6 Influential Factors in Loot Council Decisions

This is a behind the scenes look on the Conquest forums detailing loot factors that are taken into account during loot council disputes. Some readers expressed interest in learning more about the specifics and here they are.

Loot is the single biggest headache involved with raiding. If you are a person that values yourself over the guild, then you want to reassess why you are in this guild, or why you want to join this guild. Ask yourself “do I want gear to raid or do I want to raid for gear?” Hopefully, you are a person who will choose the first option. If all you want is to raid for gear, then Conquest is probably not for you.

Nothing can avoid disagreements over gear. The Loot Council itself has an odd number of members specifically to avoid a deadlock on a piece of gear. Please keep in mind; we will do it as fairly as possible. If you felt you were treated unfairly and made a mistake, place yourself in an officer’s position and look at it from that angle.

If you still feel we error, please get in touch with Mallet and discuss it with him. Unfortunately, we cannot reverse decisions unless the item was erroneously awarded (as in mislooted, which can only be fixed via tickets). But your thoughts will be taken into account for the future.

How to express interest

Say Interested – If the item is a significant upgrade for you in your current spec and role. Best in slot also applies.
Say Pass – If the item is a minor upgrade or you’d like it for an off spec.
Say nothing – If you have zero interest at all in the item.

A countdown will be applied. At the end of it, there will be a dash (-). Interest expressed well after the dash will not be factored into account (unless there was no one interested at all during the countdown).

Note: If you equip a green to ninja gear and attempt to influence the council, you will be gkicked.

The gear reward process

5 members consists of the Loot Council. They each have their own individual personality and are 5 different players. Each council member has 1 vote used to decide who receives an item if there are multiple players interested in an item.

6 Influential factors

Current rank and position: Initiates and Subs will not get loot assigned to them if there are members in the raid with Raider status that has interest. This is to prevent people from joining, getting a few pieces of loot, and then leaving. It is basically a form of DKP. It forces people to have a vested interest in the guild to receive gear. This may be overlooked based on performance, attendance, or the amount of loot already received during that raid. To attain Raider status a person must be a member for a few weeks and attended (or been on vent and available) a minimum of three raids per week.

Attendance: Raid attendance is extremely important. If players aren’t here to raid, they’re not going to be able to contribute. Remember that loot drops will be awarded in order to be as effective as possible. This means there is a higher chance that a player who attends 3-5 times a week will get an item over a player who only shows up once a week.

Effectiveness: Is it effective for the guild as a whole? Will you be able to utilize it and ensure that it does not become useless? We want to ensure that items aren’t going to be wasted by being awarded to alts or off specs unless there is no main interest. Paladins looking to obtain DPS Plate gear aren’t going to get it if they’re in raids to heal. It does not maximize the effectiveness of the item if it is not being used.

Current items: A player still wearing Heroic or Normal Naxx level gear is going to have a higher chance of being awarded an item. Keep in mind that this will not always be the case. In certain situations, while the item in question may be a larger upgrade for a newer player, it could be awarded to a veteran player who has been in there for weeks or months on end trying to get the item.

Equal distribution: Loot will be distributed as equally as possible to the appropriate classes that need them (at least, we’ll attempt to). It is unlikely for players to receive more than one item from a boss. But it is entirely possible for players to receive multiple items in one run. We cannot control what items a boss drops. The last thing we want to do is shard a piece.

Set bonuses: With certain classes, some T7.5 bonuses are just plain awesome to have. If you have an odd number of set pieces (like 1 or 3 set pieces), we want nothing more than to help activate them.

Self improvement and teamwork

The main tanks in the guild are able to talk amongst themselves and figure out who needs upgrades over the other first. They do this purely through communication and cooperation by figuring out their weaknesses and identifying the items that benefit them the most. When tank items drop, they are able to compromise.

I encourage other players to do the same with the other classes or other players wearing similar armor types. As an example, I try to work with the other Priest and clothies to see who can benefit more.

90% of loot drops is handled informally among our members. They all take turns passing and are aware who can benefit items the most. It’s the 10% where loot council has to step in and make a decision. The trend here is that it ends up mostly being trinkets, rings, or weapons.

* Note: Anyone is free to take this post and modify or use accordingly for their own guild. Yes, you have permission. Don’t have to email and ask.

