Why Accountability Separates Struggling Raids From Successful Ones

Let me set the scene.

We’re working on Stix, grinding through progression pulls. It’s one of those nights where every inch of progress feels hard-earned. We’ve got the opening sequence mostly down, but it’s still not quite clean.

During the Sorting mechanic, one of the Scrapmasters doesn’t get picked up. It stays locked onto one of our players before it promptly one-shots them, just like that. Wipe.

Frustrating, but it happens.

I ask, “Who had that zone?”

Silence.

No one admits it.

That, more than the actual mistake, is what annoys me the most. We talk a lot about being a team, being accountable, and supporting each other through progression. But in that moment, no one wanted to own up to it.

And that’s a problem.

Mistakes happen, especially in a fight as chaotic as Stix. But when nobody takes responsibility, it makes progression a whole lot harder. Instead of figuring out what went wrong and moving forward, we’re stuck spinning our wheels, digging through logs, and wondering why no one spoke up.

So, how do we fix that? How do we build a raid team where owning mistakes isn’t seen as a weakness, but a sign of progress?

Why Accountability Matters in a Raid Team

In a raid environment, especially on the road to Cutting Edge, accountability is everything. It’s not just about calling people out; it’s about creating a space where players feel comfortable owning their mistakes, learning from them, and adjusting.

Here’s why it’s so important:

  • Efficiency: Owning mistakes saves time. Instead of combing through logs to figure out who missed an interrupt, we know right away.
  • Team Trust: When players feel safe admitting they messed up, others are more likely to follow suit. It creates an environment where everyone is working toward the same goal—getting the boss down.
  • Growth Mindset: Mistakes are part of learning. If you’re too busy covering up what went wrong, you miss the chance to grow from it.
  • Cohesion: A team that communicates openly about mistakes is more resilient. It’s not about pointing fingers; it’s about learning together.

Why Players Don’t Own Up

It’s easy to say, “Just take responsibility.” But in reality, there are a few reasons why raiders might hesitate:

  • Fear of Judgment or Punishment: No one wants to be the reason for a wipe or feel like they’ll be benched for admitting a mistake.
  • Embarrassment: Some players feel ashamed of making an error, especially in front of 19 other people.
  • Not Realizing They Messed Up: Sometimes it’s not intentional. Players genuinely don’t know it was their fault.
  • Lack of Trust in Leadership: If mistakes are used as ammo to criticize rather than teach, players will stay silent.

As a raid leader, I must set the tone that mistakes aren’t something to hide. They’re something to learn from.

Tools That Reinforce Accountability (Without Making It a Witch Hunt)

We’re lucky to have plenty of tools that help us understand what went wrong during a fight. But how we use those tools makes all the difference.

  • Warcraft Logs: Essential for digging into what actually happened, but not the first tool to whip out like a prosecutor building a case.
  • Warcraft Recorder: Sometimes players don’t know they made a mistake. Reviewing footage clears up confusion and helps them see what went wrong from their own perspective.
  • Individual Check-ins: If someone’s consistently struggling but never admits it, a private message can encourage them to speak up without feeling exposed.
  • Group Debriefs: Focus on general improvements first. Use “we” language instead of “you” to avoid singling anyone out.

How to Encourage Players to Own Mistakes

  1. Lead by Example: If I mess up a callout or make a bad judgment, I admit it. Setting that precedent makes it clear that everyone, including the raid leader, is accountable.
  2. Praise Honesty: When a player speaks up about a mistake, thank them. That positive reinforcement builds the habit.
  3. Private Guidance: For players who might feel shy or worried about public shame, I reach out one-on-one to discuss what happened.
  4. Reframe Mistakes as Learning: Instead of saying “You messed up,” I focus on “Here’s how we can handle this better next time.”
  5. Set Clear Expectations: At the start of progression, I remind the team that it’s okay to make mistakes as long as we’re honest about them.

