Raids Fail When Leaders Don’t Explain the Why

We had been deep in the trenches on Gallywix before we finally defeated him, and let me tell you, this boss is no joke. As with most late-tier Mythic fights, we hit that phase of progression where execution hinges on precision, coordination, and everyone knowing exactly what they’re doing. Sounds familiar, right?

What’s been interesting this time around is how much work has gone into our Raid Plan. I’m up to nearly 20 slides now. And yeah, I can already hear some of you groaning. But every revision, every screenshot, every zone marker has a purpose. Or at least I thought it did.

Let me walk you through a key moment that perfectly illustrates something raid leaders (myself included) often get wrong.

The Warlock Gate Wipefest

There’s a point in the Gallywix encounter where we drop a Warlock gate from the back of the room to the center. That’s nothing unusual on the surface, right? This one occurs right before the third coil needs to get neutralized (or using the third bomb).

However, this specific gate serves a layered purpose. It’s timed around canister soaks, or the healer soaks, specifically. The expectation is that the healers will gate into the center to meet up with DPS who are already soaking their assigned canisters, so they can get help fulfilling their mechanic. Sounds simple.

Before this, our healers were stacking with tanks. This change required them to re-learn their movement entirely.

So what happened?

  • Some players took the gate too early.
  • Others too late.
  • A few sidestepped into beams they weren’t supposed to bait.
  • The rest just stood around trying to figure out where they were even supposed to go.

For hours.

The Missing Link: The Why

I gave the callouts. I gave the slide. I even drew the lines. What I didn’t do? Explain the why.

Once I actually walked the team through the reasoning behind the gate timing and placement — how it allowed for quicker healing support, why baiting mattered in that moment, and what the positional advantages were — things just clicked. Execution became consistently cleaner. The team died less. We made real progress.

It hit me: as raid leaders, we assume that giving instructions is enough.

But if your team doesn’t understand why they’re doing something, it’s never going to land with the precision it needs. You’ll get compliance, not necessarily the buy-in. And there’s a difference.

Overexplaining vs. Clarity

I hesitated to explain too much because I didn’t want to overload people with information. I thought, “They’re smart. They’ll figure it out.” But I’ve learned the hard way that clarity supercedes brevity when it comes to raid strategy.

Some things are intuitive to me because I’ve spent hours in logs, watching replays, tweaking plans, and seeing it in action in DJs. That’s not true for the average raider. If I don’t walk them through the mental model I’m using, how can I expect them to follow it perfectly?

Ownership Starts at the Top

This ties in perfectly with a concept from Extreme Ownership by Jocko Willink and Leif Babin. There’s a chapter where the leadership team makes an unpopular call, and the people under them get frustrated — all because no one stops to ask, “Why are we doing it this way?”

If I tolerate confusion or silence, that’s on me. If I don’t create space for questions or curiosity, I’m building a raid culture where people are afraid to raise their hand and say, “I don’t get it.”

And to be clear, there are no bad players, only bad coaches. That includes me. I want to be better.

Next Steps for Us

We’re going to start encouraging more midweek questions in Discord. If someone doesn’t understand something, they should never feel like the only time to ask is in the middle of a pull. That’s already too late. Alas, sometimes it doesn’t always happen though because they don’t know what to ask until they’re actually there.

This happened again yesterday night during our Mug’zee reclear. We had a Holy Paladin in who missed out on progression kill the first time. He did not stack with the group on the second rocket soak and unfortunately he got selected for the third rocket (with the four Gaol set) and it led to him being unsure what to do or where to place it.

Normally, we have five designated players soak the first rocket, then avoid the second rocket. Anyone who gets hit by the rocket receives a debuff so that they won’t be targeted again. By the time the third rocket comes around, the first five players who took the first rocket are now eligible targets for the third one, and it allows us to add consistency to where that third rocket should be positioned, and immunities can be used.

I’m also looking at bringing in a few more CE-level veterans during the offseason — people with leadership chops who can help reinforce strategy across multiple roles and add another layer of mentorship to the team. People who raid week days and are looking for something to do towards the end of the week are also encouraged, so check us out and come apply!

Final Thoughts

Raid leadership isn’t about barking orders. It’s about helping your team buy in, understand the vision, and execute with confidence. Don’t assume they know why you’re doing what you’re doing. Spell it out. Walk it through. And most of all, listen when they tell you they’re confused — even if they don’t say it directly.

