Ten Rules Before CTA¶
These rules are intentionally blunt. They stop the most common fight-losing habits before deeper doctrine matters.
The ten rules¶
-
Do not clump.
Friendly clumps turn enemy AoE into wipes. -
Do not kite one screen away.
Kite far enough to survive and turn, not far enough to abandon the fight. -
If enemy cooldowns are spent, look for pressure.
Running after surviving enemy damage gives tempo back for free. -
Direction calls are tactical intent.
"South" may mean angle, route, front, bait, or turn setup. -
Healthy plate must not hide inside friendly DPS.
Plate that backs into cloth creates danger instead of reducing it. -
DPS damage must land on time.
Starting the cast at zero is often late. -
Support utility must land before or with damage.
Late pierce, anti-heal, or defensive support often does nothing. -
Healers save the danger area.
Safe-but-useless healing is still bad healing. -
Open the map and read terrain.
Walls, chokes, doors, and corners decide fights. -
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.