What Makes a “Good Comp” in Fellowship (Core Principles) 🧠


A great comp consistently does four things:

  1. Covers mandatory utility
  2. You need reliable interrupts, at least one hard CC (stun/stop), a group defensive, and movement to handle spread/stack mechanics.
  3. Aligns damage into planned windows
  4. Tanks call “DR → Burst,” healers pre-mitigate, and DPS drop nukes together. Your comp should naturally sync cooldowns every ~45–120s.
  5. Solves the dungeon’s problem
  6. Caster hell? Stack kicks/dispels. High movement? Add mobile DPS or ranged. Attrition bosses? Bring sustain tools and healer burst.
  7. Stays alive
  8. Zero-death discipline beats theory. Talent for survivability and socket your gear; dead DPS is zero DPS.


Role Toolkits Every Group Should Bring 🧰


Tank (Meiko / Helena)

  • One on-demand DR for big pulls, one “panic” button, a taunt/threat stabilizer, and a positioning plan (angle mobs, face bosses away).
  • Optional: a stop (stun/knock) for caster packs, and a mobility button to kite without losing control.

Healer (Sylvie / Vigour)

  • Burst healing on a timer and at least one group mitigation.
  • Dispel/cleanse for nasty debuffs, and preferably a movement CD for quake/soak phases.
  • When safe, contribute damage to help beat timers.

DPS (Rime / Tariq / Mara / Ardeos / Elarion, etc.)

  • Two reliable interrupts across the pair, one hard CC, and at least one defensive that doesn’t grief your rotation.
  • Decide who is burst-tilted and who maintains uptime during movement; build around that.


Kick Coverage: Your Interrupt Matrix 🔒


Interrupts win keys. Treat them like a rotation, not a panic button.

  • Assign a perma-order for the run: “Skull → X → Moon.”
  • On dangerous trios, split into 2 + 1 so you never run out of kicks.
  • When a cast is non-negotiable (e.g., group-wide fear/heal), pre-call “hard kick only” so nobody wastes a stop on fluff.

Checklist before pull:

  • Who kicks first? Who covers second? Who holds a backup stop if both are on cooldown?


Burst Windows: Build a Cooldown Timeline ⏱️


Your plan should read like this for every boss and two big trash blocks:

  • “Group in 3…2…1 → DR now → Burst now.”
  • Healer precasts shields/HoTs, Tank pops DR and locks the pack, DPS open together.
  • Recovery phase (10–15s): kite, stabilize, rebuild resources.
  • Repeat on the next mark.

Pro tip: if a dungeon mechanic lands inside your burst, shift the window by 2–3 seconds rather than forcing a scuffed nuke.


Pull Plan Basics — Route Templates That Don’t Wipe 🗺️


  • Battery → Battery → Drain: two medium pulls to charge cooldowns, one big “drain” pull with DR→Burst.
  • Danger Splitter: break lethal caster packs into 2 + 1 pulls to keep interrupts clean.
  • Skip the Time-Sink: if a sideroom adds <3% count and eats 40 seconds, skip and replace with a faster pack later.
  • Count Checkpoints: know your count at pre-boss gates so you don’t backtrack.

Make your route repeatable first; fancy tech comes later.



Sample, Ready-to-Run Team Comps (By Playstyle) 🧪


Below are four-player templates (Tank / Healer / 2×DPS). Swap names if you prefer a similar toolkit, but keep the utility shape and window plan intact.


1) Safe PUG Climber — “Never Dies, Always Times” 🛡️

  • Tank: Meiko (steady mitigation + clean threat)
  • Healer: Sylvie (HoTs + safety nets)
  • DPS: Rime (ranged control + planned bursts), Mara (mobile melee uptime)
  • Why it wins: forgiving sustain, two solid kicks, good stop coverage.
  • Pull plan: Battery → Battery → Drain, DR on drain pull, burst on call.
  • When to use: learning routes, weekly baseline scores.

2) Timed Push (Burst-Locked) — “Delete on the Beat” 💥

  • Tank: Helena (aggressive windows + control)
  • Healer: Vigour (burst tops aligned to damage)
  • DPS: Tariq (rhythm burst), Rime (CD-synced nukes)
  • Why it wins: synchronized nukes explode boss checks; healer matches damage spikes.
  • Pull plan: Chain medium pulls into a scripted mega-pull with drum-beat callouts.
  • When to use: dungeons with short burn phases and clear interrupt targets.

3) Sustained Pressure — “Never Stop Casting” 🔄

  • Tank: Meiko
  • Healer: Sylvie
  • DPS: Ardeos + Elarion (or any pair with high uptime / movement casting)
  • Why it wins: movement-heavy maps, lower burst reliance, fewer scuffed windows.
  • Pull plan: More, smaller pulls; let sustained damage erase packs while healer floats resources.
  • When to use: attrition bosses, heavy mechanics that cut burst uptime.

