Ether-knight of DF Q&A/EDBalance
The skill is suppose to be a "counter" let us say that is suppose to punish the enemy for going all out. You still have a heal that you can fall back on to recover 15-25% of your health which is good enough to make you survive the next attack. You then have skills that make you practically unable to be hit afterwards. The class is all about linking skills after using one. You take a bunch of damage, then make the enemy unable to hit you , heat it so you can get back up on your feet to the point you are ready to send the damage right back yet again soon afterwards. The main drawback is that you DO take the damage otherwise it can be extremely broken. And that is why I like it.
It is also best to remember that enemies DO scale both their levels and their damage so you most likely will survive a big hit like a fully charged Guffer. It is also important to know you ARE going to get hit no matter what with the class so it is good to know that the reflect skill can come into play. Just have to make sure it is not an attack that you WANT to get hit.
Do not look at one skill but all of him as a whole. What can you use together to make a rather good combo? If most skills are useful in most situations, then things get kind of boring after a while since then you just have to use the best chain. I like it where I can use these set of skills for this situation and use these set of skills in another. And Pumpkinlord does a good job at it. Hard-hitting boss? Reflect away, enfeebling scythe and heal the damage off. Want to keep the boss unable to hit you? There are skills that do just that.
As for the class itself, it has a good amount of utility behind it while having a good offense with it's pure damage skills. I understand Vine Whip being rather... redundant though. And sure, some of the skills are nature-locked but there is a skill that can lower nature resistance more than by -60% so it makes up for it especially since they receive bonus damage for being element-locked.