Handling Genuinely Unaware Mistakes

Sometimes, players genuinely don’t know they were the one who missed a mechanic or misused a cooldown. When that happens:

  • Be Specific: Instead of asking vague questions, point to the exact moment. “Who was in X zone when Y happened?”
  • Show the Replay: Use Warcraft Recorder to clarify the moment without being accusatory.
  • Teach, Don’t Scold: If they didn’t realize it was their fault, it’s a teaching moment. Make it clear it’s about improvement, not blame.

Building a Culture of Preparation, Not Perfection

Accountability is about more than just admitting mistakes. It’s also about building a mindset that values growth over perfection.

As raid leaders, we have to model that change. If we’re transparent, consistent, and patient, it sets the pace for everyone else. Inspire improvement by celebrating small wins—like hitting a new phase, sticking to the raid plan, or seeing consistent progress on mechanics.

If your leaders and core players model accountability, others will follow. You can’t expect players to take ownership if they never see it from the top.

We Didn’t Fail, We Just Learned One More Way Not to Kill the Boss

Creating a culture of accountability takes time. It’s about fostering trust, consistency, and a mindset that treats mistakes as stepping stones.

We have to be relentless about moving forward. That means inspiring improvement and being patient with progression. If we can shift the focus from blame to growth, our team will be stronger for it.

Because in raiding, it’s not about never wiping—it’s about learning how to wipe better each time until the boss finally falls.

How to Handle a Trial That’s Failing (When They’re a Referral)

Here’s a situation every raid leader has seen at some point.

One of your best raiders (maybe your top DPS or a senior, long-time player), comes to you and says,

“Hey, my friend is looking for a team. Think we could trial them?”

You trust this player, and they’ve been with you through tiers (or years) of progression. Of course, you say yes. You’re sure their judgment is sound and they’re staking their reputation on them thinking it’ll be a solid fit, right? The new guy goes through the interview process and is able to answer the questions honestly, even if they’re a bit light on recent experience (because they’ve obviously just come back to the game or are trying a new class this time around).

But then the trial starts… and it’s rough.

The friend is average at best. They miss interrupts. They’re out of positions. Their logs are low. Worst of all, their mistakes are holding the raid back from moving forward.

Now you’re in an awkward position.

Do you keep the trial to keep your core player happy?
Or cut them and risk losing both?

Why This Happens All the Time

Raid teams are built on relationships. Referrals are natural. People want to raid with their friends. And most of the time, when a top player vouches for someone, you give them the benefit of the doubt.

But the problem is that being a reliable raider doesn’t automatically make you a good recruiter.

Option 1: Keep the Trial

You value loyalty. You want to avoid drama. And maybe you’re hoping the trial will improve over time.

Pros:

  • Keeps your veterans happy.
  • Avoids an awkward conversation.
  • Buys time for development (if they’re coachable).

Cons:

  • Weak performance continues.
  • The rest of the team starts noticing and asking questions.
  • Resentment builds.

If other players feel like someone’s being carried because of a referral connection, the team’s culture (and possibly trust) takes a hit.

Option 2: Cut the Trial

You have standards to uphold, and you’re on the clock. Performance and chemistry matter. You’re willing to make a hard decision.

Pros:

  • Reinforces your raid’s expectations.
  • Clears up a weak spot.
  • It may actually strengthen team trust long-term.

Cons:

  • You risk losing the original referring player.
  • You might create tension or drama.
  • The veteran player may feel resentful or disappointed.

The leadership dilemma is: Do you value the immediate harmony or long-term standards?

Middle Ground: A Collaborative Fix

Before you swing the axe, try this:

  • Talk to your veteran player first and be honest: “Hey, your buddy’s struggling. I want to be transparent about where they’re at.”
  • Ask if they’ve coached their friend, and if they think the player can realistically improve.
  • Offer the trial an alternate or backup role with a path to earn a position on the roster.
  • Set clear performance goals: “Hit X DPS, avoid Y mechanic, improve interrupts.” Warcraft Logs can help track these metrics on a raid-by-raid basis, and you can measure that progression.