Because once they understand the “why,” you’ll be amazed how much faster the “what” falls into place.

How to Lose 14 Players in One Night

It took the guild 3 years, but it was bound to happen sooner or later.

I just lost over 14 players from my raiding roster.

It started out as a simple personnel disagreement. There was a quiet debate raging within me for some time. On the one hand, I understand the strains of progression raiding and the impact it can make to a roster especially on the drive to having flawless raid nights. We all want a mistake-free raid group with players who can ace every obstacle thrown at them.

But does that mean putting up with personalities you don’t agree with all the time? The game was getting to the point where it was no longer fun for me.

Actually, scratch that. The game itself was fine. The managing social dynamics and personalities aspect made the game not fun. All I ever wanted to do was kill internet dragons, with friends or otherwise. One of the policies I even had in place for players was that they weren’t required to be friends with everyone. They didn’t have to go to the bar with them or anything. Over time, however, I began to wonder if that was a standard I could hold to myself. I realized that I had a very difficult time doing that because of all the added responsibilities and inter-personal problems that I had to deal with as part of my rank. As a player, in contrast to being an officer or guild leader, the only person you really need to be cool with is the GM. If the GM isn’t cool with you, then there’s no point in being there. This goes hand in hand with the chemistry clause – The right for applicants to be rejected because they don’t “fit” with the guild.

Competence and likeability are not mutually exclusive. The players I’m looking for have both. But it seems that the higher the skill level you go, the more disrespectful people become. Why? I can’t help but wonder if it’s because they believe their skills can give them an excuse to act however they want and get away with it. I don’t want to deal with that. If a player is skilled but not likeable, I’ll end up showing them the door. If a player is likeable but not skilled, eventually a newer player will work their way in and take their spot. That’s just how it is going to be.

Respect the chain of command

For any budding officers out there, this is the most important rule. If you bring up an idea, any GM worth their salt will at least hear you out and weigh all the negatives and positives associated with it. It’s up to you to sell your perspective. But once the decision from the top is made, that’s that. There is no higher authority to appeal to. You’ll have a hard time finding a GM who says otherwise. Do not try to circumvent it even if you know every fibre of your being says it is the right or wrong thing to do. The only thing you can do is look inside yourself and decide if it’s worth leaving over. That choice is absolutely yours to exercise. There’s no contract obligations that force you to stay in a guild.

In this particular case, cliques were cliques. When it comes to social groups like this, nothing’s going to stop people from playing with who they want. Trying to would just cause a social group to leave and create their own guild. This was a scenario I actually had in my mind as a realistic possibility. I don’t take kindly to ultimatums or threats of leaving at all. Given the option between killing internet dragons with people I’ve shared beers and had a good time with versus players who are willing to throw other people under a bus at a whim, I’d rather shoot for the former. I absolutely love raiding but not at the cost of my own mental health. Leading a guild isn’t easy at all when it comes to executive level decision making.

I still maintain that is perfectly possible to raid in a progressive raiding environment with people who you enjoy playing with. I see it in other guilds all the time. It’s my ongoing goal to reach that state, current drama aside. The only thing I can do is look forward and exercise my recruiting skills. And what an opportunity!

The thing about hindsight is that it always occurs after the events. I wish I had gone on offense sooner and made earlier changes. I don’t know if that would have offset the events, but it means I would have been forced to start the rebuild earlier. You always think and second guess to yourself wondering if that was the right thing to do. Or if there was another alternative solution or another way. I can’t answer that because I don’t know. I felt I offered enough of a compromise by allowing a player to stick around in the guild and idle on our Mumble servers even if they weren’t in our raid team any no longer. But that’s not enough.

Regardless, I’m sure they’ll be fine. I know for a fact we’ll be fine. 9 out of 10 rebuild guilds don’t actually make it and I have zero intention of being a statistic.

I also may have made up said previous statistic.

My options

  • Do 10 mans
  • Look for another guild
  • Quit the game
  • Rebuild us back to even strength

10 mans are okay. I could go look for another guild. I could just retire from the game and step down from blogging and writing on WoW Insider.

Or I can pick my ass up off the floor, dust myself off and get back to work. I challenge you to find a GM more determined than myself. Am I saddened? Yeah, a little. Do I feel that I can recover? Oh, you bet I will. This is a great opportunity!

