When creating a build, I always feel like cantrip is either bad or holding me back; I will explain what I don't like about it here.
To start,
I believe it is supposed to improve low cooldown spells by reducing their cooldown even further, this make spamming weak spells a good strategy. 20% cooldown on 35s or less BASE cooldown spells.
The problem with this approach is that it only affects 9 out of 25 spells and gives on average a 4.22s reduction.
These are the nine affected spells and effects :
- Corruption : 7 seconds
- Thrower : 6 seconds
- Swap : 5 seconds
- Drain : 5 seconds
- Fireball : 4 seconds
- Strikes : 4 seconds
- Boing : 3 seconds
- Portal : 2 seconds
- Mino : 2 seconds
Because most of these spells are utilities they don't have many combos ; on top of that if you want the maximum effect, you must pick Corruption, Thrower and Swap or Drain, this totals to 18s saved.
Compare this to the West Wizard joker which can easily save 42 seconds on a Ritual + Wallo combo (which creates a regeneration field so strong it makes you immortal on difficulties <= Hard)
The pool of affected spells greatly limits your ability to create combos and doesn't give a third of what West Wizard can.
Combos are a very important part of spell casting. For example, Ritual is not very good because of high cooldown and low healing, but turns into an immortality field if you duplicate it with Wallo or Pistolero.
Combos draw the full potential of spells, and some are designed to need combos ; Cantrip's restriction either disallow a lot of these combos, or force its effect on only 1 of your chosen spells (not good enough for a 5 slot joker).
Cantrip also needs other means of CDR because 20% is too low to matter on already low CD spells. Taking Mino from 10 to 8s is useful but no useful enough.
In conclusion : while Cantrip Onetrick does fulfil it's intended effect, having less than 1/3rd effect and just as big of a drawback as a purple joker makes it too weak to be a legendary joker.
