These are the criteria I’ll use for analyzing the traits:
- Each trait-line has one or more themes. I’ll hold traits that fall into that theme in higher regards. The theme is mostly decided by the minor (mandatory) traits and the stats it gives.
- Adept traits should both fit the theme and the minor traits should be useful for other playstyles and some of the major adept traits as well.
- Master and Grandmaster traits can be more specialized, but should also be more powerful.
Other notes:
- I have not tested all these traits myself, but I feel familiar with the profession and the way games work to assess them.
- I do not claim to hold absolute truth and this thread is as much for discussion as analysis.
- I have not played other professions in depth, so I can’t really compare the traits and will try to refrain from doing so.
- I won’t discuss every trait, since this will be long enough already. I’ll only touch on the trait that I think need work.
Zeal
This line is all about damage, Symbols and Spirit Weapons
Adept
- Zealot’s Speed: This is a weird trait. Most professions get similar traits that activate at 25% health, but those help them surviving. This trait does nothing for our survival and if it did, it would still be located in a weird place. The name of the trait also suggest that it originally gave Symbol of Swiftness, which would have been more useful.
- Protector’s Impact: I don’t generally like the falling damage traits, but I’ve heard of people picking them up for exploring and jumping puzzles. Situational, but not bad. If I’d take this trait, I’d do it more for the reduced falling damage than for the Symbol.
- Revenge of the Fallen: I can’t really see the use of this trait. It works in very narrow situations (namely you are downed right after you downed the enemy). There’s no real reason to pick it up, unless you plan on being downed a lot.
- Shattered Aegis: It fits the damage theme of the line, and provides synergies with other lines and different playstyles. This seems to be in the line more for the benefit of other lines, but that’s not necessarily a bad thing.
Master
- Symbolic Exposure: Works well with the Symbol theme of the line, but major traits like these force you into Symbols, even though the rest of the line really doesn’t. If you didn’t look at the minor traits, you could easily think that a build with the Sword and the Scepter would be a good idea with Zeal, but the minor traits really wreck that flexibility, which is weird, because nothing else about the line really cares for Symbols, nor do Spirit Weapons have any synergy with them.
- Greatsword Power: I haven’t done any math on it, but 5% seems rather weak for a trait that only encourages one weapon. On the other hand, the Symbol on the Greatsword would work well with the minor traits.
- Focused Mastery: The Focus is one of our more offensive off-hands, but this is still a weird place for a trait like this, especially considering it doesn’t work with anything else in the line.
- Scepter Damage: And this is completely ridiculous. The Scepter works with exactly one trait in the line (Binding Jeopardy) and you would kitten yourself by taking a weapon with no Symbols if you’re this deep into the line. And again 5% damage seems weak for a single weapon.
Grandmaster
- Symbolic Power: See my comments on Symbolic Exposure.
- Zealous Blade: This would seem like a pretty good trait, because it fill a hole (survivability) in a very offensive line and encourages one of our more damaging weapons. The healing is however really low, not enough to be really worth it. It also encourages only one weapon, which isn’t something I like.
Radiance
This traits is about burning, signets and encourages the use of one-handed weapons.
Adept
*Shimmering Defense: This works pretty well with the burning theme, but at 25% health, I’m not sure if more damage is something I’d really want. The 60 second cooldown seems excessive.
- Inner Fire: Seems to be too situational to be really worth it. The wording is also a bit confusing with Zealot’s Flame on the Torch.
Master
- A Fire Inside: this trait should really be an adapt trait, so that a Spirit Weapon build isn’t forced this deep into Radiance to pick it up.
- Powerful Blades: Again, 5% damage doesn’t seem that much (does anyone have some math on it?) and works with only a specific weapon.
“Come on, hit me!”