The Witcher 2: Assassins of Kings Enhanced Edition

The Witcher 2: Assassins of Kings Enhanced Edition

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Optimized Witcher 2 Juggernaut Build Guide
By PhilosophusRex
I recently completed a playthrough of Witcher 2 with the goal to optimize my build to create the most tanky Geralt possible. If one was so inclined, this build would be very effective in an Insanity mode playthrough as once it gets going it can typically take several strikes even from endgame bosses before falling. This makes insanity a little bit more forgiving, as I hear from other players that endgame bosses typically will kill in one hit on high difficulties. I have played on Dark Mode and have put a detailed build order as well as videos showcasing the build against the hardest boss fights in the game.
   
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Introduction
This build order is all about maximizing armor. Armor reduces the damage of each enemy strike, so if an enemy hits you for 20 damage but you have 10 armor you take 10 damage. Armor gives you increasing returns for each point you are able to achieve. If we were to continue the example above where we are facing an enemy that hits for 20 damage and we have 100 hit points:

With 0 armor we would die in 5 strikes (20 damage - 0 armor = 20 damage, 100 hp / 20 damage = 5 strikes)
With 5 armor we would die in 7 strikes (20 damage - 5 armor = 15 damage, 100 hp / 15 damage = 7 strikes)
With 10 armor we would die in 10 strikes (20 damage - 10 armor = 10 damage, 100 hp/ 10 damage = 10 strikes)
With 15 armor we would die in 20 strikes (20 damage = 15 armor = 5 damage, 100 hp/ 5 damage = 20 strikes)

As you can see there are significant returns for getting your armor up as high as possible so that will be our first priority. Once that has been pushed as high as possible we can use our endgame levels to push our HP up to further increase survivability. This is best done by the use of a White Raffard's Decoction. With Catalyst 2 this potion will give you a 100% increase to HPs with no penalty, which can effectively make Geralt a complete Juggernaut. I was able to take several hits from the final boss with an armor of 149 and 1688 hit points.

Early Game (Prologue to Chapter 1)
Level 2: Hardiness
Level 3: Hardiness 2
Level 4: Parrying
Level 5: Fortitude
Level 6: Fortitude 2
Level 7: Arrow Redirection
Level 8: Footwork
Level 9: Schemer
Level 10: Tough Guy
Level 11: Hardy
Level 12: Precision
Level 13: Invincible
Level 14: Combat Acumen

For your first 6 level ups you will have no choice but put points into Training. Hardiness gives HP which will help out with our goals of being tanky, then we go into Parrying to unlock both Arrow Redirection and Fortitude as they both have mutagen slots. Do not use your mutagen slots now as the bonus will increase later. Fortitude 2 gives an additional point of Vigor which will help keep Quen up.

Once you hit Level 8 you can start to go into one of the three main skill trees. This build uses Swordsmanship and Alchemy trees as both trees provide many ways to increase armor. Our first priority will be to beeline Combat Acumen to unlock the adrenaline mechanic to give Geralt a special finishing blow attack that can take out multiple enemies at once. We will use the path from footwork to Tough guy as Tough guy helps our main goal of increasing armor. On the way to pick up Invincible, I choose Precision as the 10% to bleeding applies to all weapons and is a flat bonus, while the increase to critical effects is a % increase of existing effects, since this build priorities armor it doesn't have many critical effects even late game so Precision is the best as it gives the most immediate and consistent bonus.

Boss Fights in the Early Game
Middle Game (Chapter 2)
Level 15: Invincible 2
Level 16: Combat Acumen 2
Level 17: Tough Guy 2
Level 18: Synthesis
Level 19: Specialization: Potions
Level 20: Harvester
Level 21: Specialization: Oils
Level 22: Taster
Level 23: Metathesis
Level 24: Condensation
Level 25: Mutant

Once you've unlocked the Adrenaline mechanic take Invincible 2, Combat Acumen 2 and Tough Guy 2 as they all increase your armor rating while also boosting Hit points and attack damage. Once you've gotten all the armor bonuses from the swordsmanship tree it's time to switch the Alchemy Tree and work your way down to Mutant. With both Mutant and Combat Acumen Geralt will trigger both the special finisher attack from swordsmanship as well as the bonus from mutant simultaneously whenever he spends his Adrenaline. On the way to Mutant we want to take the path with Synthesis for the hit points and Taster, so we can upgrade it later for further damage reduction when poisoned.