For the Resto Shaman: Settling the Crit vs Haste Discussion

sham-crit-haste

This is a guest post from Lodur, a Resto Shaman who set up an experiment to determine what is better: Haste or Crit. The experiment consisted of two relatively equally geared Resto Shamans with slight variances in haste and crit thrown into a full clear Heroic Naxxramas.

Round 1

Lodur from Zul’jin here again. Today I’d like to talk a little bit on the topic of Crit versus Haste. This has been a hotly debated topic among the shaman community since patch 3.0 dropped on us giving us all kinds of goodies. Specs have been proposed and gear has been compared using every measuring stick imaginable. The arguments are all over the Internet, and you can find them on all sorts of forums and websites. Right now though I’d like to take a look at some key points for each camp that have recently been brought up in my guild’s Shaman Class forums.

Pro Crit:

  • Bigger heals = less heals needed

  • Allows for increased rate in procs in key talents such as Improved Water Shield,and Ancestral Awakening.

  • Takes full advantage of the fix to Earth Shield which now has a crit change equal to the caster and not the recipient of the shield

  • Allows for Increased performance of preventative healing

  • Allows for greater single target healing efficiency

Pro Haste:

  • Allows for lower casting time for Chain Heal which is a shamans most efficient heal (5.23 heal per mana)

  • Allows for a greater number of spell casts which will allow key talents such as, Ancestral Awakening, Tidal Waves, and Healing Way to proc more often on more targets

  • Allows for Increased performance in "twitch" or reactive healing

  • Allows for greater group healing efficiency, while giving the passive regen of a Glyphed Water Shield time to restore mana. 

  • Allows for quicker application of Earth Living Weapon so as to proc to more targets

To further understand these points we can look at the talents and abilities so you can begin to see where each is coming from.

Talents / abilities Described:

  • Ancestral Awakening: When you critically heal with your Healing Wave, Lesser Healing Wave or Riptide you summon an Ancestral spirit to aid you, instantly healing the lowest percentage health friendly party or raid target within 40 yards for 30% of the amount healed. This may not seem like much but this adds up over time. It normally clocks in at around 1% of your total healing output.

  • Improved Water Shield: You have a 100% chance to instantly consume a Water Shield Orb when you gain a critical effect from your Healing Wave or Riptide spells, and a 60% chance when you gain a critical effect from your Lesser Healing Wave spell. This is helpful with mana regen especially if your find your MP5 or raid replenishment lacking.

  • Healing Way:Your Healing Wave spells have a 100% chance to increase the effect of subsequent Healing Wave spells on that target by 18% for 15 sec. This turns your 15,000 Healing Wave crit into something that creeps up to around 20,000 and with the change to the talent applying the full bonus on once cast of Healing Wave, it has found it’s way into many rotation.

  • Earthliving:Imbue the Shaman’s weapon with earthen life. Increases healing done by 150 and each heal has a 20% chance to proc Earthliving on the target, healing an additional 652 over 12 sec. Lasts 30 minutes. 20% meaning 1 out of every 5 heals will land a hot on a target. Using a Glyphed Chain Heal means 4 targets per heal. A 652 HoT doesn’t seem like much but it adds up over time. 

Practical Application:

Someone once said me to "Lodur, I hear what you’re saying but I need to see the numbers." So after a lengthy discussion with another shaman in our guild we decided to give it a go. I would continue to stack haste (Hello, My name’s Lodur, and I’m a haste junkie) and they (I wont use their name simply because I don’t exactly have their permission to post their toon details on the interwebs and I’m respectful like that) would stack crit and change spec and see what numbers we got.

All numbers are without totems or self buffs, and not including Earthliving Weapon. These also do not take into account trinkets like Egg of Mortal Essence . Both of us were present for all four wings of Naxx and we were both tasked with Raid / OT healing at the same time in order to keep things as consistent as possible.

(And before anyone says quality of player or anything silly like that it should be noted that me and Shaman 2 are consistently within a stones throw of eachother every raid and both have been doing this for a long time!)

