Yeh, changing subject for something that happened on ... tuesday?
While I agree with a lot of the random methods to fix dkp hording, preventing shit getting DE'd, etc, etc, I ran into a fun thing last week which could be fairly detrimental to the guild over the next little bit unless we recruit someone specifically to fill the slot we're missing. It's similar to the other problems we've had, in which you'd have to make your own judgement calls on it, buuuut, long story short:
As far as playing combat, I initially steered towards mutilate because I felt it had a higher skillcap juggling between 3 hunger for blood stacks, being punished if you let it fell off, keeping an eye on slice and dice, aaaaand rupture.
Now it's boring as ass. Open .. Mutilate till 4-5, envenom, repeat every time the envenom buff falls off. Going by the fact this is faceroll easy enough already, I'm more than willing to switch it up and help the raid out while doing it. The only problem is, I'm not willing to shit all my dkp away buying 2 types of gear for it. Self serving? To a limited degree, I'd be more than happy to pass up things like heroic DBW to someone who needs it more, since I'd be considering it main > alt spec.
Gearwise? For the most part, all combat gear has arp on it, all mutilate gear has haste on it. There are slight pieces of gear (Sindragosa's Cruel Claw) that have both, and are therefore considered best for both specs. Other stuff? Well, for example:
Best in slot leggings are
T10 Legs. Alternatives to this are
Abyss Crystal.
Now, while the best point-for-point itemization is on the T10 ones, the Gangrenous ones have asstons of hit, bonus slot for arparparp, and most importantly, no expertise, which is easily cappable using other "best in slot" rogue pieces like Ikfirus's sack of wonder.
I've got no problem hooking up "proof" of intent to use this as combat such as me parading around in the gear gemmed for arp the following day, or week, or month, or just being inspected to make sure I didn't bamboozle some randy ass mutilate item (we already have best in slot mut stuff listed, so I doubt this would be necessary, but I'm always willing to go an extra step to be believed, especially after advantages have been taken in the past)
Upsides?
4% Melee Buff (this one is key because we're stacked for cleave. We have dps issues on valks. Do iit. Bladeflurry/fok/blabla rapes them shits)
Allows for better equipment swaps.
Me/Sargaz wind up with more gear.
Cataclysm buff/nerf avoidance.
Sargaz having more incentive to show up (k it's a long shot but I have to list it since pen gear can be used for randy dance too)
Bothi not doing shitty dps as arms on LK.
Downsides?
Guildbank gets less shards.
Ability to work stuff to get random gear that would be DE'd for other purposes than combat for cheap DKP.
Considering nobody would have found out about the whole dkp thing in its entirety (this refers to the wodins, not the axe) if it hadn't been for me, I'd like to think of myself as too fucking honest to go around looting randomass randy gear that was going to get DE'd just to stockpile it for cheap dkp.
And last but not least, DKP for attempts is fragile, because you're no longer using a 0 sum dkp system, in which you get dkp based on other people looting shit. PENALTIES however, are just as good. -1 to -5 DKP per LK wipenight per person = a lot of unhappy skippers, that need to find a new fucking guild so they can dodge without penalties, and a lot of happy campers that showed up and wiped all night for the DKP that the skipping people forfeited.
Make them dodgey fucks buy 5dkp priced bricks and redistribute that to the raid.