If they meet the bar? Great. If not? Everyone had a fair opportunity, and the squad stays intact.

The Long-Term Cost of Soft Standards

Keeping someone on the team who doesn’t meet the bar (just to avoid losing a better player) might feel like the easier move to make. I can tell you from experience that it rarely works out long-term.

You don’t just risk performance. You risk your identity.

Every raid slot matters if your team is trying to get that CE achievement. Every weak link creates drag.

Make the Hard Call

Leadership means protecting your team’s health, even when it’s uncomfortable.

Be clear. Be consistent. And be fair.

“If one weak link is sinking the boat, it doesn’t matter who brought them aboard.”

Your star player might respect you more for being honest than they would for bending the rules, and giving an exception. And if they don’t?

Then maybe they weren’t the right teammate you thought they were.

Traits of an Effective Healing Officer

I swear I wrote about this topic somewhere over a decade ago on a different publication but I felt it was time to revisit it. I can’t find it as it might well be lost to the bowels of the internet. There is more to being a healing lead than simply setting cooldowns on a spreadsheet and setting it in advance. After having played in multiple raids with established healing officers, I’ve been so dissatisfied with how they’re running their healers. It often feels disappointing when I’m DPSing during Echo of Neltharion during a raid and then we all wipe to Umbral Annihilation as I glance over and see that we still had 5 raid defensives that could’ve been used. Situations like this turn a surefire progression kill into a well-deserved wipe. It got to the point where I had to step in and just audible raid defensives for the team just so we could get past and move on to Scalecommander Sarkareth. It’s not something I really wanted to do and I regret stepping on the healing lead’s toes like that because I don’t have that authority. They’re a good group but lack the organizational discipline to really advance.

The healing lead serves as the primary point of contact between the raid and the healers. Their role is to establish cooldown usages in advance and make any corrections during progression. Any healer feedback ought to get channeled through them especially if raiders aren’t able to communicate well (because, y’know, no tact).

After years of calling raid defensives and observing other healing leaders, I’ve compiled a list of what traits and styles they all share.

Say something

Communication is key. As a healing leader, step up and start issuing instructions especially early on in progression. Healers are getting used to damage patterns coming in and helping the raid recover from various abilities. Not only that, much of their brain power is going to be spent on just moving around and surviving! They benefit from audio reminders just like everyone else until the encounter becomes so ingrained that it’s no longer necessary.

  • Give specific instructions: Call out player names, then the spell you want them to use. If there’s a time component, tell them to count to 3 then use a Salvation. If it’s ability based, you can say something like, “Handel, on the next Scouring Eternity, use a Rallying Cry.” That will help prime a player to know what to look for and when to use something.
  • Highlight debuffed players: Be prepared to flag individual players with a big debuff or a ticking dot ability on them. Ideally, every healer in the raid should run a glow that flashes players in the raid frames who have been targeted by something. Call it out and remind the healers to target them and for the affected players to use a defensive or a healthstone. After a few pulls, this won’t be necessary.

It’s possible for the raid leader to double up on this and take over cooldowns in addition to other raid duties, but I recommend splitting it up for the sake of mental bandwidth.

Go Off Script

No good healer spreadsheet survives first contact with any raid boss. You never know what your players will do or how they’ll react to situations they haven’t seen before. I was once assigned to cast Divine Hymn during a certain part of the encounter but we phased it ahead of schedule which negated my part, so I banked it for a future unforeseen situation. To make sure it wasn’t a fluke, we were able to replicate that DPS and it allowed us to move certain cooldowns around knowing it was no longer needed in that step.

