So my idea for the spec was to split the ability tree into two sections: one that focuses on total offense, and another for tankiness and party support. I am assuming that, since we can only pick one specialization this time, the ability trees will be larger and more diverse.The two trees in this spec would be linked by the basic skill, combat magic.
COMBAT MAGIC (Sustained)
______________________
The mage focuses mana inward, gaining strength. They can now equip Light/Medium Armor (whatever the tier above robes will be in DA:I), and their Intelligence is used to govern damage done with melee weapons.
- Small defense bonus derived from Spellpower
From here, they would be able to branch out into either the Slayer tree or the Juggernaut tree. Here's my fanon Slayer tree:
SLAYER (Passive)
______________________
The mage can now use 2 handed weapons.
- 10% attack speed bonus
- damage bonus calculated from Spellpower
HEARTFINDER
______________________
15% bonus to critical chance
ARCANE STRIKE (Activated)
______________________
(Requires sword-and-shield or a two handed weapon) Magic arcs from the mage’s weapon as they strike 3 times, doing damage in a cone in front of the mage and applying an effect depending on the weapon’s current enchantment. Fully stacks with Concussive Force.
Cooldown: 60 seconds.
- Physical: Automatic critical on the third strike.
- Fire: Sets enemies ablaze, doing damage over time for a 6 second duration.
- Cold: Applies a 20% movement and attack slow on each attack. Each stack lasts 4 seconds.
- Lightning: On the third strike, a bolt of electricity strikes the target closest to the mage, and then randomly selecting another target within a radius. The bolt will jump 10 times, unless there are no enemies to jump to within the given radius. Each enemy struck will take damage and is afflicted with muscle spasms, being stunned for 1 second.
- Nature: Beginning on the first attack, each target within the damage cone is coated with a highly corrosive substance, disintegrating their armor and causing them to take bonus physical damage for a period of time.
- Spirit: Targets are scorched by energies from the Fade, causing them to take 25% extra damage from spells for the next 10 seconds.
UNSTABLE ENERGIES
______________________
Extends the range of the damage cone.
CONCUSSIVE FORCE (Sustained)
______________________
(Requires sword-and-shield or a two handed weapon) While active, each attack has a 15% chance to stun for 1.5 seconds and do bonus damage, but consumes mana. The damage type will be determined by the weapon’s primary enchantment.
OVERWHELMING ASSAULT
______________________
Increases the stun chance by 10%.
MYSTIC SURGE (Activated)
______________________
The mage channels energies through their body, gaining a 300% attack speed bonus for 8 seconds. Cooldown: 30 seconds.
FADE WALK (Activated)
______________________
The mage, empowered by residual energies, envelopes themselves within the Fade, and surges forward a set distance. Each time the mage casts a spell, a charge is created that lasts 10 seconds. When Fade Walk is activated, each enemy along the path of the surge takes spirit damage based on the number of charges consumed, and the mage’s spellpower. Fade Walk does not create a charge. Cooldown: 45 seconds.
I'll post the Juggernaut tree later.