Assign space
One player should hold angles, block pressure, or create room during extraction and boss fights.
A strong squad is not three damage players moving together. It is a plan for space, pressure, support, and extraction.
Update after class balance, live skill values, and group-size rules are confirmed.
One player should hold angles, block pressure, or create room during extraction and boss fights.
Damage roles should punish overextension without dragging the team into every noise source.
Support, healing, shields, or control tools help a squad leave after bad trades.
| Comp | Strength | Risk |
|---|---|---|
| Mercenary + Blackarrow + Seer | Stable, safe, strong boss control | Lower burst if enemies disengage |
| Shadowstrix + Sorcerer + Mercenary | High pick pressure | Needs clean communication |
| Withered Knight + Seer + Blackarrow | Strong sustained fights | Can overcommit in chase scenarios |
Squads win because they can split jobs. One player can watch approaches, one can loot, and one can cover a reset. Solo players cannot do that.
Seer becomes much more valuable when teammates protect the support and call for healing or control before a fight collapses.
What is a good squad comp?
A safe template is frontline plus ranged pressure plus support.
Is Seer required?
No, but Seer can make bosses and long PvP fights safer in coordinated groups.