  • Keep assessing: Pay close attention to raid health, debuffs, and other mechanics. When things get intense, adjust your healing strategy on the fly because you may find that you need extra defensives due to underestimating damage coming in. This might cause you to use a pre-assigned cooldown earlier than expected and will cause a cascade where everything on the list gets moved up one to help compensate.
  • It’s okay to be wrong: Expect to make bad calls. Live with the decision. It’s better to make a swift decision and communicate it to the team as opposed to not saying anything at all when a change has to be made. Give clear instructions about changes, assignments, or positioning. If you end up being wrong, you’ll know what not to do when you’re in this situation again later.

Fluent with Warcraft Logs

I don’t need to go into too much detail here, but being able to review healing logs of yourself, other healers, and the raid is a big benefit. You’re trying to isolate information that could be destroying your raid and players at various moments in an encounter.

Understand Your Tools

Raid defensives are no longer a healer-exclusive domain. Even the DPS has to step in to contribute! To be an amazing healing leader, you need to understand the strengths of the tools at your disposal and know when to use what. There is a time to use Tranquility and Healing Tide Totem versus Power Word: Barrier and Rallying Cry. Even Darkness has an ideal usage. If the raid group is stacked together, a Spirit Link Totem will do the job. Is the raid spaced out and unable to group up? A Salvation might do the trick.

Organize with Viserio’s and MRT

Much of the healing preparation needs to happen outside of raid. Your best weapons here are Viserio’s cooldown spreadsheets (which can be found on Discord) and Method Raid Tools.  Cooldowns are your secret sauce for maximum healing impact. Once you have them planned out, you can incorporate them as a note into MRT:

  • Know the Encounter: Study the raid encounters and understand when the big damage moments are coming. Herolust counts as a defensive cooldown so if it’s being used on the pull, you do have the 40 seconds of extra cast time to help get you through certain abilities. This lets you delay defensives for later on in the encounter.
  • Incorporate other healers: Pick the brains of your healers if you’re not sure how to react to a given ability. Some have an easier time dealing with certain types of attacks than others.
  • Personals and potions: You can assign personal player defensives and potions or healthstones if the situation calls for something and raid defensives are committed elsewhere.

There are even Weakauras that will ping you when it’s your turn to use an ability.

Don’t Stress About Tanks

More on this another time, but the best tanks I’ve raided with take their own destiny into their hands. They know how to call for and sequence single target cooldowns on their own so that healing leaders don’t have to do it for them.

One of the common tank UIs that I’ve seen has them incorporate single-target defensive timers under their player frames so they can quickly glance at what’s available to them.

Troubleshoot Deaths Like a Pro

Even the greatest healing leaders face deaths on their watch. This will take up a big part of wipes. I like to have a dedicated Deaths Details window in addition to damage and healing.

  • Analyze Deaths: You can’t address player deaths without knowing what killed them. Was the player just being bad or did a healer fumble somewhere? I often take a cursory look at the death log in Details but if I need a more in-depth look, I’ll check death logs on Warcraft Logs along with the replay and time step. I’ll even review video footage I have to add some context. Maybe it was an innocuous positional blunder that resulted in a raider falling over. I’ve been this player before.
  • Give Constructive Feedback: State the facts and list exactly what happened. The point is to not find fault, it’s to find solutions. This might mean the affected player needs to stop being greedy and reposition in advance to prepare for an ability. Or maybe they need a dedicated healer or cooldown to get them through a certain part of the fight. There are multiple ways to solve these situations. But share what you’ve learned with the raid group in a supportive manner. Encourage an open discussion and offer suggestions for improvement. Shut down any attempts at player blame or faults lest it devolves into wasted time arguing which serves no one.
  • Missed assignment needs to be reviewed: Once is okay, but frequent misses are a problem and need to get fixed. During Rashok progression early on, I found myself missing the 2nd cast of Divine Hymn. After looking back, I noticed it occurred because my attention was focused on dodging lava waves and then I would simply forget. I made a more conscious effort to watch the timers and remain more aware of how much time I had left on the cooldown of Divine Hymn so I could prepare myself to channel it when needed.

