10man EPGP, part 2
Starting tomorrow, Tuesday the 10th, the current 10man raids (Naxx10, OS10, Maly10) will no longer be on the EPGP system. You earn no EP for attending them, and gear does not cost any GP. Loot is still need before greed (i.e. main sets before offsets).
We'll leave the 10mans on the schedule for now, just to give people a gathering time to make it easier to get a raid going. But people are free to put together their own pickup raids on other days and times as they desire, as long as it doesn't conflict with scheduled events.
10man EPGP
Officers have been discussing this for a while, and we think it's finally time to implement it. Starting tomorrow Tuesday the 17th, EPGP in current 10mans (Naxx, OS, & Maly) are reduced by 50%.
Maly is still a challenge, but we're defeating it regularly, and raid turnout isn't nearly as high as it was, which indicates gear from there isn't so much in demand.
100 points for on time, 100 per boss, 50 for end of raid. All gear is 50% GP (rounded down), offsets remain at 1/10th normal cost (because 1/20th would just be ridiculous and annoying to calculate).
This is a first step. At some point in the next few weeks, we'll reduce 10man EPGP again or maybe eliminate it. Current 25man EPGP will almost certainly be reduced when Ulduar goes live, *possibly* before then.
Have a Nog
So today I was drinking alot and accidentally deleted the admin accounts on the website, haha.

Minimum EP
One of the things discussed at the last officer's meeting was eligibility for loot on 25man raids. There's a limitation of the EPGP loot system that someone new has a top priority rating until they get their first item.
It really isn't fair for someone new to show up on their first 25man raid and get 1 or more highly desirable items immediately, without having proved themselves to be a raider first.
So, we decided to set a minimum EP of 6000 to competitively declare need. This number is equivalent to 2 full Naxx clears, which really isn't too difficult to earn. We may adjust this number at some point depending on how things work out.
The EPGP addon will automatically sort all people with less than the minimum below all people above the minimum. This means that people below the MinEP can still declare need, but they'll only win an item if no one above the minimum needs it as an upgrade.
This will go into effect immediately.
On a separate, but related, note: Because tanking druids spend a significant portion of their time dpsing for the benefit of the raid, they will get first grabs on offset dps gear. So it's still main gear set upgrades first at full GP price, then tanking druids for offsets at offset prices, then everyone else for offsets at offset prices.
The tale of Sifeus the poor.
My internet is down until I can scrounge up the fundage to throw at embarq and make 'em happy.
...Anyway, I'll be out a few days.
Online
Online after a long break. Those of you who were having password issues should notice they have been restored. No, it wasn't a hacker. The host changed what server our website was on and some url paths got bunged up. The login module couldn't differentiate admin accounts from guest ones and that was a problem I did not want to fix while the site was live. It would have been a problem that I fixed over the course of an evening but being that its the holidays...
Warrior Revolution``````
Hey Tanks if you haven't been keeping up on the news in Warrior Prot tanking there is a new build out there that is very interesting.
http://www.wowhead.com/talent=LAM00fZhbZVItrx0zidczsGo
As you may have noticed threat is no longer something that we need to worry about and now our focus should be on survivability and damage. This new build leans toward the latter. With this you spec into Deep wounds which everytime you crit you place a bleed effect on the mob. This works well with the changes made to warrior talents as most of our abilities get and extra 15% crit chance. This is especially powerful with Thunderclap and Shockwave as every mob that you crit with these AOE abilites gets the DOT causing some great AOE threat.
The DOT that is applied by Deep Wounds deals 48% the average dmg of your melee weapon over 6 second. This build naturally lends itself to a slower weapon like [item]40345[/item] which again is a step away from traditional fast weapons.
Overall this spec should raise your DPS by 6-8% for both Main Tanks and Off tanks and has become the new standard.






