While end game looks like it's in a good position... small dips, and near half-half spreads are sort of sad. Which is perhaps indicative of a problem the server will address in its future, but I digress.
Some classes like rogue, and blackguard, offer high incentives to dip. Monk too. Maybe these things aren't equally attractive, but generally speaking, it's nice when a class has something to offer at various milestones. This class seems to really suffer from not being attractive at all unless you really dedicate to it. Sort of that linear issue that folks have brought up before in regards to other classes, where there's really only one or two ways to play it competently. That sucks. More diversity the better. I'm not exactly sure how to fix this, but playing around did refine my views a bit.
GMW is a good call. Previously I didn't think so. It let's you stack with weapon curse. I thought all the scaling was 1+1/6, previously, which would looked better than it was. Instead it's just 1/6, which doesn't result in anything that impressive.
The familiar is still weird.
People clamoring for Dark Blessing's removal have some valid points, but if it did get removed, this class would be in a bad spot. It just doesn't have that much oomph or flair. It's all linearly scaling values.
Hex could probably be a swift action, or have a reduced cool-down. It's the only flair this class really gets, and i haven't seen it result in anything meaningful. Just a lil number crunch in your advantage. Sort of underwhelming. Compare to curse-song, which is way more impressive.
Spell book, and spell-slots available, both depressing. Until you invest heavily, these offer little of value that you couldn't get with wands or scrolls. Which goes back into the 'invest heavily' route being the only viable option.
Useful hex? Heavily invest. Good number of spells? Heavily invest. Useful weapon curse? Heavily invest. Don't have skill-points enough for UMD / Lore? Heavily invest so your spells are actually worthwhile. Want offensive spells that have a shot against SR? Heavily invest. It just all seems like half-measures towards balance, instead of offering something new to the equation.
I'd love to see things like...
- More spell versatility. Give them some clever spells. Identify. Find Traps. Knock. Glyph of Warding. Maybe more spell-slots. Maybe go up to 6th circle spells, instead of 4th. Maybe Spell Penetration feats at certain tiers (level 6, level 12, ect).
- Some way to curse those who hit you. An armor imbue that debuffs people when they strike you. Something like that.
- The ability more easily Hex in the middle of battle. Maybe something like, if you kill a Hex'ed target, it immediately comes off cool-down, could be cool. Or just making it a swift action.
- Trigger some unique ability when you slay a foe, suggesting you capture a little of their soul, to fuel your magic. It plays the animation used for death magics (white smokey soul leaving the body), and you gain temp HP equal to X times CHA bonus. Can't happen more than once every couple rounds (such a thing perhaps proc'ing off hex'ed targets).