Welcome to GW2
There is nothing I could really add to what’s already been posted above as it’s all extremely good advice. Please feel free to add me in game as I’d be happy to help you out with questions or leveling or whatever and if you’re on the Tarnished Coast server I even have a guild set up mainly for those new to the game.
This is probably my most wanted change / addition to GW2 so I’m going to include a post I made regarding this in the Horizontal Progression CDI as well as a link to another thread that discusses this with the hopes that someday this will get enough traction to be considered by ArenaNet.
I do think that it’s important that multiple build templates need to be an earned and permanent addition to the character and must be able to be switched ‘on the fly’ outside of combat. If this poses a problem in spvp I see no reason not to just disallow the switch during a match.
It must also not cost anything to switch except for the initial template addition, which should be as hard to acquire/expensive as crafting an ascended item to continue to evolve and customize your character long after reaching level 80 (horizontal progression).
The reasoning behind this is detailed in the below quote & link.
Earned Build & Equipment Tabs
Here is an example of what I would consider Horizontal Progression that has nothing to do with cosmetics, but rather with evolving the flexibility of the character. I’m partially quoting a comment I made on another thread about adding extra stored build/trait tabs.
Make extra build tabs a one time upgrade, like a bank tab or commander tag. Make it expensive, make us work for it but make it a permanent evolution of our character. Allowing characters to progress beyond 80 not by power but flexibility is an idea that to me would be a game changer and I dream of the day it gets implemented.
The mechanics are simple: Out of combat only and with a small channeled switch animation, swaps build as well as armor/weapon sets and skills.
Maybe this would be considered Diagonal Progression since the character isn’t growing in power, just an earned ability to adapt to situations or group compositions as they change whether in WvW, PvE, or sPvP.
The ways to earn an extra build tab could be interesting too. Maybe something that needs to be crafted from hard to find materials, a bit like ascended items. This would ensure the tabs aren’t just bought but earned through playing multiple aspects of the game.
If there is no limit to how many extra build tabs you could have you could continue to refine your character well past the time it takes to settle on any cosmetic changes or having all gear be best in slot.
EDIT: Link to original post discussing this idea.
Multiple trait / gear tabs?
That was the best thing I’ve ever seen.
When I was leveling my thief and new to the game I mainly used Dagger/Pistol since Heartseekering out of Black Powder stealths…which I thought was the coolest thing in the world. You should give all weapon sets a chance though and see how you like the playstyle of each.
Since the last sword nerf I’ve only been able to use Infiltrator’s Strike as an opener/gap closer, immediately switch to d/d and hope to finish the fight with no reliable exit strategy. It’s just sad that I’m only able to use 1 skill (really only 1/2 of the skill) of an entire weapon since the Infiltrator’s Return is now just too slow (being qued behind any other slow sword attacks) to be relied upon.
My mesmer is a much better thief than my thief is now…and that’s just wrong.
Earned Build & Equipment Tabs
Here is an example of what I would consider Horizontal Progression that has nothing to do with cosmetics, but rather with evolving the flexibility of the character. I’m partially quoting a comment I made on another thread about adding extra stored build/trait tabs.
Make extra build tabs a one time upgrade, like a bank tab or commander tag. Make it expensive, make us work for it but make it a permanent evolution of our character. Allowing characters to progress beyond 80 not by power but flexibility is an idea that to me would be a game changer and I dream of the day it gets implemented.
The mechanics are simple: Out of combat only and with a small channeled switch animation, swaps build as well as armor/weapon sets and skills.
Maybe this would be considered Diagonal Progression since the character isn’t growing in power, just an earned ability to adapt to situations or group compositions as they change whether in WvW, PvE, or sPvP.
The ways to earn an extra build tab could be interesting too. Maybe something that needs to be crafted from hard to find materials, a bit like ascended items. This would ensure the tabs aren’t just bought but earned through playing multiple aspects of the game.
If there is no limit to how many extra build tabs you could have you could continue to refine your character well past the time it takes to settle on any cosmetic changes or having all gear be best in slot.
EDIT: Link to original post discussing this idea.
Multiple trait / gear tabs?
(edited by Wasbunny.6531)
Thanks Chaos Archangel, great view of the good, the bad…and now all we need is the ugly hehe. Was Supcutie really in there during that second one? If so…shocking. Was fun to armchair quarterback that one nonetheless.
