"Rich (can't paste quote from two pages my bad)
First of all, thanks for moderating this very multi-dimensional topic. It's tough to be unbiased like you are doing. J My general view is AW is the best carrying class, or safety valve class in case of a major oh **** moment needing multiple rez’s, or easier intro into perilous class, or some might say tied with duelist for being the most versatile class with strong defense and several ranged + up close abilities.
One suggestion: we all have different experiences in the game (routine/threatening/perilous difficulties, venatori/red templar/demons factions [some enemies are more/less immune to AW attacks], leaderboard stats/non-leaderboard stats, inquisition weapons/ full equipment set, different levels/builds, skill/no skill), so we aren’t doing a clean apples to apples comparison all the time. Could you please help give us a baseline to work from (ie 80/80/80 stats, BIS equipment, nightmare mode)? That way it’s easier to understand where we are all coming from."
Rich I think people have a lot of emotion and passion attached to the AW positive or negative and you can see from the post below why.
Oh how I miss Spellweaver... So many fond memories...
In Awakening I turned Anders into an Spirit Healer / Arcane Warrior / Battle Mage (+ Haste spell) using Spellweaver... He nearly rivaled my dual-wielding Champion / Reaver / Berserker (+Warden Blood attack speed Spell) on damage, plus he literally never took damage... So bloody overpowering, but oh so fun...
I think it should be the cool character it can be if we can just make some minimal modifications. As originally a true warrior/mage wearing heavy armor and wielding a magic channeling longsword, he is like ZITHER, UNIQUE. In DA:I they changed it to Knight-Enchanter with SB and Fade shield, that is fine but I think he can still work for all.
Survivability is really nice for the new players with minimal gear and promotions but the damage output will also be limited. This could really have them be part of a team not watch everything from the fade. They can also begin to learn the different aspects of the game and learn the change of tactics needed in perilous. To me survivability is crucial because when I need to lead the charge, the fact that one or two other players are still alive splits the agro and allow me to take out the enemies and everyone gets more experience and have more fun than watching me try to solo from the fade (really boring). However this should not mean invincibility since many player will not really get the benefit of figuring out the finer points of stayng alive.
As for the better geared and better promoted players I think it goes as other characters, they become stronger period. Now as for more integrated team play such ZITHER spell as "haste" like speed improvement would be a great idea with limited AoE. Otherwise why have a mage in midst of melee battle he has to bring something else to the table, he has less hp than warriors.
it is in this vein I started the thread because as Angelus shared, this was a really favorite build for me in DA:O and hope we can all pitch in with our experiences playing the AW