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Post by vertigomez on Jan 3, 2017 1:22:13 GMT
What would you like to see more of? What are you sick of? Would you rather they introduce new specs - some kind of Rivaini Seer, Chevalier, or Legionnaire? How about the return of specializations that've gone to the wayside, like Blood Mage, Shapeshifter, and Ranger?
My first thought is that blood magic would be a given in Tevinter, but if the devs decided they couldn't do it justice in DAI it may be even harder to weave into the story in the heart of blood magic land where it's so central to... um, everything. Or rather to weave NOT having it into the story.
I suspect that Assassin, Templar, and Reaver will stick around considering they've been there for every game. I would like to see players have access to a healing spec again... KE is very action-oriented and it's just not the same as hanging back and supporting your party.
And I'd like to see unique companion specs a la DA2. Fenris was essentially a berserker/templar hybrid, Merrill's skills as a First were mixed in with her affinity for blood magic... it made for interesting combinations. In DAI I always feel like I'm "stealing" someone's spec!
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Post by Hrungr on Jan 3, 2017 6:35:11 GMT
As far as PC specializations (or hybrid classes) go, I'd love to see a Silent Sister style Warrior/Rogue class, Warrior/Mage (AW) & Rogue/Mage classes taught by allied ancient elves, Fog Warrior style rogue techniques, Blood Magic classes (all classes), a Universalist class that dabbles in all 3 classes (but with a unique flair), Fade-based classes, Fenris-style lyrium warrior spec.
For Companions, I hope we'll see an Avvar spirit mage to have someone with a completely contrarian approach to magic than Tevinter & the Qunari. I'd love to see an Ancient Elven AW or Rogue/Mage companion with techniques never seen before. Also, it be interesting to have either Shaper Valta or another dwarf empowered by a Titan with lyrium & earth-based powers. Maybe even one of the Sha-Brytol with their advanced, lyrium-based weaponry. A renegade Saarebas would make for an interesting companion too.
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Post by DragonKingReborn on Jan 3, 2017 7:46:48 GMT
In terms of hybrid classes - Knight Enchanter is practically screaming for a call up.
Arcane Warrior has elven cultural ties that may make it harder to apply to all races (assuming they continue with having the game react in some way to your choice of spec).
Although...having race specific specs available would be fantastic. KE for humans, AW for elves and Saarebas for qunari. Harder to apply that to warriors and rogues, of course, but not impossible.
Champion or Templar for human, beserker for dwarves, Reaver for qunari and...something for elves. The problem with that idea is that you will inevitably have people feel like they're "missing out" because they chose the "wrong" race for the spec they wanted. As if they were only allowed to play the game once...
At the end of the day, if they continue with the progress they made on specs in DA:I (and I do consider it to be progress) then I'll be happy.
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Post by javeart on Jan 3, 2017 9:13:47 GMT
I have simple tastes, I just want healer back, and it's more RP reasons than anything else I have to say though, that for mages at least (my main concern) I'd like it to go back a little to DA2 so that not all the non-specialization trees were about elements, I think fire and ice could share a tree, and I could even throw there lightning too, and so we could have back spirits, creation and enthropy, or any other tree with spells that are not elements-based, so they woulnd't take space as specializations... And then we could have more room for some cool new things.... Though I'd use two spots for healer and KE/AW, and I'd say we should have blood magic back if we're going to Tevinter, so maybe there would not be that much room after all I'd like to see at least one new, so maybe they could give us 4, like in DAO? Also, big yes to compannions having unique specializations, I loved that too from DA2
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Post by Heimdall on Jan 3, 2017 14:43:54 GMT
I'm mostly thinking about mage specializations, given that we are headed to Tevinter. I would like to see a Tevinter version of the AW/KE spec. I say Tevinter version because, besides Tevinter deserving to have its own take on the idea, I would like to see it take on aspects of the Battlemage spec from Awakening, with a focus on AoE spells around the mage. I could also do with more damage prevention focused spells like the AW had. I would like to hold onto the KE spirit blade in some form, so I guess I'm asking for a mashup of the three.
I would also like our mage to be able to bind spirits and summon minions in battle, not the kinda-sorta way we got this with the necromancer spec in DAI. I'm kinda torn about this. This could be part of a new necromancer spec or we could see something folded into a blood mage spec. Alternatively, I like the idea of binding a spirit as part of a story event irrespective of spec and having that spirit be a character we can talk to, maybe as an optional companion.
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Post by Hrungr on Jan 3, 2017 15:38:07 GMT
I know a couple of people mentioned Templar here, but Tevinter's Templars don't have powers like the southerners do, so I wonder if they'll make it in DA4 (unless they do a different take with them). - Also... 4,000 Posts!