4) Control-Heavy — “Casters Go to Timeout” 🧲

  • Tank: Helena (grips/stops, positioning)
  • Healer: Vigour or Sylvie (pick for cleanse needs)
  • DPS: Mara (stun/stop), Tariq or Elarion (second kick + flex stop)
  • Why it wins: maximum control on caster corridors; minimal random damage.
  • Pull plan: Slice dangerous rooms into 2 + 1; reserve a stop for fails.
  • When to use: affixes or wings where kicks decide the run.

5) Speed-Farm (Low-Risk, High Pace) ⚡

  • Tank: Meiko
  • Healer: Sylvie
  • DPS: Rime + Tariq (or any pair with on-demand burst + decent self-peel)
  • Why it wins: fast trash cycles without overpulling; two ranged-friendly interrupts.
  • Pull plan: Battery → Drain cadence; keep a mini-CD for surprise patrols.
  • When to use: farming mats, repeat clears, rating floor raises.

6) PUG-Friendly Kicks — “Every Cast Gets a Home” 🔔

  • Tank: Either
  • Healer: Either
  • DPS: One high-discipline kicker (designated “first”), one backup/stop
  • Why it wins: simplifies PUG comms—“first always kicks skull, second covers X.”
  • Pull plan: identical across dungeons; fewer moving parts.
  • When to use: mixed experience groups, voice-lite runs.


Dungeon Archetypes & Which Comp Shines 🏰


  • Caster Corridors: go Control-Heavy or PUG-Kicks templates.
  • Movement-Heavy Maps: pick Sustained Pressure so damage keeps ticking while you dodge.
  • Boss Burst Checks: lean Timed Push (Burst-Locked) to erase thresholds on call.
  • Trash-Dense, Short Bosses: Speed-Farm; keep trash windows rolling.


Weekly Plan to Climb with Your Comp 📈


Reset Day (Baseline):

  • Run a safe route with your chosen comp; bank a clean time in 2–3 dungeons.

Mid-Week (Push):

  • Attempt +1 or +2 difficulty only in maps that felt easy. Keep one safe bank per dungeon.

Final Day (Floor Raise):

  • Sort by lowest score and re-clear those dungeons with your safest comp. Cleanups move you multiple ranks.


Gearing & Talents for Comp Synergy 🧬


  • Prioritize weapon/Legendary that changes how your kit plays; then lock 2-set + 2-set that fits your comp’s plan (throughput + CDR/resource is a common pair).
  • Sockets are non-negotiable; gems that hit breakpoints (GCD/uptime) can outperform tiny item-level gains.
  • Talent choices should solve problems: add a stun if your comp lacks one, pick movement if your dungeon punishes greed.


Communications That Keep Comps Together 🗣️


  • “Group in 3…2…1” — prepositioning cue.
  • “Kick skull, I’ve got X” — fixed interrupt order.
  • “DR → Burst” — windows start with defensives, then damage.
  • “Move after quake” — pre-call movement to protect casts.
  • “Dry after this” — healer low; expect smaller pull or a pause.


Common Comp Mistakes (and Fast Fixes) ❌


  • Copying meta without utility coverage → Rebuild with at least two kicks + a hard stop.
  • Overpulling because “burst” → If you die in the first 8s, it wasn’t a burst window—it was a wipe. Split it.
  • Healer desync → Tanks must count down DR and engage on schedule.
  • No plan for patrols → Keep a mini-CD or stop for surprise adds.
  • Zero movement plan → Pre-assign who baits, who soaks, and where you kite.


Quick Start: 10-Minute Comp Drill 🔁


  1. Choose one template above and lock the interrupt order.
  2. Practice two battery pulls into one drain pull with “DR → Burst.”
  3. Do three attempts; after each wipe, pick one change (pull size, kick order, window timing).
  4. Record a boss; verify that your openers land together and nobody bursts into a lethal mechanic.


FAQ 🤔


Which comp is best for beginners?

The Safe PUG Climber—it’s forgiving, covers utility, and still times keys.


Should we switch comps per dungeon?

If your roster allows it, yes. Use Control-Heavy for caster wings, Timed Push for burst checks, and Sustained where movement ruins DPS.


How do we fix missed bursts?

Shift the window a few seconds to dodge mechanics, and have tanks count down every window. Burst is planned, not improvised.


Can we run double-melee or double-ranged?

Sure—just ensure two reliable kicks, one hard stop, and a movement plan. Cover utility first.


Why Teams Use BoostRoom for Team-Comp Coaching 🤝


Great comps come from route planning, window scripting, and repetition. If you want expert help, BoostRoom can map your pull plan, assign kick orders, tune window timing, and run scheduled sessions until your team feels automatic. You focus on clean execution—we’ll handle the blueprint.


Conclusion ✅

The best Fellowship comps are utility-complete, window-synchronized, and route-ready. Pick a template that fits the dungeon, script DR → Burst windows, and build a pull plan that your group can repeat without heroics. Clean interrupts, smart movement, and zero-death discipline will do the rest. When you’re ready to climb faster, partner with BoostRoom for routing, coaching, and hands-on push runs.

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