I’ve been giving some love to my Phantasmal Disenchanter recently which of course made me scream at my screen as they completely ignored how this could have tipped the balance…and don’t even get me started about them not using Null Field.
As a few rungs below noob in spvp this is inspiring me to want to get in there again and try my hand as a stripper (boon stripper mind you).
Thanks again Chaos Archangel.
I’ve actually been noticing this too since the Dec. 10th patch. I knock back a mob with an engineer skill and they seem to teleport back to my position after they are back up. Seems to be happening with most mobs in PvE.
Before the patch landed I somewhat agreed with the methodology behind the cast time addition to Infiltrators Return. I have to say though after testing (just in PvE mind you) I’m not convinced that the cast time is really only 1/4 second as the tooltip states.
Just a simple test fighting a usually no sweat vet giant in Cursed Shore. He does a relatively long windup before a knockback attack, definitely more than 1 second telegraphed. I used to be able to initiate the fight with Infiltrator’s Strike, wait for the tell and return…no problem. Not anymore. Now as soon as I see him starting his windup I try to return and never make it in time. My hotkey is actually on my mouse and my reaction times are fast for everything else so I just can’t believe that it’s actually a 1/4 second cast time. It really takes about 1 second for the return to happen as far as I can tell.
It might be due to micro lag or maybe even a bug but it just doesn’t seem like what was advertised on the label. Very frustrating getting owned by such a slow mob…don’t even want to think about how this affects PvP.
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Before the patch landed I somewhat agreed with the methodology behind the cast time addition to Infiltrators Return. I have to say though after testing (just in PvE mind you) I’m not convinced that the cast time is really only 1/4 second as the tooltip states.
Just a simple test fighting a usually no sweat vet giant in Cursed Shore. He does a relatively long windup before a knockback attack, definitely more than 1 second telegraphed. I used to be able to initiate the fight with Infiltrator’s Strike, wait for the tell and return…no problem. Not anymore. Now as soon as I see him starting his windup I try to return and never make it in time. My hotkey is actually on my mouse and my reaction times are fast for everything else so I just can’t believe that it’s actually a 1/4 second cast time. It really takes about 1 second for the return to happen as far as I can tell.
It might be due to micro lag or maybe even a bug but it just doesn’t seem like what was advertised on the label. Very frustrating getting owned by such a slow mob…don’t even want to think about how this affects PvP.
EDIT: Sorry, I just saw there is already a thread specifically regarding this, I’ll post this there. Good to know I’m not alone though.
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Just have to completely agree with the OP and most of the subsequent posts. Probably my only criticism of the art style and atmosphere of GW2 is it’s too uniformly beautiful. I think a simple change such as making nights much darker would go a long way to shift the sometimes cartoony feel of Tyria to something immersive.
Nothing transforms something seen a hundred times as completely as lighting changes. Atmospheric color saturation & lighting is also one of the easiest things to adjust in a game by the developers, it’s just settings really.
I want to be at least a little nervous every time I go into places like Orr, not just because the monsters there are tougher but because the whole atmosphere instills a heavy feeling of foreboding and dread.
I do think Anet is starting to think this way a bit too as the recent Toxic Alliance living story has a bit of a darker feel to it, but still…LET THERE BE NIGHT!
Something that just occurred to me was how this would positively impact WvW. It’s common practice to have a ‘roaming’ build or a ‘zerg’ build, and a playstyle decision has to be committed to before entering WvW. More often than not as I’m solo roaming around attacking camps I cross paths with the zerg and want to join up for a bit to help with the current objective. Since my build is locked into ‘roaming-havoc’ mode I’m almost useless in the zerg and so usually just wave as the train goes by and continue with my predetermined playstyle.
Of couse the reverse is true too; starting in a zerg with a zerg build it’s almost impossible to peal away and go solo roaming. Most people watch for stragglers getting separated from the zerg knowing that they are undoubtedly weaker once solo with a zerg build, and they are right.
Having build tabs is so consistent with every other aspect of GW2 and Anet’s philosophy of flexibility and freedom that I strongly feel it needs to be implemented.
I would love to see this idea gain some momentum, so if anyone else has any other examples of how this would positively or negatively impact the game please post.
