Still don't know how to feel about the mage spell trees and specialisations, it kind of feels uninspired. I am still going to play a mage, simply because of the only OC I ever made when origins came out, was a female qunari mage talvashoth. So it's hard to pass up the thing I have been wanting ever since Origins.
Actually her powers were to be arcane warrior esque powers and using spirits to increase combat strength, Knight Enchanter actually fits that a lot, and unlike the other specialisations, Knight commander actually does not feel like they mashed up previous games spell trees. But the other spells don't really do it for me, don't really want to go elemental route, but there is not much choice besides Spirit tree (Which actually used to be my favourite tree because of walking bomb + telekinetic prison and offcourse animate dead), since it seems that knight commander and spirit tree benefit eachother, Ill probably go that route.
I can understand necromancer a little bit, though. I remain bummed about not being to able to actually resurrect anymore. But I do get that they added those spells to that tree, it does fit the theme.
Riftmage seems to be the most forced imo, which incidently is a good pun to illustrate the fact that it's force mage scrammed together with some random leftover spells. I get what they are going for, in total the conept does sound more interesting then force mage. But the fact that stonefist is in there for example, is a bit odd (I get the explanation, but still ) (I like the spell alot, and am glad it's in atleast someway). Though would rather see an Earth spell tree.
In action the specs probably look cool as hell though
More then everything,I hoped they were gonna have new spell trees with more new abilities. It be very cool to see a fully fleshed out keeper tree akin to awakening for example. But alas, I will not 'rant' any further and just enjoy the game when I finally can get it.
For now I will go knight enchanter and use everything useful for going in as a melee mage, while Dorian provides backup magic.
IS there any word about specializations mattering in story context? If characters realise you are a knight enchanter or necormancer this time around?
And can you have multiple ones again?
Oh and have fun guys! Ill probably have to wait a litte longer :'(