Thanks for the feedback.
I'm assuming the character you are refering to is:http://te4.org/characters/128166/tome/d ... 924538ebba
Mana was a problem. The main problem, really. Not in a bad way, more like a fair weakness to work around than a crippling flaw for the class. I didn't have Martial Magic (I think?) because I was trying to put points into my other generics, and because its short duration didn't strike me as being particularly useful.
Martial Magic generally doesn't solve long term mana problems, so probably wouldn't have helped you much. Its there as an emergency backup (say when hit by mana burn) or short term surge if you need just 1 or 2 more turns. Note that mana focus is can be more effective in a dual-wielding setup, as both the mainhand and offhand hits generate mana, although an extra two mana a turn may not have helped much.
I tend to run an all element build, and have some points in all the trees, which means I have some more stamina using options to work with. Although in that case I need to watch how many sustains I'm running.
Damage was a problem. Spellsword Combat and Tidal Rush were by far my best sources of damage. However, that's because I was in a Water build - I had excellent control from freezes and several sources of healing.
The water build sounds like it worked as designed. Its not very offensive, but provides alot of survivability.
However, the low damage output could easily have caused your mana problems to be worse, as you're taking longer in combat, and relying more on procs of Spellsword combat. I think your weapons mastery talent looks a bit low for this stage of the game. I think I tend to 5/5 in my 20s. That'd be another chunk of 20% damage on your weapon damage plus the physical power.
I tend to find the class to actually be a high damage class (although Doombringer does tend to be an even more offensive minded class). Although I tend to play a more spread out build. For example, here's a level 50 I played through:http://te4.org/characters/894/tome/d386 ... 2fa1f390b9
I tend to make liberal use of all 4 strikes, which generally means half the time I'm doing a bonus ~50% weapon damage, plus the bonus 150-ish elemental damage, plus the spellsword proc damage for another 200-250. Although the majority of the damage does come from the weapon.
Ranged enemies were a complete non-factor most of the time. Tidal Rush let me close in, and Freeze would lock one down if I couldn't reach. Likewise, the Ambush after Dreadfell was a hilarious nonissue thanks to the huge AoE freeze on Water Strike.
I'm not sure if your intent was that people would specialize in an element or branch out, or having both viable, but mono-element or two-element builds seem most workable just on account of skill points and the way Spellsword Combat is based on total skill levels in a tree IIRC.
I was hoping to make both options viable. As noted, I tend to prefer to have alot of different options, and include talents from all the trees. However, I hoped to make to make one or two element tree choices viable as well, if people wanted to play more of a melee/ranged spell caster hybrid.
Overall it was very fun, and I'll probably play around with some other builds later.
Edit: Should be noted, I have yet to actually win the game, but I came close. I got further with a Doombringer, but hey, doesn't everyone
Glad to hear to it.
As a general update, I'm trying my hand at a custom starter zone for the Spellsword class + initial quest. We'll see how it goes.