Let’s look at what some numbers produce, looking at builds and stats first. All gear is at the item level of i200 and i213. This is without totems, weapon buffs, food or raid buffs. Both shamans used the same Glyphs for the run. Glyph of Chain heal, Glyph of Water Mastery, Glyph of Lesser Healing Wave and Glyph of Water Shield

The Stats

  Lodur Shaman 2
Spec Spec here (Excludes Improved Water Shield in favor of Healing Way) Spec here (Inclusion of Thundering Strikes over Enhancing Totems )
Intellect 1010 983
Haste 419 (14%) 262 (8%)
Crit 19% 31%
Spellpower 1952 1936

As you can see the stats are fairly close, differing mainly in their haste and crit rating. So lets take a look and see what the end result of the run was number wise.

The Results

  Lodur Shaman 2
Total Healing 5328335 5089956
Water Shield 60813 64400
Earthliving 444686 311665
Ancestral Awakening 75251 67245
Average Crit 24% 34%
Overhealing 40% 40%

Wow. Pretty close there! Now that’s overall for the entire raid night. So as everything averages out at the end they wind up being pretty similar. We can break this down a bit further and look at some of the individual fights to look for strenghts and weaknesses for each. Lets pull out two boss kills here.

Maxxena:

Lodur: Total Healing Done: 68,068
Shaman 2: Total Healing Done: 123,953

Damn, got almost doubled on that fight! The strong single target heals allowed for Shaman 2 to top off tanks and webbed people in one gulp causing my quicker heals to move on over into overhealing.

Heigan the Unclean:

Lodur: Total Healing Done: 222,257
Shaman 2: Total Healing Done: 109,780

Haste won that round! The faster group heals and lesser healing waves allowed for me to top people off quicker while diseases were cleansed.

The trade off between bosses carries on from there with Crit winning on Loatheb and Haste winning on Patchwerk. The two have fights where they will always shine slightly brighter then the other, but overall they perform to roughly the same output.

The Conclusion

It is, in the opinion of this shaman, so close that the difference really boils down to playstyle.

Both ways work! If you have a preference roll with it. Gearing for both is very easy. There’s haste on just about everything and what mail spell power pieces don’t have haste normally have a ton of crit (yes I know it can be argued that its elemental gear but it still works for healing all the same).

There will always be fights that are slightly tougher for your then if you had more haste rather then a ton of crit, but thats true about everything in the game. The synergy between the two is also noticeable. Fights where a hastened Healing Wave can keep Healing Way up so that the crit spec can land a huge, huge heal will always be there.

Well that’s it for round one of haste vs crit. Round 2 will be after 3.1 drops and Ulduar is available. Until next time, happy healing.

Image courtesy of Aurik

Heroic Sartharion 3D Conquered

matts-drake

It is done. Approximately 24 hours since the experience and epiphany I had last night, it all paid off.

Sarth and his 3 drakes are down.

Twilight Drake

A big thank you goes to everyone in the guild. Without their efforts of them, the assistance of the Plus Heal Community, and the various bloggers who’ve written about their experiences, this post would not be here right now.

The handling of the Drake was flattering. The officers and an overwhelming majority of the guild felt that I should have gotten the first one.

Needless to say, I double checked to make sure.

The last thing I want on my hands is a riot because the GM gets awarded the first Drake. I’m not one for mounts. Even though I made a Flying Carpet, I still ride on my purple Gryphon. But I guess the Gryphon will get rested for a while.

Subsequent mount drops will be handled with interested members rolling instead of the loot master doing a raid roll. This gives players a measure of control and it allows players who don’t care about the mount to opt out of rolling for the ones that do.

My hands were shaking once we got that Shadron down. It was the first time we hit that plateau and after that, it just felt like smooth sailing from there.

Total time spent: ~8 hours on just 3 Drakes alone
Time of death: 7:04 PM PST, January 28

  • Worked on the pull
  • Worked on the Drake positioning
  • Worked on Whelp and Elemental tanking (We used a Death Knight)
  • Worked on healing the ad tanks and the Drake tanks
  • Worked on surviving Fissures and Firewalls
  • Worked on timing Main Tank “saves” (Pain Suppression, Barksin + Survival Instincts combo, and Guardian Spirit)

Extra things

These points may be minor, but they might help you. We increased the healing from 6 to 7. This gave us 2 Paladins. The fight took slightly longer, but it paid off.

Now what these Paladins did was they spent 17 points into Protection to pick up Divine Guardian.