I edited a couple of my earlier posts to eliminated specific game titles that I was using for illustration. I’m not entirely sure what the protocol is but just to be safe I made them generic.
Also should be pointed out that world bosses (dragons) can’t be criticaled(?) and because of the condi cap conditions are extremely underpowered in those events. The new Tequatl for instance pretty much requires PTV, none of my condi characters even bother showing up anymore.
Having an extra build tab would also allow me to do something I actually enjoyed in another mmo (which has build swapping); activating my pure support/heal build and go to starting zones to help players out, without just eclipsing their kills with a dps build. Of course with the downleveling and utility swapping I can do this somewhat in GW2 but a quick trait respec tab would make this so much easier and encourage others to do the same. How great would it be to start playing GW2 for the first time and find that once you enter the first zone there are level 80s roaming around occasionally giving help and support as you level and explore?
And who knows, maybe if players in zerg trains could switch builds on the fly there might be some cooperation so that everyone could tag the champ (some tone dps down, some go to their zerg tag build).
I know personally I’d like to be able to jump into a Scarlet invasion with my full confusion mesmer and be able to actually tag something without having to rush to a city, refund my traits, redesign my build, try to get into the invasion zone before it ends…you get the idea. It’s actually quicker to just use alts as build tabs, which is so so very wrong.
Just a couple more examples of how extra build tabs would improve and evolve the game. Anyone have any more?
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(H)ealing Sprin(g)
A few seconds of beautiful lush tranquility.
And a perfect setup for the next one…
Didn’t ANet introduce a trait reset gem store consumable recently?
They did and it was a small step in the right direction but a terrible idea overall. To make build switching tied to a consumable means before it is used a decision has to be made that is not dependent on strategy, just monetarily.
Make an extra build tab be a one time purchase, like a bank tab or commander tag. Make it expensive, make us work for it but make it a permanent evolution of our character. Allowing characters to progress beyond 80 not by power but flexibility is an idea that to me would be a game changer and I dream of the day it gets implemented.
The mechanics are simple: Out of combat only and with a small channeled build switch animation, switches build as well as armor/weapon sets and skills. Another mmo has had this implemented elegantly (except for the equipment) since before GW2 even existed. It is simply the only thing that that game has over GW2…but it’s huge and needs to be incorporated.
This would also allow for more ‘build specific’ areas in dungeons/fractals whatever. An area where dps means nothing, only survivability for instance. After which a boss fight that requires fast and strong dps to take him out quick or die. So many other fun and interesting scenarios can be developed if this mechanic were to be implemented.
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I know it’s not up in the discussed changes, but I’ve had this idea for a while.
Since clones are aoe fodder in WvW, and are weak in zerg situations, shattering can be ineffective much of the time.
I suggest making clones invulnerable upon hitting the f1-f3 skills. That way they can run through a zerg to their intended target without being eaten alive by aoe and weapon 1 spam. They can still be dodged, of course.
Not all builds are optimal in every situation, as it should be. I consider a shatter / Mindwrack build the equivalent of a thief backstab build; high spike damage for single target. Very tough for a thief to pull this off on a target in the middle of a zerg.
Mesmers have an interesting advantage with this however in the ‘on death’ traits, potentially forcing a decision to be made whether to use a dodge, kill the clones and take AoE condition damage, or just eat the shatter. I do feel that the target zerg does not suffer enough of a penalty from just spamming AoEs and killing clones. Possibly if some more ‘zerg-busting’ consequences were added to the on death traits (AoE imobilize, AoE Stun/Chill whatever) commanders might someday have to tell their mindless horde to stop spamming AoE.
A suggestion for scepter auto-attack:
- Make Ether Bolt a projectile finisher.
- Make Ether Blast a blast finisher.
- The Ether Bolt cast by clones would also be a projectile finisher.
- Scepter is the only mesmer weapon without a finisher. Even our underwater weapons have finishers.
- Creates interesting possibilities with glamors, which synergizes well with the Inspiration trait line.
- Adds potential for both AoE and support capabilities in groups.
- Enhances conditions builds without creating a spammy quality to it.
- Gives an alternative (or compliment) to staff as a defensive weapon in holding points in PvP
- The projectile speed needs to be increased or the pre-cast animation reduced, or both.