Stay Objective

As a healing leader, maintaining objectivity is your secret weapon. It’s all about making fair decisions and fostering a positive raiding vibe. Here’s the game plan:

  • Stay focused: That’s ice cold water running through your veins. Stay cool, even when things get intense. Stay focused on the task at hand and make rational decisions without getting carried away by emotions. Tackle one problem at a time and then move on to the next one over the course of several wipes. Sometimes healers have to compensate for bad mechanical play until the raid gets a better handle on how to get through it.
  • Address conflicts: If conflicts arise, tackle them proactively. Be the mediator and promote open communication. Sometimes a deeper analysis and review can only happen once the raid is over. Don’t let any fights start in the middle of a raid. If things get even more heated, the raid leader might have to step in and tell the player to exit the raid and go for a walk.

Handling the Parse Lords

This will come up once in a while especially with newer healers. They feel left out and want to feel like they contributed. That’s fine if you have the ability to reposition their cooldowns to be more effective (you can even front load them earlier in the encounter). As players get more gear, the raid damage gets higher which also means less opportunity to do any healing. The only way to address this is to reduce the number of healers in the raid. If you have healers that care about that sort of thing, you can plan for it and rotate a healer out or have them play in an offspec role instead.

If it’s on progression, you can hear them out but put your foot down if you’ve already determined the best place to position cooldowns. We have to stick to the healing script to get through troublesome parts of the boss and it builds up that consistency. This does mean that some healers may not rank as high as others but hey, as long as it leads to a boss defeat.

Of all the officerial roles in a guild, being the raid’s defacto healing coordinator is one of the toughest. Expect to work closely with the raid leader when working on strategy together to see what coverage is available at any given point of an encounter. Not only that, prepare to rapidly iterate or change things up after a few pulls once you discover that what you had planned didn’t quite work.

As much as I hate to add this last part, ego management is real. Raiders might often get annoyed or pick on healers who they perceive as not pulling their weight because of a quick glance at healing meters. It’s your job to figure out and pick apart what’s real and what isn’t. Maybe they are slacking. Find out why and what can be done about it. HPS is often fluid and will vary at different parts of the fight. Unlike DPS, healer’s don’t often burn their CDs at the start of an encounter during Herolust.

Good luck out there!

Tough Call: Are your officers carrying their weight?

tc-carryweight-480

Welcome back for another week of cupcakes and snugly puppies. 

Psych!

We both know we’re not here for that, so let’s get down to business. What follows will be Part 1 of an 18-part epic series.  When I am through, angels will descend from on high and carry the compiled works to the Vatican for safe-keeping.  Ages from now, historians will place this up there with The Illiad, Kafka’s Metamorphosis and Hitchhiker’s Guide. 

Hey, a guy can dream right?

Recently we discussed the important roles and differences between the GM and the Raid Leader.  In a 10-man strict guild, you may be able to get by with only have these two officers and some trusted guildies from whom you can expect honest answers.  However, I find that even 10-mans and almost certainly 25-man raiding guilds run better with multiple officers.

In my experience, and from what I’ve been told by other leaders, there often arises a situation where guilds have officers who seem to be the Deputy of Do Nothing.  (As opposed to my own favorite title: Deputy of Awesome.)  I have found that this unique problem can stem from three sources.

  1. Not a Leader – These are the officers who may be great players, may be long-term guildies, but once they become an officer, they don’t really do much other than give their opinion when prompted by the RL or GM.
  2. Fatigued Leader – They were great officers but are not just phoning it in, and are only around out of a sense of obligation.
  3. No-Confidence Leader – They would do a great job, if they thought they had the back-up and the RAA to do it.  As it stands, they feel that the average member has more say than them and may be tired of the squeaky wheel getting the oil.

The Deputy of Do Nothing is a drain on your raids efficiency and on the potency of your leadership team.  As the Captain of this ship, it’s up to you to diagnose this malaise before it spreads to the rest of the crew.*

(* unless, of course, they have no authority while in raid and everyone knows it.  In which case, carry on.)

