Eldritch Knight as of this writing on live are currently on life support as is because of a variety of different issues. The biggest thing is EDF and how it reduced all spell casting to touch range with little compensation to their melee damage. Their elemental imbues offset this deficiency somewhat given the fact that their regular damage hits are below average at best and also IF the monsters weren't resistant, absorbing or down right immune to one or more imbues.
Then we have the Eldritch Knight stance itself. When you activate the stance you gain the following:
-While this is turned on, all your spells and SLAs that can be affected by Metamagics have their range reduced to touch range.
-You gain +30 Universal Spell Power and +3% Spell Critical Damage.
-Your Base Attack Bonus equals your Character Level. You gain +5 to hit with weapons and 3% Doublestrike.
-You gain +1 Competence Bonus to Critical Multiplier with Melee weapons, +3 Damage, and the Mobile Spellcasting feat, allowing you to cast while moving at faster speed.
-Knight's Controller: If you have Knight's Transformation active, you also gain: +2 Enchantment DCs, +2 Illusion DCs, +4 Spell Penetration and +20 Melee Power.
OR
Knight's Striker: If you have Knight's Transformation active, you also gain: +2 Evocation and Conjuration DCs and +20 Melee power.
Then we have the HP bonuses. One good thing with EDF is that EK's could get the +25% HP bonus from it by taking the weapon combat styles.
Fast forward to U57 and Eldritch Knights are seemly worse off overall then they are currently on live. I didn't think this tree could get any worse. However I was wrong. I was .....so very wrong.
The problems are as follows:
With the removal of EDF the spell casting restrictions went away with it which is a welcomed change. HOWEVER in typical DDO's one step forward, 3 steps back fashion, they made a good move like this but then turn around and made terrible changes with it such as:
-Making the Eldritch Knight Imbues die no longer able to be upgraded to d10 and d12 as you go deeper into the cores.
-Tying the following now former passives to a 30 sec buff when you hit with the tier one core Eldritch Strike.
+30 universal spell power and +3% Critical Spell Damage.
+3 to Hit, Damage and 3% double strike.
And also depending on what you choose:
Knight's Striker: Knight's Strike gains +2 Evocation and Conjuration DCs and +20 melee power.
or
Knight's Controller: Knight's Strike gains +2 Enchantment DCs, +2 Illusion DCS, +4 Spell Penetration and +20 Melee Power.
My question to this is...WHY? Why tie these bonuses that were part of the transformation to begin with into a bad core 1 cleave? It's bad enough that EK's have to use this cleave multiple times in order to make use of the capstone but now we have to use the cleave even more in order to maintain what EK's had as a passive before for 30 secs. That's just terrible mechanic design. It's doesn't make the cleave any better, it just brings the tree down as a whole by having to rely on a weak core 1 ability in order to suck less.... for 30 seconds. >.>
Also with the impending update, they will get +15% HP bonus. Again I ask why? I understand that the devs are TRYING to help melees especially pure melees however with EK whether it's a wizard or sorcerer variant, they are still at the lowest of hit point die of a d6 (d4 originally) so they would need as much of a bonus to HP as they can get to compensate for having the lowest HP die and +15% is not it.
My suggestions to the devs for this tree is as follows:
-Do away with the mechanic tied between the capstone and the level 1 core because there is no need for it.
-Keep the bonuses tied to Eldritch Transformation no need or point in tying it into a core 1 cleave.
-Make the EK imbue die able to be upgraded per cores and/or add more bonuses to the transformation and cores to better help the melee aspect of this tree. Such as for example adding a +1[w] to your weapons aswell as adding +1 critical threat range while under EK transformation and add some melee power into the cores.
-Raise the HP bonus from +15% to atleast +20% (prefer +25%) to compensate for having a d6 hit die with or without some kind of restriction tied to it.
(Yes I am aware that non-EKs would probably take this as their tier 5 for the HP boost)
As for the future wizard and sorc archetypes, I think EK would make the most sense. That way the devs can tweak EK in terms of HP die, feats etc and replace the tree with something different for wizard and sorc.