Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It is best used as a backup for when a melee fighter takes an unexpected hit. Sure, it can be boosted, but any mob that can hit it and worry the player, can break it in one hit anyway.
Meanwhile, the caster cannot regen Vigor while using it, so either raise the shields or fire photon torpedos, but both is rather problematic in a sustained fight.
It is pretty fun to play around with though. Get the Summer's Crown, boost intensity, number of enemies affected, sign damage and all that, then watch the fire blossom on screen.
Act 1 abounds with Nekkers and Endraga, which sets the scene for a rarity, where most enemies are vulnverable to bleeding. It is much easier to set up a sword wielder to cause the effect, after all, where is the sign that causes bleed?
Did you happen to notice if Yrden with Glyph Enhancement 2 generates Adrenalin?
I forgot to check the behavior of how spells generate Adrenaline, such as: Per cast of spells, effects over time, damage based (initial vs. over time), AoE on main target only or all targets.
Even with an imported Moon Sword, 3 Moon Runes, Petri's Philter, Mage's Trousers, and Blasphemer's bonuses, it only provides a 33 total sign modifier; 1-shots on small Nekkers are possible, but everything else requires at least 2 of his 3 Vigor.
Damage is roughly 36-39 with Igni, but his backstabs are still around 70. The value of Footwork and perpetual tumbling is easily noticed. Additonally, Position to off-set the higher enemy damage on Dark and Whirl to cause multiple interuptions versus crowds is sorely missesd. Will an AoE Igni at level 12-13 be more valuable than Position and Whirl first?
[***Edit/Retraction: The 36-39 Igni damage is without Petri's. I keep forgetting that it is about 45-49 with the potion. ***]
The best use of offensive signs, seems to be Igni, which can cause interuptions without the kill-cutscene hassles of Aard; meanwhile, Yrden is far superior to Aard in W2 as CC, since Aard was nerfed.
I suppose Act 1 usage of Quen and Axii should be mentioned: Quen is and always will be used to block 1 attack per casting, but it is much more valuable with Summer's Crown and some Critical Fire bonus; it can be a life saver in the right situation, but I rarely use it. Axii can of course be used for distractions, but it is rarely required and usually more for fun (except possibly vs. Wraiths at such a low character level).
Finally, the caster really needs an AoE. Dragon's Dream worked well with Igni, but I save it for giant crowds when it is a dire situation, because Scleroderm are needed for so many recipes. Keep in mind it only causes the trap damage twice, without including Igni.
Yrden for the win: When I was stunning and melting 2-3 gargoyles at a time, I couldn't believe it.
It cracks me up; I looked online for tips on builds, saw comments like: Selections don't matter, do what you want; Aard and Igni are all you neeed to use; Quen is the only sign you need [and implied that it could absorb many attacks]. It is like the people giving advice were pasting in their comments from Witcher 1.
With roughly a 25 sign rating, Igni is great for 2-shot kills of humans/elves. This means no more manuevering for a backstab and putting up with their seemingly perpetual blocks/parrys.
With ~25 sign rating, Igni is functional enough to rely on ranged combat, although it is slow; this can be used when Geralt is low on health, or an opportunity to gain XP might be lost otherwise.
Igni, especially if Petri's is consumed, can deal lethal damage to enemy leaders at high speed.
Igni is fantastic for interupting front facing enemies, especially if charging. Disclaimer: Even a melee build could perform this move, but it would lack the damage potential.
[Edit: Cat causes -10% melee damage, signs are supposedly un-affected; however, Cat is only necessary within one cavern during Act 2. Also, the melee build has Flare as a poor alternative]
Vigor Regeneration 2, Schemer 2, Lapwing Potion, and Kayran Carapice Reinforcements x3, will only raise the VRDC to 0.34 (only 0.23 without the potion).
Even if the player includes Condensation 2 (which is unlikely in most builds and impossible during early game), the 55% bonus would only raise the VRDC to what? Something like 0.45?
Alternative Armor: Light Leather Armor (~5% increase), but it has no slots available for Kayran Carapice Reinforcements.
Another alternative is Tawny Owl for 20% bonus, but Petri's for damage seems like a better choice.
Finally, there is also the Places of Power, but I'm not even sure how it affects Geralt. I have activated the POPs, but not noticed his stats change on the character sheet.
In practical tests, using the VRDC of 0.45, Geralt can deplete 3 bars of Vigor and replenish them roughly 1 second faster than a character using none or a minimal investment. Therefore, I prefer just to use diamond quality armor reinforcements until Magic Wraps are available in the end game.
Edit: Be warned that unlocking Impregnation for Mutagen Slots is valuable early in Act 2. Unlock Impregnation prior to Ehnhanced Yrden, Energy Flow, etc., and begin filling Mutagen Slots.