That being said, Conquest is open for business. Firelands 25 man raiding only and we’re presently 6/7. We’re looking for all players in any position. I think we’re stacked on Resto Shamans though. I have almost no melee DPS remaining so I’ll be entertaining Rogues, Warriors, DKs, Enhancement Shamans. Hunters, I have many of. But at this point I just need bodies. I’m interested in any caster classes. I’m also looking for hybrid specced tanks who can double as DPS (a main tank and an off tank position).

Join now

If you have any questions or want to discuss a few things beforehand, feel free to get in touch with me or Lodur anytime.

GMs Talk: Things We Share, Things We Do Not

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<Apotheosis> must be sick of me whenever I pop into their mumble late at night. That’s Kurn’s guild. Every so often I like to drop in there and have a chat with another GM (who doubles as a blogger herself). Not too many of us around, I’m afraid. She doesn’t know this, but she plays a big part in making sure I remain grounded. When it comes to guild matters, there are certain unspoken rules even among the company of those similar to us. There are topics that we’ll talk about and others that we do not ever, ever discuss. It’s the equivalent of talking shop with others in the trade.

Stuff That’s Fair game

War stories

“And he’s slowly backing up pulling Arthas with him and then falls over the ledge! He just starts screaming over vent, Taunt! TAUNT! I fell off the ledge!”

Everyone loves a good war story. Hilarious events or tales of awesome heroics (that may or may not have been slightly embellished). It’s even funnier if it’s a player that both GMs are familiar with. Typically, whenever war stories are exchanged, there’s usually an important lesson that can be learned and applied. Both leaders walk away knowing more about how to avoid similar situations in the future. The exchange of knowledge means that only one of us would have to experience an event. We’ll then share it with our GM friends in the hopes that they can recognize the symptoms of a problem before it occurs.

In this case, like not tanking Lich King so close to an edge.

Policy

Anytime I’ve wanted to make sweeping policies that affected the guild or the raid, I’d try to consult with someone outside. I search for someone who’s familiar with a similar issue. Even better if the guild leader successfully implemented a policy in the first place. I also to try to get in touch with someone who wanted to put a policy in place but ultimately didn’t and listen to their point of view as well. An outside perspective can shed a spotlight on additional factors that weren’t taken under consideration. I listen to what worked well and what didn’t. Maybe some changes or adjustments were made after the fact to help smooth the transition over.

Speaking of which, I need a consult about whether or not I should implement a policy dictating that all raiders show up with pants worn at all times.

Strategy

This is another reason why I’ll consult with another GM. Sometimes we’ll run into a brick wall when we’re working on an encounter and I like to turn to other people outside who have done the boss. Oftentimes they can offer a little insight into a possible solution. Not everyone’s raid composition is exactly the same. But with strategy changes, you can usually account for that by getting a different class to try and do the same thing. Sometimes it’s a simple solution like moving the raid over slightly or altering the timing! Asking a “How did your guild handle this obstacle?” can sometimes lead to light bulb illuminating moments.

Evaluation techniques

Determining player performance is never going to go away in progression raiding guilds. We’re always looking for methods where we can excel and find tune the players under our raiding core. If a GM happens to be an expert at a class, it’s not a bad idea to pick their brain a bit and find out what they look for when gauging the effectiveness of players.

Stuff That’s Off limits

Current damaging drama

Any active, dramatic issues are kept off the table. I don’t like discussing things like ultimatums, problems or people just giving me a hard time without making certain things really vague. If the guild is going through a really rough time, a lid’s kept on it. However, if a problematic issue has been resolved and passed, I’ll classify it under the war stories category.

Exception: If it really does get to a breaking point, and every option had been considered, I’d probably shoot some ideas and get someone to play devil’s advocate and see if there’s a possible solution that was missed or we walkthrough scenarios of what would possibly happen. Sometimes it isn’t possible to do that within the guild.

Names

I tend to obscure names unless it’s someone well known to the community. If I’m describing a situation, I tend to go with the class or the role.

Example: I think Lodur’s moustache is compromising his ability to heal.  Or worst yet, he’s using the moustache to heal.

Applicants

I’ve had players who leave Conquest apply to guilds of other bloggers and vice versa. As a personal rule, I never bring them up at all. As far as I’m concerned, the business is always between the recruit and the guild they applied to. I don’t ever ask about their application nor would I ever meddle in any guild’s affairs. I have a hard enough time running my guild and it’s not my place nor interest to run someone else’s.

