Opening position
Choose a side and keep the healer near a starting-room or pillar exit. Do not fight aimlessly in center against ranged pressure.
A very open field with widely spaced square pillars and deep corners.
Long lanes and sharp corners reward ranged pressure and punish any player who drifts outside healer range.
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.
Choose a side and keep the healer near a starting-room or pillar exit. Do not fight aimlessly in center against ranged pressure.
Square pillars do not hide casts as cleanly as rounded ones. Rotate before a mobile caster takes the corner from you.
Ranged teams can use upper corners to pull melee away while a second DPS gatekeeps the healer. Melee should swap or retreat before being stranded.
Center field is a long way from cover; a melee without mobility can be peeled while the healer is forced into crowd control.
The wide lower spaces behind pillars are often safer for pressured melee than midfield, if the healer can still see the exit.
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.