Again just a post capturing some valuable information that is no longer available from the original source. A transcript of the audio from the above video:
Why should you care what speed your raids run at?
- Minimize Trash
- Minimize Downtime
- Lead Effectively
The biggest mistake people make is dismissing trash -- raidleaders and raiders alike. The bulk of your time in an instance, unless you're working on a hard boss, will be spent clearing trash.
Your biggest asset as a leader or a puller is your sense of impatience. Don't tolerate idleness.
Your tanks (or hunters, if you pull with a hunter) set the pace on pulls, and the best way to speed up trash dps is to pulling trash faster. Consider having a "trash tank" if you have an eager but less senior tank who you know can keep up the pace.
Make sure the tank is responsible however: raid frames or some method of monitoring health and mana are critical. Pulling when half the healers are dead, or everyone is at 10% mana will just lead to wipes and frustration.
See the list of Raidleading Addons if you need some suggestions of what to install.
Your raiders' attention will drift if you don't keep things moving forwards. Have your other officers help keep the raid moving forwards if you're tired or aren't prone to impatience yourself.
All tanks have AE tanking capabilities right now and taunt has a range. Expect them to keep pulls under control -- there's no reason not to AE easy trash.
It can help to have a tank play "catch": he is responsible for noticing mobs shooting off after an eager mage and taunt them and bring them back onto the fold.
Your plate classes can throw on tanking gear on trash even though they're DPS spec and help keep things under control.
Death is a fact of life. Handle it. Have a rezzer assigned for incidental trash deaths if you need to. A death isn't a reason to stop pulling, and rebuffing isn't a reason to stop pulling.
Make sure your tank and raidleader have raid frames however: A pull that just wiped out 3/4ths of the healers due to loose mobs means you take a small break unless you want a total wipe on the next pull.
Running heavy on healers or tanks slows down the raid and makes people lazy. When there's fewer tanks and healers, people pay more attention since there aren't a lot of other people to pick up their slack.
We've noticed that we have more deaths, rather than fewer, if we run with extras. This doesn't mean sit them and don't let them raid: encourage them to get DPS specs and gears and rotate around who is healing/tanking and who is DPS'ing that night. It's a good way to give people variety as well.
The second major principle is removing "dead" time during your raid.
Loot distribution consumes a huge amount of time for most guilds. Regardless of your system, Consider using master looter so everyone else can clear trash while you assign loot.
If you use DKP, have your master looter be managing DKP also, so only one person is tied up. If you use /random, encourage quick rolls and keep moving.
If instead you have a loot council, like we do, minimize the number of people involved in decisions. More than 4 or 5 is unwieldy, and there needs to be someone empowered with the ability to say "We're doing this, end of discussion."
Only the really big-ticket, high upgrade items need a lot of discussion time, get used to making fast decisions for tier tokens and normal-sized upgrades in under a minute.
Plan breaks so people know what to expect.
When AFK's do happen, they shouldn't slow you down. For the most part, you can keep moving even if someone is afk or disconnected.
Don't ask "is everyone ready to go?" Do a ready check either with the Game tool or saying "Everyone move up to me."
- "Is everyone ready?"
- "Can we start pulls?"
Don't ask, simply tell:
The third principle is being a strong, effective leader. A raidleader is more than just a guy to yell when people screw up. He's also the one watching the raid's pace, handling errors, and making sure morale stays high.
Encourage tank/healer communication
You need a good rapport between your tanks and healers. Help build that by encouraging communication on vent so the healers feel energized, and not overwhelmed, and the tanks feel confident of their pull speed.
Good raidleaders aren't just impatient -- they're also lazy, and they don't want to do all the work themselves.
Raidleader just means that you're where the buck stops -- not that you do everything.
If you use a main assist, don't have him be the same person who is marking targets.
Have the healers coordinate amongst themselves so before you reach the boss they already know how healing will be arranged.
Tanks should know before they're at the boss what is going on.
If a class needs to coordinate interrupts or sheeps, remind them to coordinate it but don't do it for them.
There's no reason to accept poor play on trash -- and it's actually more fun to keep moving on a raid.
There's still space for joking on vent and for having fun -- what changes is people's attitudes towards what's actually going on with their game in between bosses.
Don't spent 30 minutes before each boss "setting up." Expect people to review what they need to as they're approaching the boss, and just spend a brief period reminding people of important highlights before engage.
As you start to implement these principles, it's at first a bit challenging, but after that the raid grows into it, and people will start to assume raids always keep moving efficiently and they will pay more attention on their own.
And this doesn't take the fun out of raiding -- it means people spend less time on the icky stuff like trash, and more time grabbing purples and chatting with their friends.
Remember, it's not about being a dictator on vent and yelling at people, it's just about keeping the raid cheerful focused and always moving.
This isn't for every guild, but it's definitely part of what makes us so fast at moving through dungeons.
We don't use raid symbols, we don't (often) use cc targets, and we don't assist.
Having your kill order be "target the nearest non-cc'd mob and unload on it" speeds up things considerably
as long as your healers don't run OOM (since your melee and caster DPS can become somewhat split.)
Debuffs tend to work out, however, since your caster clump usually gets the same mob when they just do "target nearest."
Sometimes when it's a hard pull, we'll use raid symbols, but they're for tank convenience more than anything else.