1. AW is Overpowered -
I agree with the first two bullets, 100%.
- AW seems to be a great way for new players without great gear to start learning to play
I disagree with this statement. If anything it hinders L2P. You have to get your hands dirty and play the other classes to improve. The AW is used as a crutch. Which is fine under the first two bullets circumstances, but you can't learn how to play without a constant barrier if you're never playing without said constant barrier. I do understand the point you are getting at though. It is a great class for an inexperienced player as it's the most forgiving. I played it a bunch early on.
2. Arcane Warrior's Uniqueness -
I agree with all three bullet points 100%.
Spirit Blade was and should be the focal point of the Arcane Warrior as a class. It’s an exclusive ability. But, currently, playing primarily ranged is the most productive way to play the character.
Love the idea of heavy armor. That would be super cool.
Issues to be resolved -
In my opinion, Spirit Blade was never what made the Arcane Warrior overpowered/unbalanced. Barrier generation through Fade Cloak spamming was and still is why the Arcane Warrior is almost unkillable, even with poor gear and few (or 0) promotions. I also think this is why Spirit Blade keeps getting jiggled with. It’s hard to fix a class that's broken by changing an ability that wasn't the cause. Fade Shield and how it generates barrier with Fade Cloak should be modified. I think it’s good that Luke is contemplating this.
Observations -
People dislike the Arcane Warrior because it doesn't bring anything beneficial to the TEAM unless it has POA and or properly executes sleep combos.
Playing the Arcane Warrior this way makes it harder to stay alive, though. POA does no direct damage and as a result doesn’t generate barrier. It also takes time to cast and costs a significant amount of mana. Because of this the class is more susceptible to being hit without a barrier active and becomes less survivable. Lesser geared and lower promoted players can’t stay alive AS WELL while doing this. Just like a lesser geared and lower promoted player would have a hard time bringing a Reaver or an Assassin into a difficulty they aren’t ready to play in. Like you mentioned in the overpowered section of your post, the majority of players use the Arcane Warrior to play the harder difficulties when they're still "new" to the game because it is more survivable than the other characters. The best way to execute this is to have as many low cooldown, DAMAGE dealing AOE abilities as possible. So, new players doing what you described skip POA and end up spending the entire match doing relatively low DPS just to keep themselves upright. They do this because they don't have the gear or promotions to be effective on Perilous or Threatening with any other characters either.
The controversy comes from the bolded sentence above. Players who have put in the time and have the gear and promotions to play Perilous or Threatening with non-arcane warrior classes find themselves in lobbies with Arcane Warriors who bring nothing of benefit to the team. They aren't helping kill things fast or providing any team buffs or support. Not dying has its benefits for the player who's not dying, but not for a team that would be more efficient if they had one of the following instead:
Virtuoso providing team support or DPS through its offensive abilities.
Keeper using static cage and casting TEAM barrier
Elementalist using crowd control or both crowd control and barrier
Rogue killing enemies quickly and as a result keeping teammates from taking as much damage
Warrior soaking damage and keeping squishy players from getting too much aggro
Warrior killing enemies quickly and as a result keeping teammates from taking as much damage
Because of the Arcane Warrior’s ability to stay alive even if not providing anything to the team, players who don't have enough experience in the game end up playing difficulties they are not ready to be playing. I believe that is why the Arcane Warrior REALLY causes so much controversy.
My Question - How would you design Arcane Warrior but stay with his defined uniqueness of a mage that fights like a warrior (not a archer)....
I would consider the following:
Decrease the Arcane Warrior’s survivability by reducing the amount of barrier generated by Fade Cloak. If its not possible to edit how much barrier Fade Cloak generates based on damage it might be necessary to reduce the damage or change the upgrade altogether exclusively for the Arcane Warrior. This should be possible since they did it for Flank Attack on the Duelist. By doing this you bring the character back in line with the other classes pre-BIS gear and pre-promotions. It would be much harder to jump straight into the higher difficulties and survive. The class would scale more fairly when compared with the other original classes. The Arcane Warrior would still be one of the tankiest characters in the game, as it should be.
Replace Peaceful Aura with a Threat GENERATING passive. This would give the Arcane Warrior a way to support the team outside of sleep combos and POA.
And finally, fine-tune Spirit Blade. Now, I’ve wondered about this for a while and am still unsure what damage % / mana cost would be the most satisfying. And to be honest, I havn’t played the character at all since the Spirit Blade nerf so I don’t think I’d be the best person to choose this value. Although, I didn’t think spirit blades damage was too out of whack when it was the following:
300% weapon damage
Bonus: 200% against barrier and 400% against guard
Cost: 10 Mana
We’ve learned from Luke that the upgrade to spirit blade was erroneously adding an extra 100% weapon damage. He’s since removed the extra 100% weapon damage from the upgrade.
Even when Spirit Blade was essentially 400% weapon damage with the upgrade it wasn’t producing high DPS. Because Staff’s have low base damage Spirit Blade doesn’t scale nearly as well as many other classes main damage abilities. The percentage increase in base damage with the introduction of item level 24 weapons was much, much greater on all weapons when compared to staffs. Think about how much more powerful Twin Fangs and Dragon Rage are now that we have Dragon Weapons. Spirit Blade? Meh, not so much. I think putting it back to 300%, without the extra 100% would be just fine. In fact, that may not be high enough…auto attacking to make use of gathering storm may still be more efficient. Which IMO shouldn’t be the case. Auto attacking should be the fallback when out of mana. It is an Arcane Warrior after all. Also, I think the extra damage to barrier and guard gives it further utility…uniqueness. I think we can all agree 200% and 400% were a little high. But, those bonuses need to be high enough that they add value to using spirit blade as one of the Arcane Warrior’s main offensive abilities.