Only 9 months late but here goes nothing...
I typed out a nice big discussion outlining this classes pros and cons and taking about why magic dps on it wouldnt be viable outside of pvp, and how in physical gear it could do alright with a few changes but I somehow deleted it so

he's a run down of some elite skills I'd like to see changed to make this class more viable by taking away the magical side of the elite skills as trying to go half and half on physical/magical never works, ends up only being half good on both aspects that way.
Rune Siphon- "Inflicts 60.0% main hand weapon physical DPS and 70.0 Dark Damage to a target. Also restores 20.0 HP to the caster." (357%, 139.3, 416HP at max)
-Lowest DPS physical skill availible to this class, at the cost of 10 rage nad 20 focus with a 12second cd.
-The Dark Dmg does next to nothing outside of magical gear, vice versa for the DPS hit of the skill.
-This class has another elite with no cd which at the cost of 35 focus resets Rune Siphon and makes its next use deal 20% mroe dmg
Changes:
-Do away with all magical buffs/damage for this class, starting by changing the 139.3 dark dmg to either a second small dose of main hand wep dps, or possibly a DOT, considering its secondary is warlock which has 2 20sec+ DoTs.
-Have this skill cost 25 focus and lose the rage requirement. This class has zero filler skills to use that do not require rage outside of rune pulse. It hits low, so it would do an adaquite job of simply something to use to begin a fight with no rage, or to fill holes in a fight wehre you run out of rage, weaving between its reset skill and this one (total cost of 60 focus to use both)
Dark Energy Strike- "Inflicts 70.0% main hand weapon physical DPS and 70.0 Dark Damage on target. Also carries a chance to reset your Rune Siphon's cooldown time." (555.1%, 139.3 at max)
-Key skill in burst dmg rotation, no cd, at the cost of 20 rage.
-Hits twice with another elite activated called Indomitable Spirit
-The Dark Dmg does next to nothing outside of magical gear, vice versa for the DPS hit of the skill.
Changes:
-Once again, do away with all magical buffs/damage for this class, starting by changing the 139.3 dark dmg to either a second small dose of main hand wep dps, or possibly a DOT, considering its secondary is warlock which has 2 20sec+ DoTs.
-Only other thing i can mention here isn't a change for this skill, however the fact that this has a chance to reset Rune Siphon cd, makes the changes I listed for that skill an even more viable filler.
Soul Forge Mystery- "Increases Critical Physical Hit Rate by 20.0 for 300.0 seconds. If critical attack occurs while in effect, it increases dark attribute magic power by 10.0% for 10.0 seconds. (After the effect has ended it cannot be triggered again for seconds.)" (257.6, 59.5% at max)
-Only triggered on a physical critical hit, however buffs magical power?
-Low amount of increased critical rate at lvl 99
Changes:
-I'd love to see the 59.5% magic power changed to 59.5% critical physical dmg, considering the class itself has 2 crit buffs, and a skill garenteed to crit.
-Not that 60% critical pdmg is even a huge amount of dps increae, but if people think its 'too op' -.- then even just make this skill a passive that adds an extra effect of +300-500 crit on your forge buff, so that you dont have to use an extra buff slot for 257 crit and useless magic power.
Quick note,
Endless Pulse elite, make the heal 2% every second for 12 seconds (that way the 7% atk speed is actually also able to be properly used as a burn buff.)
Would love to chat rotation and other theories about this class with people, hit me up on here or in game if you're interested. Otherwise, RW/GF, fix this stuff. kk thx.
ps- Allow for 6-7 iss' 5 is too little now with so many new ones.