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Post by javeart on Jan 3, 2017 15:44:37 GMT
I'm mostly thinking about mage specializations, given that we are headed to Tevinter. I would like to see a Tevinter version of the AW/KE spec. I say Tevinter version because, besides Tevinter deserving to have its own take on the idea, I would like to see it take on aspects of the Battlemage spec from Awakening, with a focus on AoE spells around the mage. I could also do with more damage prevention focused spells like the AW had. I would like to hold onto the KE spirit blade in some form, so I guess I'm asking for a mashup of the three. I would also like our mage to be able to bind spirits and summon minions in battle, not the kinda-sorta way we got this with the necromancer spec in DAI. I'm kinda torn about this. This could be part of a new necromancer spec or we could see something folded into a blood mage spec. Alternatively, I like the idea of binding a spirit as part of a story event irrespective of spec and having that spirit be a character we can talk to, maybe as an optional companion. I like a lot the first part, the second one, might be that I'm brainwashed after spending so much time in my pts with Solas, but it feels really wrong . But, ok, if it's optional, I guess I can't complain
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Post by Deleted on Jan 3, 2017 15:45:29 GMT
Shapeshifter. Have not seen a good nature class in forever.
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Post by Heimdall on Jan 3, 2017 15:50:07 GMT
On that note, anyone else have fond memories of dual specing as AW and Battlemage? That was the first spec combo I tried in Awakening and by golly did I feel like an unstoppable juggernaut.
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Post by fylimar on Jan 3, 2017 19:33:53 GMT
I like my favorite specs for mage and rogue back: healer and bard.
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Post by Deleted on Jan 3, 2017 19:46:18 GMT
I want to be a werewolf and I want blood magic back, but newer and badder.
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Post by Hrungr on Jan 3, 2017 22:14:30 GMT
Back to the idea of shapechangers, it might be interesting to have a Spirit Mage class where you temporarily allow a spirit to join you and become an "abomination". You might have both spirits (Faith Tree, Justice Tree, etc.) and demons (Pride Tree, Rage Tree, etc.) to choose from.
The deeper you go into the those trees, the more prominent the transformation. At lower levels you might just take on some superficial aspects of the spirit, but eventually allowing you to go Full Pride Demon/Faith Spirit in form.
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Post by javeart on Jan 3, 2017 22:18:53 GMT
Back to the idea of shapechangers, it might be interesting to have a Spirit Mage class where you temporarily allow a spirit to join you and become an "abomination". You might have both demons (Faith Tree, Justice Tree, etc.) and spirits (Pride Tree, Rage Tree, etc.) to choose from. The deeper you go into the those trees, the more prominent the transformation. At lower levels you might just take on some superficial aspects of the spirit, but eventually allowing you to go Full Pride Demon/Faith Spirit in form. oh, love this I imagine such an ability would require some serious introduction? but doesn't matter, it would be so cool
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Post by Hrungr on Jan 3, 2017 22:37:22 GMT
Back to the idea of shapechangers, it might be interesting to have a Spirit Mage class where you temporarily allow a spirit to join you and become an "abomination". You might have both demons (Faith Tree, Justice Tree, etc.) and spirits (Pride Tree, Rage Tree, etc.) to choose from. The deeper you go into the those trees, the more prominent the transformation. At lower levels you might just take on some superficial aspects of the spirit, but eventually allowing you to go Full Pride Demon/Faith Spirit in form. oh, love this I imagine such an ability would require some serious introduction? but doesn't matter, it would be so cool In my head I'm imagining a group of mages who take a (largely) unbiased view of spirits as a whole and might allow themselves to join with a Spirit of Faith in one encounter, then a Rage Demon in the next...
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Post by Deleted on Jan 4, 2017 0:34:21 GMT
i would like to see a healer class.... tired of using potions! Bring back spirit healer! Also, blood mage i guess...
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Post by themikefest on Jan 4, 2017 1:18:26 GMT
For a mage specialization, I would add one called, The Hyponist. It can be where the mage using a wave of the hand, a jedi mind trick, to get a bad guy to answer questions, open a locked door to a secured area, reveal top secret information. When fighting, control the subject to fight against his/her buddies. Even have the subject. assassinate someone if its required.
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Post by vertigomez on Jan 4, 2017 3:18:23 GMT
For a mage specialization, I would add one called, The Hyponist. It can be where the mage using a wave of the hand, a jedi mind trick, to get a bad guy to answer questions, open a locked door to a secured area, reveal top secret information. When fighting, control the subject to fight against his/her buddies. Even have the subject. assassinate someone if its required. Smells like genjutsu. I like it. Though I'm certain blood magic could achieve the same results.
