A comp is the plan for a whole party: who plays what, in which gear, with which swaps. Writing it down before the content saves the first ten minutes of every run, and it stops the classic problem of three people arriving as DPS and nobody as tank.
Pick a size the content allows
Open Plan a comp and choose a size. The presets are 1, 2, 5, 7, 10 and 20, or type your own. A five-slot comp starts as tank, healer, melee DPS and two ranged DPS, which you can change.
| Content | Party size |
|---|---|
| 2v2 Hellgates, duo Mists, duo Depths | 2 |
| Trio Depths | 3 |
| Ancient Lands, Small portal | 1 to 5, matched against groups of the same bracket (1, 2 to 3, 4 to 5) |
| 5v5 Hellgates, Crystal Arena | 5 (groups of four can queue for the Crystal Arena since Radiant Wilds) |
| Group dungeons | Usually 5 |
| Ancient Lands, Medium portal | 5 to 7 |
| Ancient Lands, Large portal | 15 to 20 |
| Dragon Sanctuary | Up to 20, one raid per Sanctuary |
| ZvZ | Several 20-player parties |
Shrinking the comp removes the members past the new size, and the editor asks before it does.
Rules that change comp choices this season
- Healers in small instanced content. Realm Divided Patch 3 raised the healing debuff to 35% in 2v2 Hellgates, duo Mists and the Depths, and to 40% in Corrupted Dungeons and solo Mists. Radiant Wilds Patch 1 added extra Healing Sickness for teams with more than one healer in 5v5 Hellgates, as already applied in ranked 5v5 Arena and the Crystal Arena. Plan one healer, not two.