The moment I used my Pain Suppression on the first breath, I’d pick one Paladin and tell them to bubble. Since a majority of the raid members are standing together, this helps mitigate raid damage during that period. On the second save, the Druid tank on Sarth popped his Barksin and Survival Instincts to outlive that breath hit. At this point, if it goes off, I alert the Holy Priest to get into position because his Guardian Spirit is up next.

Reader Rivendael brought up a great comment that I wanted to reiterate:

Hi Matt, I’m surprised that you have to watch the animations at all :)

It’s very responsible of you, considering that most healers need to/are very used to watching mainly health bars, but in the end, I’d say that the job of watching for breath cooldowns should in fact fall on the tank.

As my guild’s druid tank on Sarth (we’ve downed 3D), even before the fight, I establish player orders for the cooldowns we’re using. When Vesp lands, I call for the first cd-user to “prep” (usually all my healing pallies and priests). When I see the breath animation, I call for the prepped player to use his cd. Then I call for the next player to prepare. And so forth.

My healers just need to macro their cd to me and be in range, that’s all, and I take the burden off them so they can -visually- focus on their heals, while dodging lava walls and void zones. As the one player facing Sarth’s bigass head all the time, it’s the least I can do. Since your Sarth tank obviously has a mic, why not suggest that he do the same?

The answer to that is we both do it. The Sarth tank and I are able to watch for his head. As a healer, I like to use IceHUD so that I can see the health bar of my target, the health bar of myself, and the action that’s going around. This goes hand in hand with my heads up technique of healing.

The “double affirmative” from the Sarth tank and myself strengthens our judgment. It’s better to have two pairs of eyes on it if possible. It helps confirm that it is the right time to use a save when two players are saying the same thing. While there’s nothing wrong with allowing Sarth’s tank to call out when to use the save, I prefer keeping my head up instead of relying on reflexes to hit the tank.

Either we’re both right or we’re both wrong.

I do have a video from a DPS perspective. Just need to find a suitable host. Any ideas of a Youtube or Filefront alternatives?

Also: Ner’Zhul is ridiculously PvE competitive. We’re in the top 20 of guilds that have successfully killed Sarth 3D.

Healing Assignments for Resto Druids

broccoli-banner

Perhaps more than any other healing class, Wrath of the Lich King has revolutionized the way druids heal. I’m going to take a bit of a look back to where we came from as a way to help understand any troubles druid healers might face at present when we try to figure out what our role in raids should be.

Back in the “Good” Old Days

I came of age as a healer during the BC raid content, and I think part of me will always missing rolling Lifebloom stacks on four different tanks during the Hyjal trash waves. Lifebloom spam may have been widely criticized, but at the time it was effective and felt very dynamic for the player. The timing was tight enough to require tank-specific macros, which I miss, because I could always change their icons to a pig whenever I got mad at them (sorry, Brio). However, when healers argue now that they don’t want to be locked into a rotation, they’re probably thinking of something like old-school LB rolling with horror. That was a rotation, all right–but it left me dizzy. I had to keybind Lifebloom twice–both to my mouse clickwheel and to F. The “F” was for when I needed to refresh while turning with the mouse. At the time, there was no way to increase the 7 sec Lifebloom rotation, and the penalty for letting the stack fall off was fairly severe. I never ran into mana problems, but sometimes the tank would take more damage than I liked if their stack slipped off, and I had few ways to play catch-up. If one tank’s stack went, then most likely all four would.

Even some boss fights made Lifebloom spam worthwhile. On Illidari Council, I used to assign Bonkers to roll LB on three tanks, giving him 1 GCD per cycle free to do “whatever he wanted.” Let me add that the healing buffer Bonkers provided to three of the tanks won the fight for us on more than one occasion. Why did I give the assignment to Bonkers and not myself? Because Bonkers is quicker than me. My assignment, keeping up the group on Malande, was a lot easier. The odd thing is, these kinds of assignments seemed great to Resto Druids at the time–1 GCD free? That’s amazing.

Now that I think about it, the Good Old Days don’t seem so great after all.

Broccoli, v. 3.0

Patch 3.0 brought new tools for the druid healer, offering flexibility where before we had none. However, it strikes me that many Broccoli Stalks might be a little bewildered by all our new toys. And if we’re confused, imagine what it’s like to do healing assignments for a resto druid these days. A few days ago I came across this topic on PlusHeal forums, posted by Siha of Banana Shoulders:

So, I’m the healing lead for my guild, and it usually falls to me to do healing assignments.