Exception: However, if the player who applied did something particularly heinous like break into the guild bank or exploited in game, I believe it’s the duty of the former GM to relay the necessary information and then let them deal with it how they see fit.

Code 21

We never, ever talk about code 21 unless it’s under extreme circumstances. Sorry guys, it’s a GM thing.

And there you have it folks! If you’ve ever wondered what goes in the GM’s lounge, I can assure you that there’s no plot to take over the world or to gkick everyone from the guild. It’s mostly business and nothing to be worried about!

A Lesson in Guild Ultimatums

It’s been 2 and a half years since Conquest has been formed. We’ve had our shares of victories and defeat. I figured a situation like this would come one day. I never imagined it would come from a main tank. Least of all from a main tank. I knew he wasn’t having much enjoyment out of the raiding scene.

Let me be clear for a moment. The story I am about to tell is not one of vindication or shame. It is one of education so that my guild leading colleagues would be better prepared should a scenario like this arise. It would come in many forms, but the most common would be if I don’t get <this>, I’m leaving.

Threats never work. Even if the leadership allows the request to go through, you can be damned sure it’ll be done so reluctantly and not out of loyalty. If anything, such gains are only for the short term.

Right, let me resume my story. Our main tank had opted for retirement. Not having fun’s a perfectly valid excuse and one that appears to be echoed throughout the community by several players. I have absolutely zero desire to force someone to play a class or role that they don’t want to play. It’s just bad for business. So I accepted it and moved on. Every player that had a tank position in my raid group was bumped up 1 rank. The secondary tank became the primary tank. Tanks 2-4 frequently rotated depending on the encounter. I am blessed with having 6 players w ho are capable of tanking should that need arise.

I come back the next day and visit my forums. I discover that our retiree posted a message:

“If you don’t make me an officer, I’m going to quit the guild.”

Was that what this was all about? Power and recognition? My gut instinct was to flat out say no. Officers are selected based on certain qualifications. There are certain traits that make them special and dependable. However, what you may not know is that there are qualities which automatically discount a player from ever being an officer.

I’ll list some of them here.

Attendance

When a player takes a break from a game without mentioning anything, I might give them a bye for it if their reason is justified. When a player pulls that stunt multiple times without saying a word, that’s the line for me. I cannot have leaders who decide to come and go at their own whims without notice. It would do more harm than good. A leader needs to be available when they can and to say so when they cannot. If a raider does this, I cannot trust they won’t abandon their position when issued additional responsibility.

Shirking responsibility

Conquest has an unspoken leadership ladder. As leaders are appointed by myself with the consent of the other leaders, there needs to be a way to evaluate their mettle and skills. Our loot system involves the use of loot council. The only way to ascend is to go through the process and sit on the council at some point. If a player refuses to handle loot council, then they may not be fit for command at all. If they’re not willing to handle important decisions like who they believe loot should go to, then I don’t know if the harder decisions can be handled (such as roster, player evaluations, and so forth).

Saying no the first time

When the boss asks a player if they want additional responsibility, the player shouldn’t just say no and then issue an ultimatum months later. If I asked someone and they said no the first time, that’s that. I wouldn’t approach them again because I figure there’s no interest in it. Onus is on the other player if they reconsider. I can’t chase people down and hound them repeatedly. I do that enough during raids calling stacks, spreads outs and debuffs. I generally don’t make offers more than once. But that’s a personal style.

Stability

This one actually just occurred to me. Leadership players need to be a rock (or at least, pretend to be one in front of everyone else). It’s okay to be pissed off and upset once in a while. But constant brooding does no good to anyone. A long time ago, I had a player who would crumble and fold when they were chastised for blowing an assignment. Officers have to be made of tougher stuff to withstand the criticism that’s bound to happen. Someone who sheds tears or anger every time something negative is said in their direction isn’t a player fit for command and I doubt such an individual would be able to garner the respect and loyalty of the players.

That being said, I learned a few things from this experience. Strong player depth is what allows guilds to keep going and to survive. The very day that ultimatum was issued, the player was flatly denied and practically laughed out of the guild. We went and took down Theralion and Valiona on heroic mode that same night. While tanks are a critical component for raiding guilds, an awesome tank does not a successful guild make. You still need the DPS and the healers to play at their best. One of my faults is not keeping a tighter finger on the pulse of the guild. It’s difficult to split time between work, raid and just general socializing. It’s also nigh impossible to know what goes on in the heads of others. But I have to make a better attempt somehow even if that means sacrificing my peace and quiet time.

