Allright. So. I just did a few playthrough, and I can say that these builds work just as good as they did before. Most of the new stuff we get are mere optional stuff you can take, but the builds work fine. The only thing I'd change would be:
Warrior:
1 - Get charging bull and the increased movement upgrade as soon as possible. The guard is still useless, but the movement means quicker moving through the game.
2 - Get the damage upgrade to combat roll. This is a massive dps increase.
3 - Get the Horn of Valor upgrade on the tank, as it gives guard generation for the team. Not huge, but allows the tank to survive longer, and the squishy team members can take one extra hit.
The same thing applied as before. Get the purple Vanguard armor in Hinterlands and equip it at level 8, and your tank is never going to die to anything but pure mage casters.
Can't say the tank changed much. I just got the defensive passives, and the AI did a fine job. For the 2h warrior, I noticed a bit of a gameplay change. Instead of being a glorified CC character until Reaver, I was able to do good burst. Charging Bull into combat roll into Mighty Blow into Pommel Strike into Grappling Hook into Combat Roll was generally enough to take down anything but elite enemies or anything with a barrier on, and it allowed me to lock down 1 target for a long time, or two targets for a decent amount of time.
End-game I aquired an amulet that healed me when somebody died near me, and I had a ring that gave me speed when under half health. Along with reaver specialization, I was able to do monster damage WITHOUT spamming and playing that god awful boring playstyle.
Rogue:
1 - The new Evade is neat. It's pretty good for a dw rogue to quickly go from target to target.
2 - Going for Poison is a valid build as well now. Can't say I like it, but it's there.
3 - The new upgrade to Longshot is a straight forward "GO GET IT!", right after getting Full Draw.
Can't say I noticed a different in playstyle. I still prefer the stealthy approach and killing priority targets. I did end up taking poison, though, as it allowed me to heal up. Especially useful when on trials and health potions are rather useless!
For my Archer I also didn't see much of a difference in playstyle.
Mage:
1 - Frost is a lot more valid. In fact, I drop most of the lightning tree. Frost Mine + Fade Step into Fire Mine(upgraded) into Winters Grasp(upgraded) does some monster damage!
2 - The upgrade to Fade Step also makes casting more spells viable.
What can I say. I specced the support mage a bit different. I go hard into the spirit tree for just about everything, then frost for the CC, then fire for passives and lastly whatever specialization is available. For an offensive mage I went much the same, although the playstyle did change a bit. Instead of being in the background and shotting, I often rush into melee range, place my fire runes and Frost runes, then fade step out. More dangerous, but the clear-time is just about three times as fast as any other!
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I am now going to attempt, and record, a 100% pre-skyhold run using a DW rogue on Nightmare with all trials (FF off. I don't see the joy in that one). Up to and including Killing Ferelden Frostback before I get the Templars or Mages.
To be fair, some of these new changes are neat, but not game breaking (Well, some are. dat combat roll tho!). It allows for new builds; but that does not ruin older builds. What I did notice, coming back after not playing since release, was all the new unique items that both balanced out certain parts, and broke others.
If anybody actually got any good builds with any good concepts around them, or find any faults with the builds I got, I'd love to hear it and do some changes to optimize it.
(I will edit the main post soon, to get the new changes added.)