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 Post subject: About curses
PostPosted: Sun Aug 24, 2008 4:12 pm 
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Joined: Wed Jun 20, 2007 3:27 pm
Posts: 365
Main: Churchboat
Class: Druid
Type: DPS
Alt: Matafa
Alt Class: Shaman
Alt Type: Healer
Character (Second Alt): Hinaaja
Second Alt's Class: Warlock
Second Alt's Type: Ranged DPS
I've been studying lock curses a bit and altho its not a biggie i think its good to go thru em a bit. Found a string off ellitistjerks which gives some advice on them. Never mind the CoS-CoE as theyre joined now. Any new locks should go check the ellitist site anyway, posted on my previous topic.


Curse selection

General notes on curses: The first three curses in a raid will typically be CoS, CoE and CoR. With decent gear and decent players, even one player benefiting from CoS/CoE will make it worth it, and unless you didn't bring a single melee class, there should be enough physical dps to warrant CoR. Affliction warlocks will typically spec for Malediction to bring a 13% CoS, mitigating the loss of dps that affliction suffers from.

Curse of Shadow - Scales nicely with increasing number of Shadow Priests, Arcane Mages, and Warlocks (and hunters, to a lesser extent). Usually the default curse to put on an enemy. If you use the level 60 version it will not get knocked off by hitting the debuff cap.

Curse of the Elements - Boosts fire/frost mages, Warlock fire spells. An obvious choice if you have several of these present. As with CoS, if you use the level 60 version it will not get knocked off by hitting the debuff cap.

Curse of Doom - Very high Damage-Per-Casting-Time. Does not get a bonus from Shadow Mastery, for reasons unknown. Demonic Sacrifice with a Succubus will boost the damage by 15%, and ISB will boost it by 20%. Amplify Curse will only boost the base damage of 4200, so it's 2100 extra base damage. Curse of Doom can not crit.

Curse of Agony - Ideal for spamming on tanked trash, regardless of spec. Can also be used as an alternative to Curse of Doom, if that one is not an option. CoA is advisable on bosses that reset aggro (unless you can time CoD well), or on anything that will live 24 seconds but not 60. It can outdamage Curse of Doom on a strict dps basis, but you'll need to refresh it more often, resulting in a lower Damage Per Casting Time.

At around 1250 spellpower, affliction warlocks with imp CoA, and Shadow Mastery will obtain around equal dps with CoA over unamped CoD. More spellpower will favor CoA.

Curse of Recklessness - Stacks with every other armor reducing debuff, and will typically increase melee and hunter damage by around 6% if FF and 5xSunder Armor are present, according to [RAID] Boss armor values. You typically want as many armor reducing debuffs on a boss as possible, since each one adds more (Increasing Returns, as opposed to Diminishing). It will make the enemy hit slightly harder, though. To be avoided when the boss has an ability that is based on his melee attack power, such as Mortal Strike or Cleave. Useful on enemies that don't hit hard enough for a tank to keep aggro, it will help with their threat generation on those by a small amount.

CoD vs CoR: Which one is more profitable depends on the raid setup. More physical dps means CoR becomes better, obviously. Physical Raid Dps needs to exceed (CoD damage / 3.6) for CoR to be the better choice. (CoD dps = CoD damage/60, and CoR dps = Physical dps *0.06). Note however that you need to refresh CoD twice as often. CoR will under almost all normal circumstances create more dps, but the boss will hit slightly harder.

Curse of Exhaustion - Very limited use. Typical use is for Striders during the Vashj fight, and on Mount Hyjal trash.

Curse of Weakness - Reduces attack power, but it doesn't stack with the other ap reducing abilities (Demoralizing Shout/Roar). It will get overwritten by a talented Warrior Demo Shout, which any raid community should have. The only possible use for it is if you are raiding without a Warrior and have a Paladin tanking.




So im thinking maybe we should have a sac spec lock do the CoR (maybe someone smarter than me could figure out which bosses are a no-no) if there is already a CoE as we usually have lots of hunters with pets and some rogues&dps warriors around. Also it would give a bit more threat for the tanks. CoW isnt that good cos theres always a warrior or a druid tank in anyway.


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 Post subject: Re: About curses
PostPosted: Sun Aug 24, 2008 9:44 pm 
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Joined: Mon Jul 09, 2007 6:30 pm
Posts: 1093
Main: Mirid
Class: Druid
Type: Tank
Alt: Mirid
Alt Class: Druid
Alt Type: Ranged DPS
Thanks Hin, that was a very interesting read.
I had been throwing up Curse of Weakness whenever I saw a tank having trouble; I never knew it wasn't doing any good.


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