5. In most cases, you should be able to get into a tower/keep past a zerg right though the front door. (I’d say I can do it 98% of the time, depending on scouts/sight-lines.) Usually I just run up until I see the first guy run toward me (or try a ranged attack), then I hit Arcane Shield, wait 2 seconds, then double-dodge, then hit stability. If you get downed before you’re in, use 2 (Mist Form) to get in the gate if you’re close enough, then get back up when you’re out of combat. If you think you’re going to get attacked really far from the door, switch out Arcane Blast for Mist Form. That will give you more invulnerability to get closer, then the above to get in. Don’t forget to switch back to Arcane Wave when you’re in after the cool down.
6. Arcane Brilliance is the only healing spell to consider in WvW. It will hit up to 5 enemies around you with Arcane damage, and heal you more for each enemy hit. It’s an “ok” heal when you’re alone, but if you’re in the middle of a crowd, hitting full heal from hitting 5 enemies should give you about a 60-70%, plus you’re doing damage to them. And it’s really fun to pull it on someone who’s really low and drops as soon as you heal.
7. Don’t stay in the red rings. While this is not strictly an Ele thing, light classes need to pay attention to this much more than others. In very few cases, when you really need to stay in the rings, blast a water field where you need to be and hit Armor of Earth to mitigate the damage. Save your heal until you really need it. Most player spells (save glass-cannon meteornado) won’t really kill you that fast, but focused AC fire can take you down really fast.
8. CC is your secondary reason for living. This might be debatable (versus Meteornado), but while you’re on tag, when the commander calls for CC, use Static (Air 5) to ring enemies so they can’t move, Frozen Ground (Water 4) to slow the enemy or Unsteady Ground (Earth 4) to cut off charges or retreats. This is what commanders mean when they call for “rings” and “lines”.
9. Got bags? Support Eles are supposed to do just that. So your primary focus should be Heal/CC. But don’t underestimate the bag-delivery potential of the Staff Ele AoE damage spells. Even the weak ones will tag your enemies so you get credit when they die. So while you’re on cool down, you can spam through them trying to land them on groups of enemies as you can. Or even Tab (or whatever you have Next Enemy bound to) and 1 all day long, and you’ll find tons of bags at your feet when the battle is over. As you get better at playing Ele, you’ll still even be standing!
10. Meteor-NAY-DOHHHHHHHHHHHHHH So as a support Ele, you’re not going be pulling the 8k crits that glass cannon Eles do with Meteronado. But, then again, you’re not going to be a rally-bot scrub either.
Meteornado is Meteor Storm (Fire 5), followed by the Elite Tornado skill just after the channel finishes. The way it works is that after you channel the full Meteor Storm, it continues to do damage for something like 5-6 seconds after the spell is complete. Tornado, in addition to giving you stability and increasing your toughness, increases your power as well. So, once it’s activated, the remaining period of Meteor Shower hits at this higher power calculation, significantly increasing the damage. It’s also hella fun to watch people flying all over the place if they don’t have stability.
I would say, be careful about using it, mostly so you don’t get distracted and fail to drop water when the commander needs it. But it can be a lot of fun, and very effective if you have the time to use it.
My favorite YOLO move:
1. Static Field on mass of reds
2. Meteor Shower
3. Pop Arcane Shield while channeling so you don’t get interrupted.
4. Pop Armor of Earth right before channel ends.
5. Nado and bulldoze right through them.
6. Be ready to end Nado prematurely if you’re taking too much damage and heal up. You’re likely to hit 5 guys around you and get a good heal off.
(edited by Lazarus.9716)