Zilod wrote...
grats for the good perfomance and thanks for the disponibility(?) to answer our questions 
here my questions
1) how is the mana/spell usage? is it possible to go heavy on spells or high mana costs make them mostly usefull for tactical situations and generally mages have to rely on their staff for dmg?
2) how will you compare magic dmg vs melee (and dog in particular)... staff vs melee, nukes vs melee
3) i ready you had some troubles with enemy mages, have you tried to "shut down" them with various mana removal spells? did you find many enemy mages or critters who drained the mana of your mages?
4) CC, it seem that many classes have strong CC abilities, i suppose the duration is quite low to balance that but generally... you think CC is balanced in the game or is too strong?
5) saving throws... in D&D you have really to maximize your casters to be able to apply magic on mobs (cept the low level ones) how it works in DAO? is it easy for mobs to save or generally your spells hit them whitout much troubles?
6) how works aggro? is just direct dmg on mob or every mob "friendly" to your target will get some indirect aggro?, how about heals? they generate much aggro?
7) to use a war as starting class was your choice or defined by rules? if was a team choice, any other team tryed a dfferent starter?
thanks again 
1) Well, it depends on how long you're going to be fighting for. If it's a short fight, you can generally use attack spells without worrying, because your mana/health etc. restore quickly when a battle is over. Long battles, of course, require you to watch your magic a bit. Carrying mana potions is always needed, and it's even more important to make sure you healer always has a healthy bar of mana, you never know when they might need to revive or group heal, which are both costly.
2) Our weapons were quite bad, so for us, the magic damage tended to be alot higher than melee. Staff damage itself is very weak, but it does chip away a little bit very slowly, so if nothing else make sure the mage is attacking something with it's staff. Magic does generally seem to be the best damager though, fireballs continue to cause damage afterwards, after all, whilst the enemy runs around on fire.
3) The mana removal spells are quite costly, I found it better to send the dog running after a mage. The dog is extremely fast, and our dog had a skill which lowers the enemy's defence, and also a skill that makes him pounce the target and just maul them on the floor, which would stop a mage casting any spells as long as it's on the floor. Perhaps later game, the mana removal spells may be useful, but as of now they're not really required.
4) I'm guessing you mean crowd control? The warrior has a good crowd control, Threaten, which doesn't have a duration. It just constantly drains some stamina whilst it's active, and keeps his aggro up to bring enemies towards him. The dog has Dread Howl, which I've praised so many times now, an awesome crowd control ability that stuns enemies in a huge range around him.
5) Spells generally hit without much trouble, yes. If you're fighting quite an advanced, high level sort of boss or enemy, it will probably have a higher resistance, possible to debuffs like sleep etc., but normal enemies generally have almost no avoidance to magic.
6)
I'm not really sure about how the specifics of aggro works, sorry!
7) We decided to start as a warrior, which mostly everyone else did as well. There was only one mage - Czech Republic and Slovakia team, which went out first. Team Bioware had a female rogue, I believe, and Hungary had a dwarven warrior, as did Canada. I think! Warrior just seems like the easiest class for a first playthrough, it's quite forgiving.