Multiple skill set cause of traits.
I’m not sure what you mean…
He is basically asking for all traits relating to certain weapons to be combined into one. There are a few classes that have this, thieves with pistols, mesmers with manipulation/glamour skills, warriors axe, guards GS. etc. etc. I think they spread them out because bundling everything into one trait may make it OP. Or they just ran out of ideas for traits and threw in others for filler
I would guess the reason is that if you had to spec a full traitline into one area, then it would limit the skills you could viably bring. In this example, if you spec into staff mastery/greater marks, and marks/wells (or however you would have it divided), then you could only viably bring staff and wells. Your other weapon set (scepter, dagger, war horn, focus….) would then be much less useful, as well as all other utility skills (signets, spectral, etc.).
If you spec to 2 lines, and those lines are limited to 2 aspects of your class, you’re essentially limited to only being able to run 2 categories of skills viably.
CAN you bring other skills outside of your traits? Sure. Will they be very effective? With this setup, probably not. As it is now, I can spec into one full line and have it affect a weapon set, wells, spectral, etc.
I think he’s actually talking about the game making multiple copies of skills when traited.
To use a single skill as an example, Blink:
When you trait for shorter manipulation CDs (Or is it ranged manipulations? Don’t remember, one of the manipulation traits), Blink doesn’t just get a shorter cooldown, but gets replaced with an entirely different skill identical in every way except the cd.
So sometimes when they patch skills they forget to patch every version of the skills and little relics get left behind. (Like, I assume, his examlpe with the necro skill)
Thx enrohbi to explain my concept, i’m not good enouth in english >.<
…evry time you change a skill the traited version is still like the old one. For exemple with necromancer staff the skill Reaper’s Mark with both staff traits still have the old animation.
QFE
This has been going on with a lot of mesmer manipulation skills. For a while after the increased cast time on Illusion of Life, traiting for Far Reaching Manipulations gave you the old cast time. I think this was also related to the shortened cast time of Sanctuary when traiting for consecrations have ground targeting.
All in all, there are numerous instances of this and if I worked for Anet I would be quite embarrassed that it KEEPS happening. There should be a QA process that examines every skill touched by a patch and all traits associated with that skill.
Arcane Thievery for example, also still has inconsistent behavior between various traited versions (normal cooldown 45 sec, trait with Far Reaching Manipulations it has 40 seconds, trait with Master of Manipulation is has 36 sec cooldown, trait with both Far Reaching and Master of Manip and you get 32 sec cooldown).
Champion Illusionist
Stormbluff Isle