This is a place for me to note various micro considerations to make. Escape
After opening a key door, escape can be used. Good for forks that might DE or placing one gate immediately after opening a door and using escape to try and DE the smaller path.
This example is great because it saves 3 ticks instead of the usual 2, due to the table in the way. In general, escape is the least useful as it shares a timer with surge and saves fewer ticks. Surge
Ideal scenario. Saves 4 ticks optimally, although sometimes used to save 2 or 3. Can be queued as you enter a door (basically useless even if it has been opened already). If there's a monster in front of cw door, use barge instead.
The "for the love of god don't surge this room" room. Surge can save 1 tick. If you can losslessly be standing at the left side of SS door when opened, escape could potentially be useful for the pray door. Dno.
A diagonal surge to a nearby door will generally save 2 ticks. Diag-far 3. In this one, it can save 4 ticks due to the stuff in the way, however, you'd have to manually path it (click diagonally followed by surge) to do it.Barge
Separate timer from surge/escape so should be prioritized when possible.
A separate chat box for "group" chat that displays game messages can be useful, as seen in Bardock's setup. Less chat spam and is very nice if people call out all keys.
Hunter ferret - surge click surge, escape click
Adren stalling - thresholds and a good order of abilities are the biggest factors to high dps. consciously thinking about DPS should be done at times until efficient dps becomes a habit.
full manual is ideal as revolution stalls your use of gatestones and is less DPS, depending on how much you queue abilities yourself. ability queueing should be used as it makes manual much easier.
quick shield adren stalling is ideal so anticipation can be reserved for whenever a mage is spotted. anticipation is easier to use, however.
Kalger - mage is clearly better with blitzer and no body against all the melee forms, if one can be bothered. (I killed kalger a few times on hard mode for gp) in a 5:5 you can hardly tell the difference because the main slowing factor is the switching between phases
switching to blitzer is, in general, only useful against bulwark and sag (and perhaps runebound or kalger phases)
it requires extra apm for almost nothing the vast majority of the time. unless you can do everything else perfectly first in addition to ring switching, don't bother. blazer might still have a use, despite not stacking with combust, but certainly not in abandons. accuracy is already very high against meleers.
emotes - can pgt away about 3 ticks before the completion message, however, you cannot run off the pads if staying in the room. it probably doesn't consider you in a new spot until your teleport animation finishes.
lock melters - should be primarily reserved for emotes, as they use the most team time in a 5:5 by far. in a solo or duo things like monos, barrels, ghosts, etc. are fair game. these are also fair game if 1-way crit in 5:5.
if the mono is at a certain point in relation to melting the door, the room may not be openable. unsure why.
ex 1: activated mono myself immediately, melted door, went through fine
ex 2: did not activate mono at all, melted door, went through
ex 3: queued activated mono a few ticks before I melted door, it was "complete" yet could not go through for 45s