Three things i will point out,
The most important skill of the class is Earth wave.
At level 5, a fully charged earth wave deals damage twice, at c2 it deals 4 times, and at c3 it hits (i assume) 6 hits fully charged.
Im not sure if intended, but the multi hits from earth wave seem to be half of the base damage. But with this in mind, at c2 the skill pretty much deals 2.5 damage of the original base damage, while at c3 (again, assuming im right with the number of hits as well as the damage of the multi hits) it should be hitting at around 3.5 of the base damage. This is all on paper though and i have yet to actually test it properly.(Grind is real)
Doom spike pretty much has the same concept as earth wave, but since its a c2 skill it caps out at level 10, meaning it would assumably cap out at 4 hits at full charge.
Trot is a no brainer. At c3 you can get it to be 100% uptime which is always great. Of course leaving it at 5 or 10 won’t really do much to your damage output, so it really depends if you value movement speed alot.
Rush is something that i will have to actually try out before i say anything, but theoretically, you can deal up to 515 damage 10 times to a minimum of 5 units, while moving (90 second cd is a big turnoff here however) Sounds pretty great to me, but i still have to check it out for myself.’
Real problems i have with this class though is pretty much the cooldowns vs damage output. I kind of understand that this class looks like pretty much a big burst kind of guy, but when you compare the cd with the damage your doing, it’s quite meh. Giving earth wave and overheat overheat can solve this but i don’t really know how are they gonna handle this class. (Or make it so the multi hits deal 100% of the base damage, i REALLY don’t know if this is intended or not but even now it deals decent damage)
tl;dr Skills get more hits (pretty much a multiplier) per 5 levels, super race car mode 100% of the time and ability to spin your spear around and deal damage.