Endgame (Chapter 3 and Epilogue)
Level 26: Amplification
Level 27: Amplification 2
Level 28: Taster 2
Level 29: Catalysis
Level 30: Catalysis 2
Level 31: Impregnation
Level 32: Impregnation 2
Level 33: Synthesis 2
Level 34: Hardy 2

This is where everything starts to come together and Geralt hits a pretty big power spike. Once you get to the final chapter make sure to craft the best equipment possible. If playing Dark Mode you certainly want the Kingslayer armor but if that's out of reach just make sure to get the highest base armor possible as the talents taken previously all provide a % bonus. Taking Amplification 1 and 2 and Taster 2 will increase both damage and armor when under the effects of potions. Catalysis 2 will increase the effects of all potions while decreasing their adverse effects, making potions like Virga, Tiara and White Raffard's Decoction very effective for this build. Impregnation will increase the effects of all mutagens so once you reach level 32 you can place all your mutagens in the skills you unlocked, prioritizing armor first and then hit points. Finally, any late game points can be used to increase Hit points so Synthesis 2 and Hardy 2 make good candidates for late game level ups as the upgrade White Raffard's Decoction potions will effectively double these increases to Hit points.

7 Comments
b1_ Sep 1, 2023 @ 9:50pm 
It was still a satisfying build, I am just offering a word of warning - it has its downsides, particularly in the game. And your suggested skill progression I think works in the Arena but in the game you can't be delaying Level 2 Hardy or Catalysis.

The Position skill is vital in the Arena because there's no saving. In the game I found I would get complacent then a monster would get me in the back - can't say I wanted to be constantly ensuring my back was facing away from the enemy, that's not why I play tank builds. And Geralt's hard to control anyway. Both Position and Whirl don't improve the stats but they are important for a tank build in this game imho.

There's also no Side Effect skill in this build so you can farm Mutagens. There's also no potion duration extension skill - many times I got caught with no potions activated which neutralized the entire Alchemy skill branch.This is why I say it's theoretical/lacks some practicality.
PhilosophusRex  [author] Aug 30, 2023 @ 2:57pm 
@b1_ Firstly, let me begin by thanking you for taking the time to play through this build. I apologize that it didn't meet your satisfaction, and I appreciate you leaving your feedback.

I personally think a pure tank build works well in Witcher games, perhaps more so than in most other RPGs, because unlike many RPGs, you don't have any party members so each point of defence provides a lot of value.

With regard to your suggestions, you certainly could start with the Swordsmanship tree by choosing Position, and then progress to Whirl and Hardy. I agree that Whirl, in particular, would offer a lot of utility. I personally wasn't drawn to Position, as I didn't find myself getting backstabbed often, and it seemed that the better you played, the less value you gained from Position. The main reason I took the path to Hardy that I did was because of Tough Guy. I wanted every piece of damage resistance possible, as it offered increasing returns.
b1_ Aug 29, 2023 @ 6:55pm 
I used this build all the way to the end in the game proper and I was dying quite often - more than I would have expected, even at the end.

The main problem is that it's a tank build that is perfect for mob killing but doesn't have even one point in Position (stops back-stabs 200% damage) or Whirl (multi-strike and mob knock-back) - like building a car out of titanium, all leather interior, the finest stereo in the world, but not installing wheels. Because both Position and Whirl have linear progression, not exponential like all the other skills, it's worth it to at least go to level 1 in either.

It seems to be more a template you build off of more than a build you use in-game in its vanilla form. It compromises in a lot of areas in order to achieve the stats - too much imho. More theoretical for the Arena than practical for the game proper.
PhilosophusRex  [author] Jan 4, 2022 @ 9:56am 
You know I started to make one similiar, but when I heard that they were making a remaster of Witcher 3 I decided to wait until I could record everything on the remastered version. But if you check my youtube Channel you can find the video "How to beat the Earth Elemental" you can find my build for the first 20 levels or so.
k o k o Jan 4, 2022 @ 2:20am 
By any chance do you also have a build guide like this for Witcher 3?
PhilosophusRex  [author] Jun 18, 2021 @ 6:45pm 
I hope you enjoy. Please let me know if you have any questions.
Zizkovic Jun 18, 2021 @ 12:24pm 
I'm extremely curious about this build, wanna try it out rn
On my first walk through managed to play like boomer always switching difficulties and raging on almost every boss fight :(