Not too long ago, I read an article about someone who’s trying to have a “Guild Without Officers”.  While I don’t agree with this idea, I thought the insights below were especially suitable to this conversation:

“I look back on how it used to be, with too damn many officers, all of whom did very little to actually help the guild, preferring instead to treat officership like some sort of insiders club where they could talk amongst themselves in their little clique. I recall making rules and chivvying and cajoling and beating my head against the brick wall that was getting anyone else to step up and take responsibility for anything.”

How do I spot this before it’s too late?
Part of being the GM includes an unwritten commitment to your members that you will make sure the rest of your leadership team has the responsibility, authority and accountability to handle their respective areas.  Therefore, you MUST make sure that among your GM duties you include your due diligence.  Kick the tires, shake the branches and see what turns up.

  1. Talk to your members.  I’m sure you’re probably running heroics, or BGs or whiling away the hours getting that fishing feast while in Mumble with your teammates/members.
  2. Try to recall the last time you had an in-depth conversation with your officer.
    • Did they prompt the conversation or did you?
    • How many solutions did they present to the problems your team was encountering?
    • How many of those solutions have been implemented?
  3. Review how organized/engaged their part of the team is on your forums. If this is something that is important to you or your guild community, your officers should be on top of it.
  4. Lastly, think of what you would be doing if you were in their position.  Don’t think that just because you don’t play healer, you can’t tell a healing officer what to do.  Management skills are not class-specific, and chances are you were once doing their job.  At minimum, you will come up with some ideas to discuss next time you talk to them. At best you’ll see that there are opportunities that you both can capitalize upon.

How do I prevent this?

The first step in preventing anything, is to clearly state your expectations upfront.  After all, human nature dictates that people will operate to the level that is expected of them, and if you don’t set that bar, you’re asking them to decide how to run your guild.  You and I both know that the reason you promoted someone to a position of authority is because you trust their opinion, intelligence, communication skills and reliability.  So the only thing missing is your guidance/structure to tell them how you want these skills applied.

  • Rule #1: Do NOT promote all your friends.
  • Rule #2: DO promote everyone you can trust in your absence
  • If Rules 1 & 2 overlap, you should either make more friends are trust more people.
  • Clearly define the duties of each officer position
  • Grant them authority to do their job as they see fit. Nobody can do a job well if they think they have to ask permission.
  • Agree upon how often you expect feedback from them. Ex: Post-Raid Debriefings, Weekly Status Reports or End-of-Tier strategy sessions.
  • Make sure their position is easy enough for the rest of your team to understand. You don’t want anyone saying “what does he do again” or “he’s an officer just because he’s friends with XYZ, he doesn’t do anything”.  
  • Make sure they are NOT the type of person who settles for just doing their job description.  Good leaders appreciate new talent and new ideas.  Encourage those people who could probably do your job.  They will keep you fresh and your team will benefit.
  • Let them know that it’s acceptable to come to you for help BEFORE a fail.  
  • Establish a routine or set reminders for yourself to remember to review these steps and refine them where needed.

Next week we will continue and discuss what you can do once you’ve spotted the problem.

As always, comments, suggestions and questions are appreciated.  Also, the CD of my stand-up routine is available at the table by the door.  I’m here all week.  Tip your waitress!

Raid Leading 101: Starting your Roster

**Forgive the absence of last week’s post. I got “blessed” by a crazy work schedule that had me away from my desk a lot. Don’t forget that if there’s anything you’d like to discuss or see in a RL101 post, you can always email me**

So, you’ve made the choice between 10 and 25. You know which feels right for you and your friends. Now you need to look at your roster. Your roster is the list of players on your team that you can pull from to make your raid on any given night. Hopefully you’ve got a group of friends that you’ve started with, which will take some of the stress off of recruiting and assembling your team. We’ll start out with the basics of your raid (this is a 101 course, remember). You need tanks, healers, ranged DPS and melee DPS.