I’m having some trouble deciding how best to make use of resto druids. I know in TBC I always used to use them for a multi-tank assignment, keeping a bunch of people hotted up with Lifebloom, but I’m not really on top of all the resto druid changes in WotLK yet.

The talented Siha, as always, gets right to the point with her post. I replied in the topic, but I think that the question has enough merit to warrant a full-length post.

So, what do we do with the newly-versatile druid? After looking at my own performance and those of my Cruciferous Vegetable buddies in Conquest, I am convinced that Resto Druids can be assigned in two different ways for Wrath content. I’m going to showcase a couple of meters-topping druid performances to show just how versatile trees are these days

Raid Healing

This assignment is the most obvious for a resto druid. Wild Growth, due to its higher total healing and it’s status as a heal over time spell, suffered less from the recent nerf than Circle of Healing did. With Rejuvenation, Wild Growth, and perhaps a glyphed Healing Touch in the mix, druids have a powerful toolkit to deal with raid damage.

Let’s take a look at the meter breakdown from an expert druid healer on Gluth, which features heavy raid damage:
s13-meter

Now, the meter % alone might not mean much, but let’s factor in healing assignment. Both S13 and I were assigned to heal the kiters on Gluth, and we have similar gear. Why did he outperform me? Let’s take a look at the abilities breakdown.
s13-breakdown

Take a look at S13’s Healing Touch percentage and the amount it hits for on average. That tells me–even if I didn’t already know–that he’s using the Healing Touch glyph. The fact that he’s able to get so much healing out of a direct healing spell also tells me that S13 is fast. He’s really great at reacting to situations. Notice here that he’s also made a lot of use of Lifebloom–nerfed it maybe, but useless it is not. This WWS report is post-WG nerf, by the way. S13’s performance shows how little a healer has to rely on Wild Growth to be effective (and to post good numbers while doing so). If I were to take a look at S13’s targets, I would see a lot of healing on the 5 kiters, but also a decent amount on other members of the raid. S13 is a great raid healer because he’s able to pay attention to a lot of things at once and to accurately judge when he can go a bit beyond the boundaries of his assignment.

Tank Healing

Yes, I know druids have an AoE heal now. That doesn’t mean that we’re not still good at our old role, healing the main tank. I’ve just shown you the WWS from a druid who excels at raid healing. Now, I’m going to show you my own meter performance. I am a tank healer. That’s what I like, and that’s what I’m good at. I’ve been healing a warrior MT so long that I know how the damage hits and what I can do to fix it. I don’t pretend to be the best at anything, but if I’m in charge of healing assignments, I’m going to stick myself to a tank. It’s not usually very showy on the meters, but I’m going to give you a peep at the one fight in Naxx that does let tank healers show off–Patchwerk.
syd-meter

To understand this image properly, you should probably know that Silvia and I were assigned to heal the offtank, a druid, while S13 and Arktos were assigned to the main tank, a warrior. For the life of me, I can’t remember what Kaldora, our holy priest, was assigned to that day. The nature of the fight dictates that there is simply more healing to do on the off tank(s) than on the main tank, so an off-tank healer is going to post higher numbers. Be that as it may, this is nonetheless a good performance from me personally. Let’s look at the breakdown of what I did.
syd-breakdown

First of all, notice the presence of Regrowth. I use the Regrowth glyph, and a fight with heavy tank damage also shows it off. Meanwhile, I keep Lifebloom rolling on the primary off-tank. As for Rejuvenation, I keep it on both the primary off-tank and the backup. At higher gear levels, your raid is less likely to need two offtanks for Patchwerk. I used to post even more impressive numbers when two off-tanks took heavy hits. I would keep up my full hot rotation on the druid and use Rejuvenation, Swiftmend, and a Nature’s Swiftness/Healing Touch on the secondary off-tank. I always say that Resto Druids can heal two tanks as well as one, and it’s very nearly true. This is a lesson I learned in Zul’Aman, and it still serves me well on a multi-tank fight like Patchwerk. One thing an MT healer can never forget is the power of Swiftmend–it’s easy to ignore, but make yourself use it whenever you can. You’ll notice that Nourish is missing from my rotation, even though I have the 4pc T7 bonus. Regrowth is simply better if the damage is high. I will use Nourish on fights where Regrowth might be overheal, or on long fights that might stress my mana.