At approximately level 17, the early caster finally begins to function well. The player can choose to become a fire-ball Ingi king, by stacking 2 points on Destructive Magic, Magic Intensification, Magical Vigor (1), Enhanced Igni Sign; note that 1 pre-requisite point is needed in Enhanced Quen. Later the build can be fleshed out easily due to the satisfactory performance of AoE Igni.
Alternatively, spending the 8 points to reach Control Over the Power would provide many benefits, but it makes the game much more difficult than being the king of Igni. However, it still may be desirable if building a Mutagen-Generalist (Sign+Sword).
Either way, the early caster has reached a critical threshold and can be considered a viable build from this point forward. Keep in mind, it will still suffer from limitations compared to say... a Power Mutagen Generalist (Sign+Sword) that relies on massive melee backstabs along with economical incapacitation via Yrden.
The king of Ingi has satisfactory damage output, with the ability to 1-shot early game enemies, such as Endraga; however, other variants will still take 2 shots, while queens require ~5.
This becomes a very safe build to play: The ranged AoE with 5 or 6 Vigor is more than enough for most battles. Just remember to buy time and recharge Vigor by using Yrden, Axii, fleeing, etc.
By avoiding the use of Quen, Vigor recharging is managable due to the 5 or 6 bar buffer. If Quen is necessary, it will still leave quite a few fireballs possible.
The AoE radius is large enough to clear small confined spaces, which the developers like to use as traps against the player.
Not only are near misses good enough, but the range to garget increases to include the radius.
The Moon Sword with 3 Moon Runes can be kept for quite a while as a wand. Additionally, only one sword is needed, since humans can be wiped out with Igni. 17 sign bonus on this weapon is very nice (3 Moon Runes).
I was pleasantly surprised by the Igni King versus Letho and hardened enemies (Endraga Queen, etc.).
Kayran: I use a sword to conserve Vigor for Quen and Yrden with various melee and sign builds.
Letho: Yrden and Backstab for melee; spam Igni, kite/recharge, Igni... until Letho goes down.
Queen Endraga: ~15 Snares stacked, multiple Igni, or Yrden with backstabs.
Greater Rotfiend: Same as Endraga, except dodging away at the climax.
Aracha: Use ally as bait, same as Queen Endraga (except snares).
Humanoids: Igni King rules when attacking the barge (Ioverth's path).
I higly recommend importing the Moon Sword from W1, especially if you like casting signs. Combined with 3 Moon Runes, it provides *17* bonus sign rating. Without it, I HATE early level casters.
There won't be a good "wand" in lieu of the Moon Sword until you craft a Robust Witcher's Meteorite Silver Sword in Act 2 and it only has two slots, so it can only achieve 15 rating. Other than that, a caster is waiting until Act 3.
Even in Act 3, the Zerrikanterment Silver & the Subperb Blue Meteorite Silver Swords max out with Moon Runes for a 18 & 22 rating (respectively). So as you can see, the Witcher 1 Moon Sword can be quite valuable depending upon the character build. I even have my melee guys carry it as an alternate weapon.
There is the Operator's Staff in Act 3, but it will only help Incineration (for the most part) and it allows no Runes. Additionally, this item is mutually exclusive with the Impregnation exploit.
[Edit: I forgot to mention swords for melee builds, but it really doesn't matter; they are so numerous, just select ones that have synergy with the build, loadout, and tactics]
Casters should try to spend every point possible to improve DPS prior to leaving chapter 1. Melee players have no such concerns.
[Edit: Remember to plan ahead of saving points for Impregnation generalist builds]
Skill selections for melee centric builds don't matter much, but they are imperative for casters; choices can make gameplay seem impossible to incredibly easy, even on Dark.
As stated previously, a generalist with only 1 point in each slot of the sign tree will not be an effective caster and they will face more challenging progression; the minimal Sword investments will typically win the day.
Igni King is easy enough, provided: Impregnation is unlocked ASAP while also opening the 5 Mutagen Slots within Sign and Training trees. The 3 Mutagen Slots within Sword can wait till later and will not be achievable until the end of chapter 2, or start of chapter 3. Conversely, the generalist could always gain the Sword's Mutagen Slots first, which would be more valuable than Control Over the Power, even if they primarily cast Igni.
The key is to implement those Madness Mutagens! As therussmiester pointed out, Adrenaline builds extremely slow for a caster. In fact, my casters are typically generalists who rely on the sword to generate Adrenaline. Therefore, the 15 points for sign based damage (Mutagens) is highly prized over unlocking Control Over the Power. Eventually, the full 21 Mutagen points will be available, or more if building an Alchemy-Sign Generalist.
Edit:
Roche's path saw level 34 upon start of Act 3, Ioverth's was 34 before crossing mist in Act 2. Both were subjected to extreme farming for Madness Mutagens. Therefore, a caster will be fully powered up during middle of Act 2 by helping the elves, which is very helpful for caster's DPS.