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The issue with traps is that they are balanced around the possibility of many of them being stacked on top of each other, so now you have to stack many of them on top of each other for them to be effective.
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This is huge (and a big part of why they're changing trap mechanics in GW2, I'd imagine). Traps would need to be severely limited if they were to ever get buffed into usefulness in general PvE, and I don't see that happening. It's still a funny mechanic to run on occasion.
Spirits have long casting times because they originally were global effects that could only be dispelled with a useless mesmer signet (with a 90 second recharge...). The effects are
very powerful, much more potent individually than ritualists' spirits. Of course, in PvE, where you're constantly moving from one mob to another, trying to form your build around a slow casting, slow recharging, easily killed spirit is asking for trouble, and most of the time the effects have such a small impact on the mobs (anything related to energy, for instance) that it's just not worth bringing.