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[25] Ulduar, Vehicles on Flame L.

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Re: [25] Ulduar, Vehicles on Flame L.

Postby Seloei » Sun May 17, 2009 6:55 am

To cause overload... on 25 man, you just have to destroy the turrets and not have someone present there?
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Re: [25] Ulduar, Vehicles on Flame L.

Postby Diocaska » Fri May 22, 2009 6:06 am

Question: If you use two people in the passenger slots in the one demolisher, do they both get the abilities? Or just the one of them?

Not tried it out, but considering dropping a Siege tank gunner for a second Demolisher mechanic to make keeping up pyrite easier. (As one mechanic will be fired up constantly).
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Re: [25] Ulduar, Vehicles on Flame L.

Postby Tiandelin » Fri May 22, 2009 7:38 am

Diocaska wrote:Question: If you use two people in the passenger slots in the one demolisher, do they both get the abilities? Or just the one of them?


There's only one gunner slot in the demolisher. If you look at the vehicle, you'll see that the other "seat" is occupied by some lazy dwarf. The only other place for someone to go is the catapult, where they can't do anything until they're launched (and it keeps the driver from firing anything too).

Diocaska wrote:Not tried it out, but considering dropping a Siege tank gunner for a second Demolisher mechanic to make keeping up pyrite easier. (As one mechanic will be fired up constantly).


My guild sends up three people and drops two choppers and a siege gunner seat to keep the demo gunner seats full while they're up there. Essentially, we just rotate two assault teams, with the "inactive" team manning the guns on the demolishers that are launching them. The other two demolishers just have full-time gunners.

Keeping people in the demolisher seats makes refueling easier, which lets us keep pyrite dots on the boss full time. There's really nothing you can do to him that compares to that attack. Mortars and cannons are nice, but rolling 200k dps dots will drop him like a rock. Nothing comes close to the damage that stuff can put out if you can keep it up.
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