SWoT is finally in testing, this is truly a great day! I ran through the Jack Crescent and the Minotaur boss battles just to warm things up, and I plan to mess around with it some more, but I figured I'd give my first impressions.
Starting off with just the appearance, the style amazed me. I was expecting it to be a type of monster class like ChronoCorrupter or Avatar of Time, so seeing that it is literally a shadow of the player character caught me off guard. Along with the blackened out items and double spinning weapons, this class has a really sweet style to it. As another advantage, I can still see the PC's facial expressions, so that makes a definite plus for me.
I noticed that Decay applies a healing debuff. That is a bit of a niche, but a 50% healing reduction sounds powerful against foes with constant healing abilities. Looking at the rest of the skills, the class power level is like a combination between Rift Walker and Ascendant. That probably sounds strange because those classes are practically the opposite of each other in their offensive abilities, but SWoT seems to capture that feeling.
Like RiftWalker, SWoT has some huge burst potential with Shadow People, Shade Spikes, and Decay. Shadow People especially deals some hefty damage in the first turn, easily one-turn-killing most weaker foes. However, if you take this route, you will end up wasting a whole lot of damage potential later on. Not ideal for lengthy boss battles. On the other hand, it has some Ascendant vibes with the Umbra side, having to ration out what skills you use at the start of the fight and within the shadows to set up some massive attacks and persistently damaging combos. You say that you wanted the class to be a strategic glass cannon, and I think you nailed it. There is some good offensive versatility here and a quite a few different options for different scenarios.
Looking at the defensive side of the class, I wasn't expecting much. Obviously a glass cannon isn't going to be using skills to soak up damage. That said, I like the healing skill a lot. It can be incredibly useful in a pinch, or just an effective way to end off a battle so that you can be fully healed in the next fight. The cool down time makes it pretty much impossible to use more than once in any normal fight, but that is how it should be. However, either Velo de la Sombra or the stuns are a bit lacking in my opinion. I don't expect major changes, if any at all, for the defensive skills in order to improve them, but I feel like at least one of these skills should be just a little stronger.
Starting with Sombra. At first I was disappointed in it taking away shadow charges, but now I see that it helps round out the strategic nature of the class. That said, I feel like it should have a lower cool down, maybe with one less turn of defense to compensate. If it is already going to take away shadow charges, then I would think it works well as a panic button with that alone. One thing I don't want to do with this class is waste my shadow charges; my combo, damage, and healing potential depends entirely on them. I believe that Sombra should be a way to defend yourself from attacks that you know are about to completely crush you, so being able to consume all of your charges for a couple turns of protection seems more ideal that wasting all of the charges, then not being able to defend yourself for another 8 turns.
You could argue that Sombra makes for a good defensive option when you combine it with both of the stuns, and in some cases that is absolutely correct. Shielding yourself for three turns, then locking down your opponent for four turns, is some insane amount of protection for a glass cannon. That is unless your opponent has even slightly adequate immobility resistance or attack avoidance. In this case, both stun skills are so risky that I'd rather not even touch them. Long cool down times are a given for all stun skills, but when you have two stun skills with long cool downs, it kind of feels like once they are used, your skill set is crippled for the rest of the fight. Especially if BOTH stuns fail. So how would I go about in changing this? I would either want the stun chance to be significantly higher, or have the cool downs reduced so that if the stuns fail, I won't need to wait too long before trying it again. I would personally prefer to see the stun chance improved, as you can repeat the skills as many times as they come off cool down, but if you are fighting a foe with immobility resistance of 50 or higher, those two turn stuns don't sound very appealing. Especially Chronic Lock, which is going to sacrifice a shadow charge to use. The way I see it, Doomsday Clock should hit the opponent 2 or 3 times to ensure that the stun will take affect, and then Chronic Lock could either strike one opponent several times or strike all opponents once. I think this change could improve the usability of these skills by a fair amount.
All of the other skills seem to work pretty nicely. As I explained earlier, this class is great for either huge burst damage, or setting up for extreme combos. The one major downside, other than the defenses, is how the class kind of fades away in usability after some time. There are a lot of long cool down abilities. I haven't tested enough to get a feel of the hardest battles with the class, but I feel a little sketchy about how well the class may be able to fare in some of the longest fights.
Of another note, Eternity Ray's cool down is insane. Which isn't really a big deal, considering how powerful it is, but I don't think that will be usable more than once per quest.
Wrapping things up for now, I notice that there are some oddities with animations. A lot of times after using skills the weapons will just stop spinning, sometimes my character pulls out of the shadows while in Umbra form, but he will still have access to Umbra skills, and it overall feels kind of twitchy when nothing is happening. I'm sure that this is something that will be ironed out as testing goes on, but I just thought I'd mention it. Another thing about animations I would like to mention, would it be possible to speed up the time it takes to complete Shade Spikes? It flows smoothly, but having to reset the full animation for every target makes multi target fights tedious, which is kind of a shame because it is actually a really good multi skill. I don't know how you would go about changing this, but maybe it would be best to have the animation only play once, and while the entire thing is going on all of the targets are taking multiple hits of damage in rapid succession? I mean, it would be impossible to see the damage numbers if they are popping up that quickly, but it beats having to wait for the animation to play out three times.
Well, that's all I have for now. I will post some more thoughts later on after I get more into the full aspects of the class for all verities of quests. I'll admit that I haven't tested it much, and the quests I used are not very hard, but this is just how I feel of the class for now. I expect my opinions to change later on, but as mentioned, these are just my first impressions.