Tanks

Tanks are the classes that will take the brunt of the damage while protecting your raid. The classes that can fulfill this role are:

  • Protection Paladin (“Prot Pally”, “Tankadin”)
  • Feral Druid in Bear Form (“Bear”, “Meatshield”)
  • Protection Warrior (“Prot Warrior”)
  • Blood Death Knight (“Blood DK”, “BDK”)

It’s best in a 10-man raid to have ~3 Tanks on your roster (~4 for 25-man). Most raids encounters will require 2 tanks for encounters. Either your 2 tanks will have to alternate who is tanking the boss, one will tank the boss while the other tanks one or more mobs that join the fight, or you’re doing a Council-style fight.

Your Main Tank (or “MT”) should be your most talented tank and will seldom need a DPS off-spec. The other tanks on your roster (“Off-tanks” or “OTs”) should have a DPS off-spec so they don’t need to be totally swapped out mid-fight. Warriors can spec into Fury or Arms, Druids into Balance or Feral Cat, Paladins into Retribution, and Death Knights into Frost or Unholy.

Healers

Healers are the players that you pay to keep you alive long enough to see the boss take its last breath. Classes blessed with this ability:

  • Restoration Shaman (“Resto Shammy”)
  • Restoration Druid (“Resto Druid”, “Tree Druid”)
  • Holy Paladin (“Holy Pally”, “HPally”)
  • Holy Priest
  • Discipline Priest (“Disc”)

For your 10-man crew, count on having ~4 Healers on your roster (~9 for 25man). You’ll always need a minimum of 2 healers (5 in 25-man) for an encounter, depending on how healing intensive it is. It’s best to have the other healers in your roster work on a DPS offspec in case you need to convert to more DPS in an encounter. Priests can spec into Shadow, Druids into Balance or Feral Cat, Paladins into Retribution, and Shamans into Enhancement (Melee) or Elemental (Ranged).

Melee/Ranged DPS

DPS are the players that put the hurtin’ on the boss. They’re primarily responsible for dealing damage to the boss and any adds that may pop up, as well as crowd control, interrupt, off-heal, or help mitigate damage. Here’s the laundry list of DPS you’ll find:

Melee

  • Enhancement Shaman (“Enh Shammy”)
  • Rogue (Subtlety, Assassination, Combat)
  • Arms or Fury Warrior (“Arms War”, “Fury War”)
  • Retribution Paladin (“Ret Pally”, “lolret”)
  • Feral Druid in Cat Form (“Cat”, “Kitty DPS”)
  • Death Knight (Unholy, Frost)

Ranged

  • Elemental Shaman (“Ele Shammy”)
  • Hunter (Marksmanship, Beast Mastery, Survival)
  • Warlock (Affliction, Demonology, Destruction)
  • Mage (Arcane, Fire, Frost)
  • Balance Druid (“Moonkin”, “Boomkin”, “Boom Chicken”, “Lazer Turkey”)
  • Shadow Priest

In 10-man, you’ll want ~8 DPS’ers (~22 for 25-man) on your roster, with a mix of melee and ranged. There will be some fights that will be better for melee DPS or ranged DPS, so a mix will give you a good chance of success. Having any of your DPS players with a tank or heal off-spec is great, but more often than not, you’ll be better off if your tanks and healers are all main-spec.

Summing It Up

A standard 10-man raid will consist of: 2 Tanks, 3 Healers, 5 DPS.

A standard 25-man raid will consist of: 2-3 Tanks, 6-7 Healers, and the rest DPS.

Of course different raids will deviate from this basic model, but in my raiding experience, this is usually what you’ll find. To start out, aim for those numbers. Once you have your 10 or 25, add 1-2 more for each role to solidify your team. Your raiders will need nights off or have real-life commitments from time to time, and those extra people will help keep your raid going consistently.

Coming up, we’ll look at more advanced roster planning, as well as a couple recruitment tips!