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Post by leadintea on Jan 4, 2017 4:20:10 GMT
I want the Spellbinder enemy class from DAI to be a buffing class with unique spells instead of just simple stat ups and Barriers. I just hope they're able to change the Spellbinder's lore or pull something from their ass to not need Blood Magic to use the class because I'm not crazy about Blood Magic at all.
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Post by Hrungr on Jan 4, 2017 7:17:56 GMT
Here's an (admittedly) crazy, high-risk, high-reward alchemical (PC) rogue idea... one that employs magical powders.
The idea is that your rogue's powers are to disperse these alchemical powders, creating a small cloud around them and a temp. speed boost. The rogue has a limited time (X # of seconds) to then run around, weaving in and/or around enemies, or a path/area as a trap, leaving a cloud-trail of these chemicals behind them. The rogue can detonate the entire trail they left behind at any point, with various effects. In your early leveling, they are typically combos of damage + status effects. Like a dazzling explosion that sets enemies on fire + temp. blindness or panic, or staggered and choking, frozen, slowed, poisoned, etc.
The idea is to wound and impose status effects on groups of enemies that make them ripe targets for your daggers (and your allies). The trick is, while you may have a speed boost, you are still open to attack, especially if you have to get close to a group of enemies to envelop them in your cloud trail. Some enemies may move out of the cloud before you can detonate, so it would require a bit of skill on your part to make the best use of it (maybe by drawing as much aggro as you can).
And as you get more powerful, you introduce more exotic magical concoctions with Fade elements. You can create things like Fade Trails where at the end you Flicker-like attack everyone in the cloud trail back to your starting point. If you start from an advantageous position, you can return to a place of relative safety after you detonate. Another idea, detonating a trail that creates a temporary Fade gravity rift, drawing everyone in it from the end point to the start point. It can be used to drag entire groups helplessly out of the way temporarily, or to your waiting warrior's sword, or even better, into environmental hazards or over cliffs . Another Fade variant might be to suspend them in midair with a Zero G effect. Naturally tougher enemies could resist, etc.
Upgrades could be things like improved movement speed, concealing clouds, larger clouds, clouds that cling to enemies, drifting clouds, combo powders, etc.
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Post by Walter Black on Jan 4, 2017 21:49:03 GMT
I would like a hybrid of the Origins and 2 class systems; the base class abilities are versatile and rounded enough so that specializations can be truly unique. Bring back stat customization so that you can use any armor and weapons, provided you have the required Strength and/or Dexterity. Heavier armor cutting into your Stamina and/or Mana? That's the trade off. Also, bring back multiple specializations. Companions would start off with their own unique abilities, then a second specialization assigned by the player. It would be the best of both worlds in customization and immersion, since the Companion specs would reflect their own personalities and skill sets. Off the top of my head, here's some class ideas I'd like to see: WarriorsChampion- Classic sword n' board, not much else I can think of. Spirit Warrior- Since Tevinter doesn't have traditional Templars, this would be our "mage knight". Gladiator- An updated Berzerker with greater emphasis on evasion and using multiple weapon styles at once. MagesBattle Mage- Another update from Awakenings, with a slight boost on AoE and CC. Seer- A summoner who would call spirits to heal and buff allies and debuff enemies. Blood Mage- Allow them steal life from foes this time, making them more vampiric . RoguesRanger- But allow for greater pet customization this time. Harlequin- A master of disguise and confusion who could deal damage and redirect threat levels. Templar- Yes, a Templar ROGUE. It always bugged me that we never saw any in game, when you would think using ranged and/or stealth attacks against casters should have been obvious. Since Tevinter Templars don't have lyrium, I see them as SWAT style spec ops who combine the alchemy of Tempests and gadgetry of Artificers. While we're at it, I would like another non-human Companion with completely different abilities, like Dog and Shale. Maybe a Werewolf or Demon this time...
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Post by PapaCharlie9 on Jan 4, 2017 22:43:48 GMT
If MEA is received well, maybe we won't have classes and specializations ...
