
See the post below about Armor and Mutagens. Strength Mutagens improve survivability, but they can be Basic, and while Impregnation and a respec can help, it isn't necessary at all. It blends Aard, Igni, and even a little Axii, and it has enough defense bonuses for Geralt to stay in the fight even when out of Vigor. This is my favorite of the builds that don’t rely on a Quen/sword combo. Just be aware that this is a fragile build, and that without a stack of Concentration Mutagens, you'll often need a Vigor refill to finish a fight. With them, Igni damage can equal that of a sword and deliver more, because enemy spell resistance subtracts less than their armor does from sword blows. Instead, you can get by with stacking +Sign damage items. If you do slot them, it's worth getting Impregnation first, and then a respect, since it triples their bonus. Rolling for Concentration Mutagens is no fun - the success rate is low. Magic (13): Destructive Magic 2, Quen 1, Magical Vigor 1, Magical Intensification 2 (improves base damage by a third), Igni 2 (adds range but no damage), Yrden 1, Magical Life Force 1, Sense of Magic 1, Control over the Power 2 Again, you don't suffer from the Fatigue penalty, so cast away. Unlike the Aard Crit Build, you won't be looking to 'finish' with a sword, as most of your enemies will burn to death. Axii at the start of a battle can help, but this remains as close to a glass cannon as a Witcher can get. Ok, ok: this build occasionally demands that you run like a pansy while your Vigor refills. Note that Finesse and Energy Flow won't get you there, and also that your proc rate will be about half that listed in the Character Pane (with Pyromaniac and Winter’s Shroud Abilities, this build procs about one in three casts) - see the post below on Mutagens. You're aiming for 30%+: five improved Greaters, or six improved Basics. It's possible to go this route without mindless rolling, though. The drawback: Critical Effect Mutagens are essential for this build, along with a respec after slotting them with Impregnation. Magic (13): Aard 2, Destructive Magic 2, Quen 1, Magical Vigor 2, Magical Intensification 1, Fatal Attraction 1, Yrden 1, Energy Flow 2, Sense of Magic 1Īlchemy (11): Synthesis 1, Potions 1, Harvester 1, Oils 1, Transmutation 1, Metathesis 1, Condensation 2, Mutant 1, Amplification 2 Training (6): Vigor Regen 2, Parrying, Fortitude 2, Arrow Redir You need Quen only occasionally, and you don't suffer from the Fatigue penalty since you're using your sword as a finisher. You control the fight not by being invulnerable but by being ready. When you don't, you poke again while keeping just enough distance and safety. It enables a quick attack to probe for weakness (a stun, a freeze, a knockdown), and when you get one, you rush in for a kill. If you like 'finishing move' animations, this is for you, as it relies on Critical Effects.įights feel even more like fencing than with a standard Swordsman build. So fun, and so different from in play style from any other build. Out-of-combat, there's an additional delay of 2+ seconds before the first bar returns. Armor of Ysgith combines with Schemer to equal the bonus of Condensation it does not stack with Condensation. Condensation 2 cuts it to 2 seconds per bar, but Schemer can be had earlier in the game. Otherwise, it's 5 seconds per bar in-combat. That assumes 2 pts in Vigor regen through Training. If you cast again in 3 seconds, the timer resets. In either case, you get your pay.īack to Act One: Novigrad secondary quests, or back to The Witcher 3 guide and walkthrough.After 4 seconds without casting, you get a new bar. You can elect to honour your original contract by saying "right" when Ginter asks for backup, or say "wrong" to standby and watch him be killed. You should be clear till the far end of the docks. When he approaches a loading crane, run ahead and beat up the four bandits waiting to ambush him.įollow behind again until Ginter is about to go under a wooden platform beat up another four bandits here. Step in, though, and the nobleman introduces himself as one Ginter, and asks you to keep him safe on his walk.Īgree, apply Hanged Man's Venom, and walk just behind Ginter as he heads east. (Don't worry about it, it's no big deal.) If you ignore (or overlook) this encounter the nobleman is killed and the quest is lost to you forever. Head down to the Novigrad docks and wander about for a bit, and you may come across a nobleman being hassled by three bandits. Manage cookie settings The Witcher 3: A Walk on the Waterfront To see this content please enable targeting cookies. Act as a bodyguard to earn a bit of coin.
