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Ten Rules Before CTA

These rules are intentionally blunt. They stop the most common fight-losing habits before deeper doctrine matters.

The ten rules

  1. Do not clump.
    Friendly clumps turn enemy AoE into wipes.

  2. Do not kite one screen away.
    Kite far enough to survive and turn, not far enough to abandon the fight.

  3. If enemy cooldowns are spent, look for pressure.
    Running after surviving enemy damage gives tempo back for free.

  4. Direction calls are tactical intent.
    "South" may mean angle, route, front, bait, or turn setup.

  5. Healthy plate must not hide inside friendly DPS.
    Plate that backs into cloth creates danger instead of reducing it.

  6. DPS damage must land on time.
    Starting the cast at zero is often late.

  7. Support utility must land before or with damage.
    Late pierce, anti-heal, or defensive support often does nothing.

  8. Healers save the danger area.
    Safe-but-useless healing is still bad healing.

  9. Open the map and read terrain.
    Walls, chokes, doors, and corners decide fights.

  10. Review process, not only outcome.
    Winning does not mean the play was clean; losing does not mean every idea was wrong.

How to practice

Pick one rule per CTA. Do not try to fix all ten at once.