Conjured Weapons
Agree. Its issues like this that make most people drop the conjured weapons builds. While the weapons themselves are in good shape and are extremely viable and powerful (much more powerful than our own base abilities in many cases), its the bugs and sometimes awkward transitions and lack of synergy when swapping that are the source of the problem with using them as a primary build.
My major gripe about the greatsword is that AC4 is far more useful (and safer!) untargeted than it is with a target selected. It is such a difference that I instinctively drop target whenever I pull the sword out.
A secondary gripe is that AC3 sometimes shoots you off into a random direction rather than straight ahead, even if you don’t have a target.
My major gripe about the greatsword is that AC4 is far more useful (and safer!) untargeted than it is with a target selected. It is such a difference that I instinctively drop target whenever I pull the sword out.
A secondary gripe is that AC3 sometimes shoots you off into a random direction rather than straight ahead, even if you don’t have a target.
Fiery Whirl is a ground target skill, it fires in the direction of your mouse, you probably have fast cast ground targetting on. Not sure what you mean about Fiery Rush.
The main thing I dislike about the greatsword is that you can’t cancel the autoattack animation.
I think their functionality should be revised. I can’t seriously get attached to my conjure weapons like I can with kits, secondary weapons or main weapons, because they have a duration and they have charges. I can’t tactically swap to them when I need them the most, because they have casting times. I can’t make fun combos between my main weapons and conjures, because of casting times and because they disappear after swapping them out.
IMO, conjures should not have a duration nor charges, and they should work like secondary weapon sets where you can swap between them and your main weapon anytime you want. As a drawback, despite the utility slot spent, would be the casting time (which you would have to pre-cast) and the fact that you could only have one conjure at the same time in your second weapon slot, meaning if you had more than one conjure skill and cast your second, you would override the first one and put it into a high cooldown.
Oops, I never noticed the ground target part on fiery whirl – I’ll take note of it.
As far as fiery rush goes, if you have a target, you’ll rush at a target and jump up, ending by slashing your target and landing at its feet. Much like RTL, you’ll often (always) suffer a second or two pause before you can move again. If your target is in the middle of a group, you will be downed in short order.
If you do not have a target, fiery rush will go through your “target” and leave your fire trail underneath it, which does smaller, but frequent hits that generally amount to the same or better damage than the jumping slash. Often times, you’ll also do some extra damage as you rush through a target as well. This is vastly preferable, as it gives you a lot of extra ability for kiting. It tends to fit in really well with D/D play style.
Special note: the fire trail damage stacks. If you have something up against a wall and you fiery rush it from close distance, your entire fire trail stacks in one spot and does some crazy damage. It works great for champions or above that are against a wall or against any stationary structures like wvw gates, risen trebuchets, rotmouths, or claw of jormag ice shards. If you have a target, though… you lose a ton of damage, because your fire trail won’t stack next to/under your intended target.