, thats all they are allowed to do.

 

We then run a tank and 2 melee DPS up on the ledges where the snipers spawn. A healer goes up there with them. Your 4th healer should be on full time raid healing. They can put hots and shields on the tank during downtime but their primary duty is to heal the AOE damage being done to the raid.

 

Once you get your healing stable the fight becomes much easier.

 

Also, Thrasher's tank MUST stay in melee range with him at all times. If Thrasher's tank isn't there to beat on he will constantly channel a pulsing AOE that does a lot of damage.

Edited by Terro_Fett
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Our guild has has better and more consistent success by using doing the following:

 

-Have starting tank and a healer (Jugg and Operative for us) get knocked up to the first set of adds. Other tank taunts immediately after knock up and tanks him in a corner in place and never moves.

-Tank and healer stay up on the ledge and move from add pack to add pack taunting and attacking until shields go down. Once down tank announces shields are down and ranged DPS blows them up.

-Tank on Thrasher should not need to move and healers and DPS can stack behind him. Ranged DPS will clean up adds once shields go down.

 

This strategy has help us consistently killing Thrasher by reducing movement in the fight and having to swap tanks while consistently getting the shields down.

 

Things to note is the adds hit very hard so the healer going up with the tank needs to be ready to burst heal the tank as well as pop defensive CDs if they pull aggro with heals.

 

Hope this helps. Good Luck

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Yes it looks very similar to the way we do it. It looks like they had their tank or someone jump up but we had issues with clipping and getting knocked off after jumping to the demolitionists so we just have the original tank and healer get knocked up and that eliminated having to worry about jumping up and any LOS issues that arise from that. It also allows a healer to be up with a tank eliminating any LOS healing issues as well.
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