There's a bit of a dilemma I think in regards to mage weaponry in the Dragon Age world. On one hand, it would make more sense that mages cast spells unarmed, due to how the world persecutes and oppresses them (e.g., an apostate would not want to walk around with a staff in public). In contrast, getting that shiny, new weapon is part of the appeal in most RPGs, so being unarmed might take away some of that experience from mage players.
Personally, I would love to see an unarmed mage specialization (not armed and armored like Arcane Warriors) that used magic to strengthen the body and physical attacks (I guess a sort of monk-like specialization), although that would probably be difficult to implement without introducing a martial arts-oriented culture within Thedas that fought in that manner. Since the next game seems to be set in Orlais, I don't think an introduction to a culture of that sort would be easy to accomplish.
Daggers for mages? The blood mages seem to get enough of them from thin air in cutscenes .
Also swords for mages would be good .
I'm pretty sure that all characters are innately born with some sort of knife that can only be used to induce blood magic effects or murder other people.
It's said that the Murder Knife is as old as the Maker.
I hadn't really pieced together the story until I read all the entries together.
In the first entry, an apprentice was killed in an armed conflict, perhaps with bandits. The mage’s mentor, probably Enchanter Bergin, requests training facilities and time for weapons-work for the apprentices, even to the point of surrendering his room and paying for instructors.
And at some point after, Enchanter Bergin was removed from his optional weapons training class and all other teaching duties, and the practice room was given to the Templars who presumably had not been actually garrisoned AT the Tower up to that point.This begs all sorts of interesting questons like "Why did they cancel the class?" and "What happened to Bergin?" But in regards to this topic, I think it's pretty clear that mage-apprentices are not encouraged to learn any sort of weapons-work. They are allowed to use staves for focus (and presumably to avoid scorching/freezing their hands when summoning elemental spells) but anything else is frowned upon.
I really did enjoy the Arcane Warrior spec in DA:O, but given that it's a story-driven spec and the vial with the spirit was either destroyed or left in the Brecilian, I don't know that I'd expect to see it re-appear.
Since medieval folk usually carried around their own eating knives and spoons on their belts, I don't think it's a stretch to say every character has a (murder) knife on them. For mages I can see either a staff (although with less pike-twirling and more thwacking in melee like this: ) or a dagger/belt knife for a blood mage.
Perhaps also a charm or spell focus like a rosary for mages to cast bare-handed. I would definitely love the option for a mage to be discreet about her powers.
glenboy24 wrote... It also seemed strange to me that my Mage would walk around, trying to remain low key about his Magical abilities around those who might not react well to it, all the while wearing robes and having a crystal topped staff on his back, all of which screamed "Mage Here!"
Yea that was ridiculous. Not a very realistic setting. It was one of my biggest problems with the game.
You know, looking back now it makes me literally LOL because that is pretty silly unless you are a Circle Mage with permission to be somewhere, which is pretty rare unless we get another Warden or the story shifts to allow mages more freedom.
Considering the characters do this, I don't think any of the mages who were apostates would've been caught if they weren't herp derping around towns and cities with their robes and staves.
In the Guild Wars 2 Beta, they have a class called Guardian which some would say is Templarish.
There are also several ways you can play a Guardian since you can even wield a scepter use protection magic/smite
You can also wield swords, maces, shields as well as some other weapons and each weapon has their own skill tree.
I was gonna mention GW2 as well but wanted to avoid people screaming "Two different games!" However, it is a good example of how weapons can be implemented.
I don't think it should have the approach of GW2 where the skills are only __ weapon type instead of just ones you spend points on since GW2 and Dragon Age are so different, but I think there should be bonuses like with the previous games where using one thing gives you a strength here, but a weakness the other one has a strength in and vice versa.
Other class have warriors have swords and shield and rogues dual weapons and a bow, mages should also get a magical whip that when far from opponent extends its reach to hit them.
Been watching Lucy in Fairytale by any chance?
I love that show but anyway mages need weapons also why would a mage on the run from the Templar wear robes and have a staff that's a dead give away they get rid of it, To hide if they want them to look different give them some shorts with a mask to hide there face.
Forget other wep options for mages because those of you who played amalur and thinks oh this could benefit dragonage delete your forums account. If we see unique subclasses for mages then maybe we can get two more weapons options. such as arcane warrior, a summoner type mage would be awesome, beast mage (transforms into animals)
glenboy24 wrote... As such, for Dragon Age 3, I would very much like to see Mage combat that didn't require a staff and spells that enchanted/augmented the Mage's fists and feet, allowing those to be his close-combat weapons. I'm sure some players would still like to use Staffs or, as the OP, other types of weapons, but I'd prefer something that allowed my Mage to "blend in" allowing weapons to be purely optional.
Great idea. I've always wanted a martial arts/brawler class. They had the option to fight with fists in Origins, but it just wasn't practical because you couldn't do much without weapons. I was disappointed that more wasn't done with that ability. Magical augments might work well. After all, it worked with Fenris and his tattoos.