I think this suggestion is almost perfect, but if the blast finisher on the second attack proves to be OP (as I think it might) then here is my slight variation and some examples of how simply changing the first two scepter auto-attacks (as well as clone attacks) to 100% projectile finishers would play out.
- Ether Bolt: Shoot a bolt of energy at your target. 100% projectile finisher.
- Ether Blast: Shoot a second bolt of energy at your target. 100% projectile finisher.
- Ether Clone: Shoot out a third bolt of energy that damages your target. Summon a clone that casts Ether Bolt.
- Opens up interesting weapon combinations such as scepter/focus by using the light field of Temporal Curtain as a way to remove 2 conditions with the first 2 auto-attacks of the scepter.
- Using Veil in much the same way as above to remove 2 conditions and then stealth.
- Firing through an ethereal field would apply two stacks of confusion solidifying it’s identity as a confusion weapon.
- More varied interplay with other combo fields such as being able to life-steal through a necromancers dark field at range or applying burning to a target unwilling to cross through a fire field (Burning Speed / Ring of Fire).
- The clones would be creating the same effects but since they are usually grouped around the target would serve mainly to reapply chill/burning/poison/blind etc. for as long as the target stands in the combo field. The most powerful scenario for the clones would be standing within an ethereal field as they will be sustaining around 4 stacks of confusion on the target while the field lasts (with 3 clones). Combos like life-steal, regeneration & condition removal will have little impact on the clones and so balance this.
- In dungeons and group events scepter would have more support utility, even if used by a non-condition build. The clones would at least be adding duration to any combo fields put down while waiting to be shattered and the scepters auto-attacks would help keep the mesmer and the team alive (regeneration, life-steal, chill, weakness, blindness).
- Since players in PvP and WvW hopefully don’t just stand in combo fields this change would indirectly help re-balancing PvE with regards to Confusion. More stacks of confusion for NPCs standing in an ethereal field, punishing the mindless being a mesmer specialty.
- Extremely easy for the Devs to dial in the right strength of this after testing by adjusting percentages if needed.
In short it makes the scepter more tricksy and supportive, more situationally random not just RNG. More like the unpredictably confusing magicians wand it was intended to be.
(edited by Wasbunny.6531)
A suggestion for scepter auto-attack:
- Make Ether Bolt a projectile finisher.
- Make Ether Blast a blast finisher.
- The Ether Bolt cast by clones would also be a projectile finisher.
- Scepter is the only mesmer weapon without a finisher. Even our underwater weapons have finishers.
- Creates interesting possibilities with glamors, which synergizes well with the Inspiration trait line.
- Adds potential for both AoE and support capabilities in groups.
- Enhances conditions builds without creating a spammy quality to it.
- Gives an alternative (or compliment) to staff as a defensive weapon in holding points in PvP
- The projectile speed needs to be increased or the pre-cast animation reduced, or both.
First, I love the idea of making all ether bolts (from you or clone) projectile finishers. The name of the attack fits perfect with ethereal fields anyway – they should have some kind of reaction.
Second, I absolutely love the blast finisher idea, but would it be too OP being able to spam them so quickly?
If they kept the clone on 3rd attack, I think having both of the above is probably too much, but maybe add one (dat blast finisher!) It would really go along with what Jon Peters was saying about making scepter more supportive. Lots of AoE Chaos Armor would do just that.
I was also a little concerned about how OP the blast finisher would be as it would encourage spamming 1 in group fights and with scepter/torch we already have 1 blast finisher. Part of the elegance of this idea though is how simple it would be for the devs to dial in exactly the right strength via percentages. Even replacing the blast finisher on second attack with another projectile finisher at whatever percentage would still be amazing.
Thanks Esquire for this suggestion, hope it gets seen.
I fourth the hiding food & mantras etc. and further I think it would make a lot of sense to hide signets, food, mantras or anything else that aren’t boons or conditions from all other players.
I don’t want to make a new post so just wanted to say I think Esquire’s finisher idea below this is a really great one. The new ‘effect’ of the scepter would depend entirely on the combo field around the target, making it nicely chaotic but still supportive and interesting. Has chances to cause heals, blind, confusion, weakness, might etc. without being just another spammed condition.
EDIT: Sorry, Esquire’s idea really got me thinking. What about also making the iMage’s bouncing attack a 100% projectile finisher too? I think that would fix the whole scepter/torch set.
Really like the idea below, devs please consider this very interesting solution.