The burden of command is not a light weight to carry at all. Anyone that tries to make such demands for it is just out of their mind.

Next time you’re annoyed about something, I’d suggest talking about it first and requesting it rather than trying to make a threat. Odds are good it won’t end well.

When Good Enough isn’t Good Enough

With Conquest taking down Throne of the Four Winds and Theraliona on heroic mode, we find ourselves now at 7/13 hard modes for progression (We could also greatly use another Rogue or Warlock).

At that progress level, I’ve had to make slight adjustments to our recruiting requirements. Namely, gear that was good enough to get through normal mode bosses such as players with a mix of crafted epics, reputation epics and other blue heroic quality gear just won’t be enough anymore. With the way the lockouts presently work, we only tackle heroic bosses. There aren’t that many normal mode bosses that we can really take on lest it compromise our progression. We generally don’t downgrade heroic bosses to normal because we usually take them down within a couple of attempts.

Because of this, we’ve raised our gear requirements from an average item level of 345+ to 356+. Why? Because we can’t spare the time and effort to go back through and “carry” players to get gear upgrades. Our directive is to go progressive and look forward. Granted, because of this, there’s going to be a slight gap. Players that draw in will continue to get to gear and I also need to take care that the players who are sitting on the side get rotated in the week after so they can get practice and shots at gear as well.

But how can I get better if I don’t get to raid?

Therein lies the kicker. As a player on the outside looking in, that player needs to do well enough to draw into the lineup. From there, they’re off to the races. But as a raid progresses through the different bosses, the minimum requirements will go up. What may have passed as above average months ago may not be good enough now. If there was one thing I missed about having access to separate 10 man raid instances, it would be the capability to gear players on the side during the weekend. The success of pickup raids on vary wildly from server to server. I get lucky joining 5/6 clears in Blackwing Descent on my alt Ret Paladin. Not everyone is so fortunate in getting in.

Player patience

The other thing I notice is that player patience drops the moment we take something down on farm. I know my guys tolerate the first 20 – 40 learning wipes. Once we get a fight down once or twice, people get agitated if we wipe more than 2 or 3 times. Wiping more than that is inevitable if we pull in several newer players who haven’t taken down the fight yet (much less seen it at work). I counter this by placing them in the most easiest and least stressing of roles. I don’t try to switch up the tanks unless it’s extremely urgent (such as a missing tank). I’ll place new and less experienced healers on raid healing duties until they see enough of the encounter for me to get them to specialize in certain positions (Tank healing, or kiter healing or tackling the stupid Rohash platform on heroic mode).

I face pressure from the veterans from trying to get through the stuff we’ve taken down on a timely fashion to get moving onto the stuff we haven’t seen.

On the other hand, I face pressure from the newer players who are also dying to get in on some of the action for loot and to see the encounter.

This new system makes it a little difficult to accommodate both. I’m glad those big nerfs are coming in 4.2. It’ll spur up alt and pickup runs again for sure.

The bottom line

Performance matters. Is it the only factor? No, of course not. But it still represents a significant portion.

You can be the nicest person on the planet and still do lower DPS than the tank. Sorry, not good enough.

You can be the hottest guy/girl on the planet and still do lower DPS than the tank. Sorry, not good enough.

You can have the best gear available and still do lower DPS than the tank. Sorry, not good enough.

The bars on the DPS meters have a cutoff point where it becomes a liability to bring a player in. It’s up to that player to not be a liability. I’m not sure if I’m willing to stack the deck to help ‘em out or ask veterans to ease off the gas a little bit. It’s quite frustrating either way. I love the new lockout system and all. It’s freed up 3 hours of raiding that doesn’t have to be done, but it introduced an additional set of headaches.

With a 4.2 release but only weeks away, I struggle to find a line between straight progression to get as much down as we can or switch to gearing. If we go for the progression focus, I’m tempted to utilize lockouts to cut away the time. Right now, we’re operating on 3.5 hours for farm and 7 hours for progression. Basically, we spend our day 1 clearing to a progression boss and days 2 and 3 working on pulls, fine tuning and going through it completely phase by phase, minute by minute, attack by attack.

Heroic Nef is next. Could use some pointers.