My message to healing leads is this: resto druids can tank heal. You might think that only a paladin or discipline priest will work, but don’t discount the resto druid, particularly one who’s used to this job. We may have a discipline priest solo-healing the MT on Sarth 3D, but that doesn’t mean a resto druid cannot be assigned to the task. In fact, some days I want to arm-wrestle Mallet for the job.

Glyphs and Talents

As you can see from our performances, S13 and I, despite having almost the same gear, are very different healers. There are slight differences in talents and glyphs that support each of our preferred roles. Here are my thoughts on how to set up a resto druid to excel at either raid healing or tank healing.

Raid Healing

In terms of talents, I suggest Tranquil Spirit to make Healing Touch and Nourish more efficient, a fully talented Gift of the Earth Mother, and perhaps Naturalist for the shortest Healing Touch cast time. As an alternative, you might put either 1 or 2 points into Improved Tranquility. I find this spell very useful when I can remember to use it. It shines on any fight where the raid is fairly close together and AoE damage as high–I’ve used Tranquility to good effect on Loatheb, Sapphiron, and OS3.

To heal S13-style, you will absolutely need to glyph Healing Touch. I am extremely impressed with the HPS of this spell, and it only gets better as your gear scales. In addition, we can all afford the mana at this point. S13 doesn’t run OOM any more than I do. The raid healer has some amount of choice in the other glyph slots. I suggest Swiftmend and Innervate, but if you find that you never use Swiftmend, Lifebloom will also work. The Regrowth glyph, while good in and of itself, won’t do much for you if you’re never assigned to tanks.

Tank Healing

In terms of tank healing talents, the most important one to have is Nature’s Splendor from the Balance tree to extend HoT duration. However, all raiding restos should have this talent. I also use Tranquil Spirit to support my Nourish (in case I ever use it), a fully maxed Improved Regrowth, and Gift of the Earthmother for easier HoT refreshes. I do not have Living Seed at the current moment. It accounted for less that 1% of my total healing when I had it. If I get enough haste to remove points from Gift of the Earthmother, I may try it again. I have a feeling that either 1) Living Seed will do more healing in Ulduar or 2) it will get some sort of buff in the future. As for Replenish, either build should skip it because it’s endlessly terrible, but the tank healer especially does not need it.

In terms of glyphs, I use Swiftmend, Regrowth, and Innervate for main tank healing. The only debateble choice here is Innervate. I prefer it over Lifebloom, but Keeva of Tree Bark Jacket, who also main tank heals often, writes very convincingly in favor of the LB glyph in this recent post. A main tank healer should not glyph Healing Touch. It’s more useful in the large version paired with Nature’s Swiftness.

Conclusions

We’ve come a long way from Lifebloom spam. Whether we’re set to healing tanks or the raid, druids have a variety of techniques now to support their chosen role. We can do it all–just not all at once. If you’re a healing lead, it’s important to get to know your healers. With the new diversity of the druid class, skill and preference start to weigh heavily on how you should assign your druids. So, why not ask them what they like, and what they are good at?

Welcome to the Year of the Tauren

Lunar_festival_2

The Lunar Festival is well under way in Azeroth. But you might be wondering which animal this year belongs to.

Well my friends, I proclaim this the Year of the Tauren (or Ox)

Great! What’s that mean?

Characters created during the Year of the Tauren tend to evolve into strong leaders. The Tauren is a symbol of reward through perseverance and hard work. Such characters are dependant and level headed. They are able to endure through many wipes knowing full well that is what it takes to achieve their goal. Taurens do not complain. They are calm and collected under pressure.

When coming up with strategy, Taurens tend to work best when they are at peace. Every thought and every action is methodical and systematic often revolving around logic. They are often quiet. But when they speak, everyone listens.

The Tauren does not like to borrow gold because they abhor being in debt. They don’t like obtaining lots of epic mounts or other such status symbols. They prefer the security and stability of being in a guild.

Taurens are honest people. They do not like undercutting or being competitively nasty. When it comes to loot, they are not driven by the prospect of singular or material gain.

When interacting with Taurens, don’t forget that they are social when there is nothing for them to worry about or if they feel unthreatened. Taurens care and love all of their friends but if they become annoyed, they will whip out the Totem of Whupass in anger.

Image courtesy of Cadistra