Some skills I'd like to see introduced:
Unarmed tree: Punch, Chop, Throw, Flurry of Blows, Quivering Palm, Ki Strike, Five Point Exploding Heart Technique (focus ability)
Duelist tree: Thrust, Lunge, Flowing Sword, Striking Sword, Tierce, Quarte, Quince, Prime, Seize The Opportunity (focus ability)
Psionic tree (aka Biotics): Combat Manifestation, Pull, Push, Lift, Slam, Dominate, Eternal Sunshine of the Spotless Mind (focus ability)
OG Necromancy tree: Speak with the Dead, Raise Wisp, Raise Wraith, Raise Zombie, Exorcise, Abjure, Legion of the Truly Dead (focus ability)
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Post by jadedragon on Jan 6, 2017 21:36:08 GMT
Being that DA4 is likely in Tevinter and the north there is some specilizations I want to return and some I want new and some that should take a break this game due to region.
Warriors they deserve at least one new specialization hasnt had one new since Awakening which barely counts. -Berserker: Huge Dwarven influence due to relations with the dwarves so we should see a revamp of this return out of all returning warrior specializations this makes the most sense.
-Spirit Warrior Variation: I put Variation because I dont feel it should exactly be a spirit warrior but due to the heavy influence of magic in the area some form of Variation would make sense but not any anti-magic kind. No Templar like warriors at all I doubt Tevinter would allow those kind of warriors running about makes no sense especially since regular Templars dont exist here. Spirit Warriors can be like the Avvar character from Multiplayer who used elemental type enchantment attacks.
-Champion/New Warrior Class: Champion class can work since its a standard but I wouldnt mind a brand new warrior class all together as long as its creative. Maybe Reaver will return in favor of Champion but Berserker should be the more offensive class here.
Mages entire class need a shake up especially since we going to mage country. No simple baby trees bring back all 4 schools of magic but since this is about specializations i will focus on those. -Battle Mages: This is our Arcane Warrior/Knight Enchanter of DA4. If Orlais and the Chantry can teach Mages a variation of Arcane Warrior I would expect Tevinter to have a close variation to the OG AW class. They should still be able to fight close quarters but more range options should be there to beyond normal mage stuff. If Battle Mages fight Qunari being close should be a last resort situation. Dont expect the magic sword to return but maybe special swords they can actually use that is enchanted similar to Arcane Warrior along with maybe a Spirit Armor that shields the body similar to barrier but not exactly.
-Blood Mage: No brainier they see blood magic differently then we do so running around as a blood mage shouldnt mind being ignored. Maybe a stronger variation of it though since its practiced more proficiently here.
-Shapeshifter/New type of lost magic: Maybe shapeshifter can return but better and instead of limited to 3 animals can be certain animals that are local to the region to blend in or if you fought a bear enough times like 5 and collect its soul or something you can change into it. But a new type of lost magic would be welcome maybe better Necro class can return since the magic shouldnt be looked down upon here like in the south but Blood mage feels the dark magic void.
Rogue subclasses has taken a nice approach in DAI with only 1 old class but its a common enough class to were it was understable. -Assassin: on that note Tevinter does have Assassins we know this. Assassin is like Champion for Warriors its a standard staple for them minus DA2 for Champion that is but its always been the go to darker option for Rogues.
-Duelist: There is a key reason I think this should return and thats location. Tevinter is close enough to Rivani that this defensive pirate style class would make sense to have a comeback. Isabella in the Multiplayer added a crossbow to it so some closer variation of that would work. It should be a all around Rogue this time though not just defense and I dont mind it still feeling more suited for duel wield due to thats how Rogue Specializations been set up at least one favored for Archer one for Dagger and the rest or one can work for both.
-Ranger/new rogue class: Of course like warrior and mage I want a brand new rogue class to return to the series. But if another had to return besides duelist I would go with a new Ranger class style. Elves in Tevinter area seem like they are more hostile so Rangers can still include some form of magical element in there skills. Maybe it can be more Shamanistic in nature and Rangers can conjure Spirits of Animals to fight with them. Similar to what I said for Shapeshifter only without the taking animal souls part. It can work like the Necro class only with the cool down on the pet and should seem more like being one with nature so literally Thedas itself and your connection with the environment should allow you to summon a animal spirit. Favored for Archers it should also include the traps from Artificer just worked differently and better.
Overall the only classes I see clashing with Tevinter culture from past games are Templar, Bards because they are more Orlais thing, and no mage class really. Reaver would be interesting and can work but since Tevinter worshipped dragons and Reavers seem to be abilities Qunari are somewhat born with or potential to have highly idk how much effort the north would put into this class but it can still work depending on how you look at it.
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Post by Lazarillo on Jan 10, 2017 23:39:00 GMT
Assuming (like others seem to be) that we'll be seeing the setting move to Tevinter, I think my choices for options would be: For Warriors: Champion - More like the Origins version. Buffs, debuffs and control. Something similar to what we saw from Templars in Inquisition, but more generalized. Guardian - The Specialization stolen from Awakening, with some of talents in the style of Inquisition Champions.
