Opening position
Anchor around center and keep the battle in the visible middle. Use room entrances for short resets, not as default fighting locations.
A broad central pillar, side rooms, and small outer ledges.
The central pillar has forgiving line of sight for most of the map. Side rooms are useful staging locations, but dangerous places to take an extended fight.
This is a durable orientation brief for the map's terrain and line-of-sight choices. It remains available, but is intentionally excluded from search until current-rotation research, mode-specific examples, and visual callouts have been source-reviewed.
Anchor around center and keep the battle in the visible middle. Use room entrances for short resets, not as default fighting locations.
The central pillar gives a wide view and easy cast denial. If using a room, stay near the doorway for a path back.
Fight in the central safe zone, then punish enemies who run deep into a room. Gatekeep its exit while your healer stays protected.
Going deep into an outer room can make a teammate unhealable and forces the healer into a control corridor.
A room entrance is a micro-pillar for one cast, a drink, or a portal. It is not a durable place to trade a full enemy go.
Review healer radius, triangle positioning, cooldown trades, roles, and class identities.
Build arena-target, focus, party utility, and stopcast controls that work when the map gets chaotic.