Originally Posted by
DrakeWurrum
Having things spread out like that, instead of focusing primarily on one type of spell doesn't mean I'm trying to play every role at once, it just means I don't benefit from traits that specifically benefit one spell type.
Example: I'm not likely to bother, for example, traiting glyphs with the utilities I have. You'll notice, in my massive list above, that with the one glyph-related trait I'm interested in, I'd swap my Signet of Air for a Glyph of Storms (and I already prefer the Glyph heal over the others).
I could also replace that Signet with Cleansing Flame (and I probably COULD use that defensive boost I admit), which wouldn't be a bad way to go. I was mostly shooting for the extra mobility (synergizes well with the Air minor trait that already boosts movespeed, and they stack from what I've heard), while also giving me another method to control my enemy. (probably not the most important, since dagger/dagger has plenty of control in every attunement)
When it comes to Conjure spells, I think it's a bit redundant to have more than one, traits or not, else you're likely to never use your actual weapons. The lightning hammer cooldown is 60 seconds, and I can use it's abilities 25 times (traited). Based on what the wiki lists for the ability CDs, it's going to last for very close to 60 seconds, if not longer.
The only "role" I'm really working towards is offensive power, and I just happen to achieve it in multiple ways.
Why do you think I traited to get Might from my two Aura spells, as well as air spells recharging faster (note - this works for Lightning Hammer), and doing more damage to stunned/knocked down foes? (synergizes well with Air attunement abilities, and the lightning hammer, and even one of the earth spells)
Why do you think I maxed out both Air and Fire? Big attribute boost. And now, if I use Lightning Flash to initiate combat, I get three stacks of Might to boost my damage for a bit (I could get a second cantrip to do that again, but why get redundant?)