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I’m becoming increasingly nervous that a Confusion / condition mesmer is no longer being considered as one of the key niches for our class, especially in PvE. Almost as a challenge to the common thought that Confusion isn’t viable in PvE, I built my mesmer completely around applying confusion and conditions (I call it my ‘mesmermancer’ build).
I love the playstyle and with the miraculous addition of the Perplexity runes have been able to sustain between 10-25 stacks of confusion on a single or even multiple targets most of the time, in addition to bleeds burning and others. So far so good.
The build itself has finally come together to maximize condition (specifically confusion) application as 0/25/15/0/30 with one glaring problem that has baffled me from the start.
Suggestion #1:
Cleansing Conflagration needs to be moved out of the domination line.
I sincerely believe this has been an oversight since I can’t imagine the logic behind that trait placement. To me the solution is simple. Since Duelist’s Discipline is in the Dueling line (which I’ll admit makes sense if just for the name) especially pre ‘100% combo finisher fix’ the iDuelist was mainly used as a confusion/bleed stacker, thus turning it into a condition weapon with interrupts. Where are interrupt traits? The domination line. It being hard to interrupt with a torch I don’t see many interrupt builds using it. So please…please….pretty purple butterfly please….
Swap Cleansing Conflagration with Duelist’s Discipline.
For clarity call Duelist’s Discipline something else; Pistol Perception or Mind Sniper or whatever but Cleansing Conflagration needs to be moved back home with her condition related trait friends so we can use it.
Suggestion #2:
Swap condition duration from Domination with critical damage from Dueling.
This would have the same synergy as the necromancer’s Curses trait line, seems counter-intuitive at first until you start putting a condition build together and then…PRESTO! all the pieces elegantly fall into place: 0/30/10/0/30.
No builds were harmed in the making of this build.
(edited by Wasbunny.6531)
Stealth from any method triggers Shadow’s Embrace…as always.
I was freaking too…whew! Just tested it to verify it’s still an every 3 second condi cleanse while in stealth and it is (2 conditions on me, enter 3 second stealth and at the end both are removed). I’ll say again whew!
Experienced a slightly different bug last night but I think it’s still relevant. During the ‘kill the generators’ phase right before the boss fight we wiped, came back and no mobs. The floor was also not electrified so we were left after 2 hours getting to that point trapped in the room just admiring the graphics (amazing as usual though). Obviously couldn’t finish and got nothing, great experience up to that point however.
Bumping the bump…having the same bug, no clone with Deceptive Evasion trait when transformed. Haven’t tried Mirror Images but I trust it’s bugged too. Makes me a lonely mesmer when I’m transformed, and mesmers should never be lonely.
I should have added to my comment above that I have disabled player name tags in the settings window, as I have since I first started playing. Even with this option names of players, NPCs, objects, creatures what have you have always displayed when they are directly in front of you or if you mouse over them. With the removal of culling all nameplates appear if at a distance greater than roughly 1200.
Same thing happening here. For instance every sparklefly in the Grove is displayed at a distance and now I’m greeted with a sea of overlapping and unreadable nameplates in any large area with more than a few players or NPCs. Being that these overlapping labels on everything is completely unreadable anyway, what exactly is the purpose of forcing them to be displayed at all? I dream of a simple checkbox that would eliminate all nameplates all together, even if i get close or mouse over something. I seriously don’t need to know that the thing right in front of me is called a Crab or that “I Pwn Noobs” is standing in front of me at the trading post. Please, this game is a work of art, don’t force us to graffity it up with unreadable, ugly and pointless nameplates.
Unfortunately the sudden sea of nameplates that is evidently a side effect of the removal of culling has destroyed the immersion and aesthetic of the game. Do I really need to see every sparklefly labeled in the Grove? And being that 50 overlapping names floating in the air is completely unreadable, what exactly is the purpose of having them displayed at all? Simply need an option to eliminate all nameplates all together if one chooses. Please don’t destroy the otherwise stunning artistry of this game.
Even though overall as I said above I think this is one of the most well made and challenging solo encounters in the game and having finally made it on my necro I agree there are some problems that should be addressed. They are problems not because they add to the challenge, but because they compound the difficulty unfairly depending on uncontrollable factors such as player monitor, color vision & server lag.
