Tactician Weapon Set and Mirage Archer Issues (5 bugs)
Background: I have a Tactician equipped with a pair of crossbows to use on swap and neither crossbow has specific modifiers for grenades. Each crossbow uses different ammunition: Siege Cascade (WS1) and Rapid Fire (WS2). I have bound left and right mouse buttons to the Crossbow Shot skill for each crossbow so that it uses the appropriate weapon to fire the appropriate ammunition, without needing to use Load <ammo type> while that weapon set is selected. Each crossbow reloads automatically.
I have taken the Ascendancy Nodes "A Solid Plan" and its pre-requisite "Spirit". I have no other sources of spirit, but these allow me to equip Herald of Ash and Herald of Thunder, using Deadly Herald supports on each, plus Precision I, and Cannibalism I and II. Finally, I have Mirage Archer set to use Explosive Shot, Explosive Grenade, Nova Projectiles and Rapid Attacks II (listed left to right). This setup leaves me at 0/108 spirit with everything "up". Bug 1. The ammunition-swap setup works until the character is killed, whereupon the *active* crossbow ammunition reverts to Crossbow Shot (while the unused weapon remains unchanged). This forces me to use Load <ammo type> while the appropriate weapon is active before the crossbow fires correctly. This is VERY difficult to handle when you respawn in the middle of the same combat that killed you and are more interested in fighting enemies than reconfiguring your gear, at which point you don't really even know which crossbow isn't firing the correct ammunition. It does not seem too much to ask to leave the ammo type unchanged on death/respawn, especially since this is not an issue when loading the game. Bug 2. When loading the game or respawning after death, Mirage Archer will not activate for Weapon Set II (aka it will deactivate when firing Rapid Shot and then reactivate on firing Siege Cascade). In the gem panel, you have to deactivate one of the Heralds, then activate Mirage Archer and only then the Herald before everything works properly. Sometimes, having one of the Heralds as the "bottom" Skill gem in the gem panel avoids this issue on death, but it always recurs when entering the Hideout from game load or traveling between campaign waypoints. There are no spirit or gem shenanigans - it should just work all the time because I have enough of everything. Bug 3. I have noticed that socketing support gems with a spirit cost that exceeds the available spirit but would benefit from A Solid Plan, sometimes requires deactivating one or more auras before they can be socketed, after which everything can be activated. This may or may not be connected to the issue in Bug 2, when all these persistent buffs load in the "wrong" sequence. Bug 4. When a Herald is the "bottom" spirit gem, Bug 1 changes to completely locking out the second weapon after respawn. It will not fire and the tooltip on the skill key bar becomes greyed out. Now you have to manually swap weapons in the inventory and use Load <ammo type> to get it working again. Bug 5 (maybe a feature?). REGARDLESS of the left-to-right sequence of Explosive Shot and Explosive Grenade in support slots, with WS1 active Mirage Archer will fire Explosive Grenade 5 times and then start using Explosive Shot. On WS2, it will ONLY fire Explosive Grenade. It's hard to tell whether this is by design. Mirage Archer does not ALTERNATE between the two skills while WS1 is active, which is what I was hoping for, nor does it CHOOSE first or second support based on which Weapon Set is active, which is what I expected. I certainly cannot explain why it chooses to fire grenades for both... Thank you for your attention during this lengthy post! Last bumped on Oct 2, 2025, 2:44:06 PM
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Addendum: It seems that the number of times grenades will fire consecutively is related to the number of additional projectiles in other supports, as though these supports add both quantity of projectiles per shot AND sets the number of uses. For eg, adding Multishot to Explosive Grenade makes the skill fire 3 volleys of 3 grenades each (to be expected from the number of uses), while Nova Projectiles fires 5 grenades in the star pattern 5 times. Using the skill without additional projectile count fires 1 grenade 3 times. I am not sure that Nova Projectiles should have 5 uses.
I also misunderstood the skill use by the Mirage Archer. It "empties the clip" with each skill before moving to the next. However, there does seem to be some intelligence in skill use as it will interrupt firing grenades if an enemy moves close to it, switching immediately to an "ammo skill" if there is one. So it does in fact alternate skill use but clip size is to be considered. TL;DR: The Mirage Archer seems to perform as expected except that Nova Projectiles sets the number of uses of the skill higher than the listed number of uses for grenade skills, and triggering the Mirage with weapon set 2 restricts it to only using 1 of the socketed skills. Last edited by BobMighty#5108 on Oct 2, 2025, 2:46:23 PM
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