I have done more test runs with the class and have taken on some more of the challenges. I will go ahead and give my feedback since the revamp.
First of all, I will say that the revamp has given the class more to work with, and made it overall more convenient to use. As it stands, the class is in a comfortable area between power, defense, and fun game play. Once the bugs are patched out, I am certain that this class will be fine. There are a few things that I still feel should be looked at a little further though.
I will give a brief summary of how I feel for each skill.
Shadow People: A solid heavy hitting skill. Being able to use this immediately at the start of each battle is a real time saver during longer, grindier quests. I loved this going through the Timetorn Matrix. Getting buffed by Penumbra and Gear of Time turns it into a fantastic damage move against bosses. Being able to reduce the cool down quicker by jumping between Umbra and Antumbra helps increase the potential damage without being too over powered in a short time span. Really good.
Doomsday Clock: I've got to say, the stuns have grown on me. I had a lot of bad feelings about both of them at first, but now that I have had more time to test the class, I think that Doomsday Clock + Chronic Lock is a fair combo. I will focus more on Chronic Lock when I get there. For Doomsday Clock, there is not much I have to say. An easy access two turn stun that helps with a defensive start to a battle. If I were to change something, it would be more reliable to have it be a two hit attack. Slight increase to the stun chance and fits the animation slightly better. But that isn't totally necessary.
Decay: With the revamp turning this into a pure damage skill, it has become one of three "downtime" choices for the class. The others being Shade Spikes and Attack, this is a great offensive choice for building shadow charges or delaying the use of shadow charges. Not much more to say, this is a solid skill. I guess I will mention that the chicken head icon is a little odd, but if ChronoZ and Elemental Unity can do it, why not SWoT.
Shade Spikes: Another one of the three "downtime" choices. The multi hit skill, and a pretty good one too. The power level and cool down is great, makes this class effective at managing multi fights. However, I hate to bring this up because I was complaining about it the first time around, but I still feel like the animation is playing for too long. It is MUCH better now that it doesn't need to play the whole thing against each target, but now it takes an awkward amount of time to inflict a single hit against one target. Not too big a deal, but I would suggest changing it to inflict damage against each target while the animation is playing. Sort of like the Spikes of Doom Knight. That should make dealing with multi fights as well as single targets much smoother with this skill.
Consume the Shadows: I LOVE this skill. It can only be used once per fight, unless it is something long and drawn out, but that is how it should be. Needing to build up the charges helps balance out how much health it could give you in a single turn, and instead makes this a kind of emergency heal. Especially during bosses. That 60% heal, along with some healing boosts with Wisdom and -Health, makes this a great way to make a sudden comeback. It is sort of like a second life, as long as you don't use it too early. And for mob fights, this is a good way to keep health up throughout a quest. This skill allows the class to fair extremely well throughout long quests and gives a one time only reset during a boss. It is perfect.
Velo de la Sombra: So, I still hate this skill. But with the amount of defense Cosume and the stuns can give, this isn't that big of a deal. I very rarely need to seriously use this skill, instead mostly just casting it as pointless filler or at the start of the battle, but it has had some moments to shine. Against some of the real heavy attacks, it can actually be a life saver. But those times are rare. So, there isn't really any changes needed, but I think it would still be nice to either reduce the Shadow Charges required, lower the cool down, or add in a secondary effect.
Antumbra: A transition skill. The cool down reducing ability of this + Umbra makes a fantastic way to double up on skills like Shade Spikes and Decay, so even when not using it as a transition, it is still a valuable tool for combat. Nice.
Attack: I never really consider the Attack to be a part of a class, but this time is an exception. Being able to build up mana with the Attack makes this one of the three "downtime" skills. The lowest damage potential, and can only hit one target, but being able to slowly regenerate mana makes this a useful way to build charges or tackle weaker foes. This, along with Consume the Shadows, allows the class to easily sustain itself during long quests. Not quite so useful during boss battles, where you are probably given a maximum heal and will not have severe mana concerns, but it is still a good boost if needed. And hey, this gives a good reason to use Attack Special weapons.
Umbra: Exactly the same thing as Antumbra. However, now it adds in some minor boosts to M/P/M defense. This is a really nice touch, and it helps the class last a little longer. This is especially useful considering that you will be away from most of the defensive skills once you enter Umbra.
Penumbra: Now that this skill is working, it helps to increase the class offensive potential by a major amount. Critical hits get a nice boost, and the two final skills become death machines. Not much else that needs to be added about this. I still believe it would be nice to increase the critical hit chance as well as the critical damage, just to capitalize on the skill's potential, but that isn't really necessary.
Chronic Lock: As I mentioned earlier, Chronic Lock and Doomsday Clock have both grown on me. I think they are fine as is, but Chronic Lock could still benefit a little bit more. I still feel doubtful about using a charge for a stun that will only hit once for a two turn lock down. If this skill hit multiple times, hit multiple targets, or ignored immobility resistance, using a charge for this would be much more reasonable. That said, changes are not really necessary, and the stun gets the job done well on most occasions.
Phantom Hit: A bit niche as both a both and a debuff, but definitely useful when a scenario arises that actually requires reducing enemy healing or raising your chance to hit. I normally will have no need to use a charge on this, but it is certainly nice to have. No real changes needed in my opinion.
Gear of Time: The ace of the class' full potential. Reducing a target's damage resistance allows the offensive nature of the class to really shine. This normally will not be used during mob battles, but against bosses, this is the fulcrum of victory. No changes needed.
Impaling Hands: Now that the damage has been increased, this is a much more effective skill. I am kind of disappointed that the DoT was removed in place of raw damage, as I think it would have fit in a strategic standpoint to make the DoT super powered while the skill itself dealt very little damage, but this works well too. It is a fun skill to use. I personally would like to see the DoT come back as the primary damage potential for this skill, but that is not really necessary.
Eternity Ray: This, plus Penumbra, plus Gear of Time, results in a super nova. A super nova that you can only use once every 40 turns carried over. I am still in support of changing this so that the skill has a 5 turn cool down at the start of a battle, followed by an obscenely long cool down, but the cool down does not carry over between battles. I see this as a fantastic way to blow away a boss, but it is entirely unneeded against mob fights. As it is right now, after I use the skill once on a boss, I will continue through with the fight without using it, as it should be. But then at the end of the fight, I may as well just clear the cool down by swapping out of the class and back on so that I can have ready access to the skill in the next fight. The carry over cool down is nothing but an inconvenience. Other than that, this skill is good.
Overall: With all of this said, I love the class. The bugs need to be fixed, and some of the skills could still use some modifications, but I would be satisfied with the skills how they are now. The class remains a fun, strategic powerhouse with some unique, sometimes unreliable, defensive options. With the buffs to Decay and Penumbra, dealing heavy damage is much easier than it was previously. It doesn't feel like it has the same long term power of classes like Ascendant, but it comes close, and the immediate burst damage is generally stronger than those classes.
In game play, SWoT feels fluid with Antumbra and Umbra jumping, being able to reduce cool downs while managing charges. A lot of options can be taken for many different scenarios, and sudden changes in a battle could interrupt those options and require you to rethink what you will do next. The Shadow Charge mechanic has been done pretty well. This class is easily one of the most interesting to play, and the power level is at a point where I don't feel under powered while using this unique game play. Thanks to Shadow People, Attack mana regeneration, and Consume the Shadows, long quests and mob fights go down easily. The class can handle some very difficult bosses well, as long as care is taken with the charges and cool downs. I feel as though SWoT is in a pretty good state right now.