Low contrast red circles: I’ve heard a lot of complaints about not being able to see the red circles on the slightly darker red floor pattern and didn’t really have a problem seeing them but… I’ve actually been tested and have rare ‘perfect’ color vision and I am a graphic designer so have a semi high end completely calibrated monitor. This absolutely should not give me an advantage over anyone else in this fight, for that has nothing to do with skills or knowledge and must be changed to level the playing field.
Server Lag: Although I did end up beating Liadri there was numerous times when it was impossible due to sever lag. Look one direction while fighting and 30fps… turn around and 5fps, totally impossible. I ran ping checks to see if it was dropped packets and it was all clear, no errors just server slowdown from all the action going on in the instance. This lag would vary and was unpredictable to the point of making the fight impossible about half the time. I agree with others that the most elegant solution would be to simply have the upper level (the gauntlet) be it’s own instance separate from the zerging mayhem below. While it is kind of funny/sad to watch players fall to their deaths into the level below it’s absolutely not worth the sporadic unplayability of the gauntlet.
I have mixed feelings about the camera wonkyness that happens when you get to the edge of the dome. It is very annoying but does add yet another level of challenge to the fight that is applied unilaterally to all players regardless of profession or build. It is possible to do the fight without ever getting to the extreme edge of the dome, but then it takes more time, so is just another factor to take into consideration when strategizing.
After 3 days (150+ tickets) of trying to do what up till now really seemed impossible I finally beat her, on my necro. It was aggravating, annoying, enraging, confusing and frustrating beyond words and in the end the single greatest feeling of accomplishment I’ve experienced from anything in GW2. That single fight tests your skills in all facets of the game, some not as obvious as others. For instance it tests your theory crafting, understanding of encounter mechanics, understanding of your class, weapons, skills and overall game mechanics, your ability to find and share information and work together (res each other, join party so you can target, exchange strategies etc.) watch and analyze other player’s attempts and even just basic reaction speeds. It posses a very difficult and complex problem that seems impossible all the way up to the point when you solve it. And then at last you get…The Mini.
Just add me to the list of people with this same connectivity problem. Internet connection is fine, just can’t stay in the game for more that 10 minutes. Only really started happening since the last major patch and has been getting worse since. Pretty much unplayable, can’t do anything that can’t be completed in 5-10 minutes. Sorry I don’t have any fixes, just waiting like the rest to be able to play again.
So just learned this same lesson the hard way. Absolutely agree this needs to be made extremely clear in the description of ascended items, since one wrong click means a lot of time and gold was just wasted.
I see no reason for condescending elitist comments making the argument that as long as you have a lot of experience with other MMO’s and are googling every unclear term in the game you will avoid this problem. The developers of this game are not just catering to those with extensive MMO experience and OCD googling habits, they want every level of player to enjoy this game. If this is your first MMO every term in the game is new, so which terms do you think we should be required to google before clicking the fateful button exactly? And it also should be obvious to everyone playing this game that it is not a cookie cutter repackage of other MMOs and introduces and redefines a lot of concepts and terms that are ‘unique’ (heh) to this game, so nothing should really be assumed, everything should be clear and intuitive to everyone regardless of prior experience.
I’m sure they will take care of this problem soon so future players don’t get burned but in the meantime I’ve submitted my ticket and am waiting…with fingers crossed.
99% positive this is not just a display bug, since not only do magic find items items stop working after down but also giver’s weapons & armor, condition duration runes (Lyssa etc.) as well as any building sigils (corruption etc.). These latter items stop calculating as reflected in tooltips, hero panel, and in actual practice by observing the duration or damage of conditions. Here is the link to the thread specifically dealing with this new bug: https://forum-en.gw2archive.eu/forum/support/bugs/Giver-s-weapon-bugged-after-death/first#post1962917
As of this moment switching between town clothes and armor is the easiest way to get everything to start working again after being downed. Of course good luck trying to work that into your rotation in dungeons, fractals, or pvp.
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Totally confirmed with multiple characters. Since the patch, giver’s armor, lyssa runes, giver’s weapons and sigil of corruption all stop working and being calculated when downed. The only way to get them working again is to completely un-equip and then re-equip. All weapons have to be dragged to inventory (both sets) and dragged back for them to start working again. Really a MAJOR handicap when you can’t do any of that in the middle of a fight. Makes me a sad panda.