For Rogues: Ranger - I could see this benefiting in various ways from DA2/DAI-style ability trees. Different Shadow - I'd love to see this one just for a little more lore focus. It was just kinda there in the first two games, it'd be neat to see it get an Inquisition-style story treatment. Plus the whole stealth and traps thing is fun.
For Mages: Blood Mage - It's Tevinter, right. Could have a very different dynamic, and not feel too awkward in the story for once. Battlemage - Sort of a hybrid between the original version, Arcane Warrior, and the Knight-Enchanter. Passives that benefit from melee combat, close-ranged spells, but actually equipping a melee weapon, rather than having a separate spell for it.
Not sure what I'd pick for a third/fourth option, but I'd love to see those. I'd also love to see a return to DA2-style companion-specific Specializations.
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ewigDunkelheit
N3
Exalt the Dwarf Age!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
Posts: 308 Likes: 563
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ewigDunkelheit
Exalt the Dwarf Age!
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August 2016
ewigdunkelheit
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by ewigDunkelheit on Jan 16, 2017 4:07:51 GMT
I only have two immediate concerns for my want-list: Spirit Healer and Artificer. My two favorite origins (Dalish & Dwarf) didn't have mages, so I missed Spirit Healer for the first game. Then, for me, Dragon Age 2 was unplayable as a mage class if I wanted my narrative intact (although while I was making the attempt, the spell selection and gameplay for Spirit Healer was commendable). Then Inquisition removed Spirit Healer completely. I haven't had a canon mage character yet, and I am hoping to have one in the next game, but I remain uncertain whether I will have the kind of options I am looking for: my ideal mage build would be a split between Creation and Entropy trees while specializing as a Spirit Healer.
I don't actually plan on running another canon rogue until Dragon Age 6 (development schedule be with me...), but I love rogues, and was really excited by the Artificer. I love traps and support classes, but couldn't really get the Artificer to work with me under Inquisition's stamina management. My builds ranged anywhere from 120 to 170 stamina needed to pre-buff before starting combat. The cost is too high, and can't be offset by adding to Willpower anymore. Even if the specialization isn't around by that time, I might have fun trying it out on an alternate.
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Hellkite
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR
Posts: 62 Likes: 55
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January 2017
hellkite
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR
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Post by Hellkite on Jan 17, 2017 3:30:59 GMT
I love these kind of topics. I would like to see a sort of quest for each specialisation, where it's not collect this or that, but an actual experience for your PC.
For warriors I'd like to see Spirit warrior, Reaver and a guardian / battlemaster / champion type.
Spirit Warrior quest would involve with your character nearly getting killed in an ambush but a spirit comes to your aid and imbues you with power to aid you in your quest.
If being set in Tevinter, surely you could do a mission or an assassination for a dragon cult, in which they reward you the ability to become a reaver . What you do with th that power is up to you (an option to slay the group or have them on as allies could open).
As for the battlemaster, maybe you come across an old drunk in a tavern and a night of ridiculousness ensues, and at the end he/she will agree to teach you his/her skills.
For Rogues I'd like to see Tempest again. This was an awesome concept and I'd like to see it expanded on, maybe dealing elemental damage in addition to the passive effects each flask imbues. I also like the idea of a Mage / rogue hybrid. Maybe our rogue encounters a predatory spirit within a forest, and imbues the rogue with abilities that allow you to summon wisps that form the shape of a wolf or hawk, and you can summon a ghostly bow of magical energies that pin enemies in a tangle of spectral vines.
For the mages , if the game is set in Tevinter, we should be given some very powerful options.
Perhaps an old master or a deal with a demon can give us access to the power of blood magic, something to give us an edge in our quest against blood magics and demons.
I'd like to see the return of a battle Mage. I envision the Tevinter battle Mage to allow us elemental auras, entropic powers to weaken enemies, maybe the ability to wield blades of elemental energy, or have a maelstrom of magical blades that forms both an offensive and defensive spell. Maybe an old battlemage has been watching your progress and offers the chance to harness the deadly skills of a Tevinter battlemage.
I also advocate the return of the spirit healer. Whereas the battlenage gives us mostly offensive auras, let the spirit healer be the beacon of restorative and buffing magics to our party. Story wise I could see a similar event to the spirit warrior.
Of course it could be interesting if the set character for the game was in fact from a family of prominent magical ability, and that we start of as mages but can choose different paths that allow us to form both a pure Mage (the destiny being a magister) or a hybrid battlemage type character that allows us spell and sword, and a rogue / Mage character that allows us illusion and entropic spells to hunt our prey.
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