ICC 10 Man Heroic raid setup

EPGP has worked well for us though, almost no complaints.
It's fast, allows you to penalize for fails/reward for new kills and it's fair.

You have do some configuration to make it work fairly and know how to use it properly though. If your ML is having problems (or rather, people are pissed with how loot goes) let him/her give me a shout and i'll gladly help out with the setup.
 
Nahh must be honest Conack... the EPGP system has me clawing up the walls in frustration. I have raided under every loot system under the sun, but EPGP system just frustrates the living crap out of me. From a loot master perspective its good yes... from a raider / whats good for the raid overall, no definately not, I dont like it.

Its flawed in many ways, yes maybe its just the way we use it, but so far for me, its been nothing but painfull.
 
I still rate loot council as the best loot system if your guild can pull it off. EPGP though is pretty much the top of the dkp style systems imo. I'm only running 10 mans at the moment though which means loot distribution isn't really a concern :)

To go back on topic though - the only real weaknesses I can see in the group structure listed is lack of paladins. Running with one paladin makes it so much easier to keep buffs up and holy paladins are completely overpowered for 10 man runs at the moment.

What you might find though is you might need to tweak your tactics for the 10 man fights if your raid group structure has changed. I find in 10 mans where you get more variety in raid combos - what works for one group doesn't necessarily work well for the next. I'm actually a bit suprised you battled on putricide/princes though - my guess would've been that those 2 fights would've been a bit easier with a range heavy group like yours.
 
What's the problem though?

The way i see it work:
Everyone in the raid gains 1000 EP per 15mins with a weekly decay of eg. 10%.

2h Axe of Sauce drops @ 600 GP

2 guys select Main Spec
2 selects Off Spec

The 2 OS chaps are immediately out of the game regardless of their EP / PR since MS > OS.
EP/GP = PR, highest PR wins.

A new chap joins the guild/raid. Since he hasn't received loot yet his PR >. He gets his first item quickly.
The decay helps to keep the old timers from hogging all the loot.

In time it works out fine.

Alternatively Suicide Kings worked really well for us before we moved to EPGP. Straight forward system, but you can't add some incentive to stop making raid mistakes/fails on the fly. Surprising how quickly a man stops failing when a fail costs a couple thousand EP ;)
 
Ok I dont want to hog this poor guy's thread by going off topic, but I will PM you my personal experiences with EPGP and you can tell me if you have run into the same specific scenarios. :)
 
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