The Witcher 2: Assassins of Kings Enhanced Edition

The Witcher 2: Assassins of Kings Enhanced Edition

I Am Klaus Mar 3, 2016 @ 11:18am
Do you think it's worth taking two points in Alchemy for enhanced bombs?
Snares are the only thing I ever bother with as far as traps are concerned, so those don't help too much (though I will set them down for tough scripted battles), but I use bombs ALL THE FRIGGIN TIME. They're super cheap to make, the damage is appreciable even without 2 points in Alchemist and absolutely awesome WITH two points, and the wide variety of effects, from stunning to poison to fire, makes them useful for almost every situation.

Even if the damage does start to drop off a bit later, I just can't see any build I play being the same without 2 points in Alchemist. It's such a great skill, especially for how early it comes.

I just never saw the point to throwing daggers. They're expensive to make, do pretty weak damage and they weigh more than bombs, so you can't carry that many.

This is my usual build, BTW.

Training: 6
---
Vigor Regeneration: 1
Dagger Throwing: 1 (I get it just for the option, since Geralt has precious few ways to deal ranged damage anyway)
Parrying: 1
Arrow Redirection: 1
Fortitude: 2

Swordsmanship: 17 (I focus heavily on HP/damage reduction for survival)
---
Position: 2
Riposte: 1
Feet Work: 1
Violence: 1
Whirl: 1
Tough Guy: 2
Hardy: 2
Finesse: 1
Invincible: 2
Combat Acumen: 2
Whirlwind: 2

Magic: None
---

Alchemy: 11
---
Alchemist: 2
Synthesis: 1
Specialization - Potions: 2
Harvester: 1
Catalysis: 2
Specialization - Oils: 1
Taster: 2

Lots of HP/damage reduction, versatile and allows me to use the Rook/Wolf/Swallow/Tawny Owl combination later and get up to 40% damage reduction with the Poisoned benefits, so even on Dark Mode I can wade right in and not get killed instantly if enemies start landing blows. This build works well for me on Dark Mode.

But yeah, I just can't imagine playing without Alchemist 2 anymore. I have nothing but bombs and traps on my slots and all five of them are useful for different situations.

1: Grapeshot
2: Dancing Star
3: Zerrikanian Sun
4: Devil's Puffball
5: Snare

Sometimes I can swap Snare for Stenchbulb if I need to debuff a really tough enemy, for example. Or Red Haze even.

BTW, is it worth playing Dark Mode if I don't intend to use the dark gear (unless I get the mod that removes the grayscaling effect from your vision), or am I better off just sticking to Hard Mode if I don't intend to use the dark armor sets?
Last edited by I Am Klaus; Mar 3, 2016 @ 12:10pm
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I Am Klaus Mar 7, 2016 @ 12:20pm 
Yeah, I started another game on Dark mode, first two points after the Training tree went into Alchemist, and these bombs just slaughter everything. Grapeshots, Zerrikanian Sun's (better than Samum, same effect but more damage and don't require Aether) Devil's Puffball's and Dancing Stars. Nekkers, Endrega's, even Wraiths are no match, especially with careful use of Snares.

I just can't see any practical use for magic. The only spells I ever use are Quen and Yrden, and both of them are more than good enough at Level 1. I only need Quen to eat one hit, and I only need Yrden for the immobilizing effect to get backstabs on tougher enemies, and they both do this just fine at Level 1. Is a pure Magic build really on equal ground with pure Sword or Alchemy builds, or Sword/Alchemy hybrids?
Cryiox May 17, 2016 @ 5:24pm 
Daggers do massive damage actually, especially if you get the throwing dagger skill in Chapter 1.
therussmeister May 18, 2016 @ 12:31pm 
Pure Signs is probably the weakest build, but pretty fun in its own way. Heliotrope is cool, and spamming Aard and Igni can make for good times.
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Date Posted: Mar 3, 2016 @ 11:18am
Posts: 3