I've been looking at Henshin a whole lot, because as described it is my perfect class. Speed boosts, spells, quarterstaff, heals, a DoT for the bosses, both dark and light finishers, man, I love it.
From what I understand, it's a castery Monk who can also hit things with a stick and has some amazing utility. I'm thinking a sort of less castery, sort of more melee artificer would be a just okay comparison.
There are some issues with it that make it pretty sub-optimal however:
There are three basic themes in the Henshin Mystic that you can clearly see, all based on Ki, two of which are themed in the PrE:
Fire (elemental) Damage
Immovability (In this case, meditation)
The problem is, each focus is spread really thin, with a minimal amount of options to specialize. Each doesn't give you a big enough bonus that it's dangerous to any kind of high level enemy.
There's some pretty inherent issues with each in this implementation:
Fire (elemental) Damage:
Not enough damage, and only (mostly) fire typed. You can't compete with casters because you can't metamagic, and your damage won't hurt quite a few monsters. If you specced for casting, you would do poor damage, and would absolutely be useless on some quests. The damage doesn't scale well at all, and you'll find yourself with a huge DPS decrease if you stop to cast these.
The only spell I can see worth casting is Cauldron of Flame, because it is a solid DoT, and increases over time- however this would be useless for bosses and would kill your DPS because you won't be able to attack unless they come to you. It would be great for soloing, but as far as I can tell, it still wouldn't be grand for bosses unless you're willing to tank a whole lot of damage and risk not moving, and it would be pretty useless for any kind of party.
There are a few things that can fix this:
-For both of these solutions, I would recommend changing the level scaling on these attacks to every level, or just making them scale better so they're actually useful late game.
Change the element of your damage based on the stance you're in. This gives you a large amount of utility, and helps increase the damage you do based on who you're fighting, so you can throw a frost ki ball at a fire elemental and he won't laugh because it tickles. This may be annoying, however, as switching stances just to attack isn't something most players would like to do (I'd imagine)
Make the attacks straight up force or light damage. Both forms of damage are rarely resisted, and as such will be able to be used in (almost) any situation.
Add spellpower scaling to the GMoF ED. A caster monk should be able to use his GMoF abilities along with his regular monk abilities, and be able to focus on them as such.
This is touched on by Cauldron of Flame and Embrace the Void/Focus. These skills actually have a very good synergy with one another- Sit in your cauldron, meditating and refreshing your shield while simultaneously buffing your team members and absorbing a lot of damage.
At least, that should be the concept. I do need a few things confirmed about this to ensure it will work:
1. Does Cauldron effect the cooldown of meditating? If not, perfect. If so, there's little reason to obtain embrace the voice as you won't be doing damage while meditating.
2. Do you stop meditating if your shield breaks or you take damage? If not, perfect.
Other than that, the issues with this concept are the same as the issues with Cauldron, along with the issue of you only have a few meditates, and this takes two of them.
There are some good things and some bad things about this. Quick strike is pretty fantastic, and the crit threat/damage multipliers are great.
Now for the bad:
In order to do any real kind of damage, you need to splash Rogue for the 15% attack speed increase. Combined with wind stance, this will be pretty dang effective. Three rogue will net you your DEX for to-hit/damage and 2 rogue will net you some sneak attack. The problem with this is that it directly effects your casting, 3 rogue will remove Cauldron from your options, and you don't get the capstone either way.
Casting is not good enough to make up for not taking rogue, but the class cannot stand on it's own without a rogue splash. Every class should be able to go pure for the capstone or splash, but unless you don't want to use quarterstaves (and as such, you probably won't be casting either, efficiently negating your reasons for going henshin) you are almost required to go rogue to deal enough damage to be a useful member of your team.
Feel free to correct me. This is all conceptual.