In getting back to the original request and post, I will grant what many have already said and add this. If your guild remains blindly unwilling to even so much as
try tactics openly suggested by highly experienced people from many of the most hardcore and successful raiding guilds in the game...that's pretty damned sad. If you're rolling with a crew that are only just starting to learn MC, perhaps you should wait to worry about CoR'ing things until they are "farm status". (Trash mobs you never wipe to. Bosses you kill every time without a problem, etc.) If you already largely know what you're doing in MC, they have nothing to fear and a great deal to gain.
Assuming your people don't just tremendously suck at the game, CoR should be highly beneficial on the vast majority of fights. (Read as: "All of MC unless you're still running around in blues and greens and having major difficulties on particular bossfights".) I think I'm addressing someone with the mindset of your guild in the last section of this post, so maybe they should just go read that and be less stubbornly ignorant about trying new things.
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I like how many people are so unwilling to even try it based on simple worries of what it "might" do. When a few of us warlocks started debating the usefulness with Wodin and other rogues way back, I cut the theorycraft and just started throwing it onto everything without asking one night. Non-spell DPS sent me love letters and Gurg piped up in Ventrilo or via tell, I forget which.
"Curse of Recklessness?"
My explanation?
"He's not dying from it and rogues are giving me head."
Moz would never cockblock a brother for something so simple as safety. Hellsoap eats CoR for breakfast and farts deep wounds. You people's tanks need to grow a pair and have some faith in their healers. (Either that, or people need to gear and skill up quite a bit.)
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Originally Posted by Anaram
I would thus conclude that curse of recklessness should not be used in any situation where a mob poses significant threat to the tank.
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Exactly. Meaning double crushers that hit big to begin with (Broodlord), enraged Chromaggus types (during enrage), and that's pretty much it. As someone with fairly heavy level 60 raiding experience as pretty much every class in the game by now (no paladin...lol), I can safely say around 95% of the fights in this entire game are stable enough that tank death won't occur from a CoR unless one of the following is the case:
1) Your raid heavily sucks.
2) Your raid is badly undergeared.
3) Your raid is somewhat underexperienced with the fight.
4) Your people are lazy. (File under #1.)
Anyway, if any of those are the case, people should hardly be concerned with math efficiency over learning to play and getting an epic or two. ;)
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Also, curse of recklessness is not an economic form of damage in a fight against a single high physical damage output mob.
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It would still be good for damage, but it is actually dangerous versus heavy spike mobs like Broodlord and should be avoided unless your healers and tanks are very comfortable with the spikes and ranges on an encounter like that. So don't CoR Broodlord unless you really know what you're doing. I'd leave the rest of things up to tanks' discression. We usually ask our tanks how comfortable they are with a new boss before we start using CoR on it.
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This next response is dedicated to Brock's guild and all those like them who seem to blindly fear CoR (and apparently math) out of some manner of odd hatred. No offense meant to Anaram at all, here. I appreciate all people who take the time to actually read a thread and respond intelligently with their input, experience, or opinions. Always welcome here. :) Part of his post handily mirrors the whole "I think, but haven't actually tried..." and "my LBRS experience tells me..." mindset that many people in guilds like Brock's stubbornly exhibit when arguing against stuff like CoR on raids, so...
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Originally Posted by Anaram
It might be a good pick when tanking 3 mobs while only killing 1 mob or when killing very trivial content. The damage increase of a typical boss mob would, however, often require one more healer than normally just for pure healing amounts (8 MT healers -> 9 MT healers)
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What? 8+ MT healers on Molten Core bosses? Is the entire raid in blues and greens? Hopefully that was just odd numbers for an example to clarify the point.
One extra healer is hardly difficult to allocate on any fight excepting the ones you wouldn't be using CoR on in the first place. Two decent healers in a raid with even a handful of epics can generally keep a MT up throughout most if not all of MC. By BWL, you've generally got the raidwide gear to keep things the same on many fights. In all of my raids as a priest, anything I've ever had a tank die from with CoR on a mob was unlucky burst damage that would have killed him quite dead whether CoR was there or not. Myself and most of the healers I raid with are capable of singlehandedly keeping a MT up in MC, barring a couple of boss fights in there that an extra healer or two for insurance or mana breaks is handy.
Too many healers required due to CoR? Poor arguement unless massively undergeared, in which case you probably wouldn't be using CoR anyway. (PS. Massively undergeared means a solid raid of blues and greens, in MC. If you can clear to domo regularly, you can probably afford to use CoR in most of the zone already.)
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...A more safe (and debuff slot-effective) form of DPS increase would be just to have one less healer and one more DPS.
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I've seen that one a lot. In the minds of many, it would appear that Deep Wounds, CoA, or another handful of frostbolts is much more DPS than
every single hunter, rogue, shaman/paladin, and warrior in your raid hitting for more damage at all times in course of every fight. ;)
As to safe, CoR is generally safe on any fight we haven't specifically called a "NO", which people would actually know if they weren't too much of enormous candy-asses to actually try using it on content. If you are badly undergeared? Not so good an idea. Sucking horribly at the game? It'd be a bad idea in those two cases. On effectiveness, it is a dirt cheap and constant level of DPS that can be applied instantly to virtually every single mob and kept on at 100% efficiency with minimal difficulty for the full duration of any fight.
Even with Paladin stacks on a mob, there is usually room for a CoR, and depending on how many Warlocks or Mages are in your raid, you'd often be better off ditching the ever popular CoE or CoS for it. (3 warlocks and 5 mages in a raid with gobs of melee? Room for only 2 curses due to pally stacks? CoE + CoR = best potential DPS. No contest. Adjust as needed, based on raid composition.)
But don't take our word for it. Try it. If it sucks and you get no benefit, go ahead and stick to your old methods. Not like people have something to lose, here. No sense in heavily theorycrafting something that people on both Alliance and Horde sides have actually been using in practice and to good effect for well over a year.