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TW2: Should I go all Swordsman first, or branch into Magic earlier?


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19.02.2013 @ 21:23 #1

My first three talent points were spent on Position > Violence > Whirl, and now that I've hit level 11, I'm wondering if I should continue down this path until I get Combat Acument (and perhaps Whirlwind), or if I should make a diversion in the Magic tree until I get Enhanced Igni Level 2.

I plan to use swords mainly, but with Igni as a secondary attack, which is why I want Enhance Igni in the first place, but I don't know if I should focus on my swords first, and then magic, or diversify early.

Another way to look at it is this: it takes 5 talent points (from where I am) to get to Whirlwind. It also takes 5 points to get to Igni Level 2. So at level 15 I can either have Whirlwind, and at 20 Igni 2, or I can reverse that and have Igni 2 at 15 and Whirlwind by 20.

Any advice on which might be a better path?

Thanks.
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19.02.2013 @ 21:29 #2

Igni starts to get good in Act 2, it's not that useful before. So plan accordingly, personally I've played the game as swordsman all the time, with some buff in Alchemy and vigour from the magic path and there is nothing I cannot cut, infact it's rather overpowered. So this time I'm going all magic.
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19.02.2013 @ 21:36 #3

In my opinion the most important thing in the swordsmanship tree is level 2 Whirl, after that it would be unlocking the adrenaline finisher and then level 2 combat rolls (for getting around super fast). The 2 nodes that add hp or hp/damage reduction are very nice bonuses on the way to the adrenaline finisher, more so on higher difficulties.

After that really do what you want, but keep in mind that you want to get as many mutatable nodes in each tree, for bonus stats, so after you improve your igni sign to satisfaction go back and finish up the swordsmanship tree. After maxing out all the related +adrenaline nodes in there you get a full bar in only a few strikes so you get to do adrenaline after adrenaline in fights which can be quite fun.
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19.02.2013 @ 21:41 #4

For a specialist swordsman, I still like to have:

* Two points in Fortitude from the Training tree. +1 Vigor is useful in parrying even if you don't throw a lot of signs around.

* Two points in Enhanced Aard from the Magic tree. This can be instant relief from a mob of attackers.

* One or two points in Alchemist from the Alchemy tree. This makes bombs and traps much more powerful.

You have to spend a number of talent points to reach Enhanced Igni. Better to climb the Swordsman tree to the top first; that way, you get to use the Group Finishers for the longest possible time.
The amateur tenor, whose vocal villainies
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19.02.2013 @ 21:46 #5

Igni isn't worth it. Aard for stuns and attack interrupts is much more functional. But definitely get Combat Acumen first, and Whirl 2/2.
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19.02.2013 @ 21:47 #6

Actually, realized I had thrown together a rough guide for something like this build a while back. Here it is.

A Balanced Geralt in The Witcher 2
Training Tree:
You put 6 points here, the order is up to you, although it is advisable to get Fortitude 2/2 ASAP for the crucial Vigor +1.

• Vigor Regen 1/2
• Parrying 1/2
• Fortitude 1/2
• Fortitude 2/2 (for the +1 Vigor – essential!!!)
• Vigor Regen 2/2
• Arrow Redirection 1/2
Other Trees Unlocked!
Now the points are your own to distribute, and the order is largely up to you, and however you are feeling at the time – whether you want a magic boost or your sword feels underpowered, or your want better dodging, whatever. Sword is presented before magic since it's better to get the Combat Takedown faster and then pad out your magic, but feel free to stagger these two parallel progressions as you wish.
Sword Asskickery
The Sword tree has two fundamental methodologies – burn through to the uber powers or build up a steady base of abilities and get the uber stuff in the late game. I favor the fast build because the 3-man takedown is epic every time and quite useful – it works as an insta kill on minor bosses as well.
Sword Tree: Power Build
• Feet Work 1/2: Doubles your roll distance. Feet Work 2/2 = TRIPLE DISTANCE ROLLS.
• Position 1/2: Lessens backstab damage.
• Violence 1/2: Sword damage can't hurt.
• WHIRL 1/2: Most important ability – allows your strikes to hit multiple enemies. Heavy attacks become serious crowd control.
• Hardy 1/2: Vitality +25. Decent.
• Precision 1/2: Bleeding gets a flat 10% addition to the critical chance.
• Invincible 1/2: Buff to Damage Reduction and 50 for your Vitality.
• Combat Acumen 1/2: The Goal. Unlocks Adrenaline Bar for GROUP TAKEDOWNZ!
After reaching the Takedown ability in the Power Build, you can acquire the following abilities at your leisure, in any order you choose – or focus on building towards the Heliotrope on the Magic tree.
• Combat Acumen 2/2: More damage out, less damage in.
• Whirlwind 1/2 & 2/2 if you wish: Generate Adrenaline faster for Takedowns, buff your Resistances and Critical Effects – although not as much as it claims.
• Invincible 2/2: 150 bonus HP!
• Hardy 2/2: 100 Bonus HP! If you have the talent point to spare.


Magic Tree
• Destructive Magic 1/2
• Destructive Magic 2/2. Vigor +1 gets you to Vigor 4, enough to facilitate comfortable use of Quen and situational magic.
• Enhanced Quen Sign 1/2
• Venting 1/2. Your Quen reflects to 2 enemies.
• Magical Vigor 1/2. Your Vigor hits 5.
• Enhanced Igni 1/2: Stepping stone to the better powers.
• Enhanced Yrden 1/2: Likewise.
• Magical Life Force 1/2: 50 bonus health.
• Sense of Magic 1/2: Unlocks the HELIOTROPE power, which creates a time distortion bubble in which you can abuse enemies of all types.
• Optional - Magic intensification: These buff sign intensity, multiplying sign damage by a 100% factor. Also a 5% damage reduction. This can't hurt.
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Maerd 

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19.02.2013 @ 22:50 #7

The ultimate killer doesn't need much... invest into bombs, daggers, riposte and rolling. You don't need anything else. Obtain recipes for grapeshot and for basic daggers (and harpy's claw dagger? later), make hundreds of those and become unstoppable machine gun and grenade launching witcher. :D
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19.02.2013 @ 22:53 #8

Maerd said:

The ultimate killer doesn't need much... invest into bombs, daggers, riposte and rolling. You don't need anything else. Obtain recipe for grapeshot and for basic daggers (and harpy's claw dagger? later), make hundreds of those and become unstoppable machine gun and grenade launching witcher. Posted Image ›››

Posted Image
Stock up on Grapeshot. Throw, evade, throw, rinse, repeat. I've done exact that on my last playthrough. Throw some bombs, then cut them up.
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19.02.2013 @ 23:01 #9

I've done dark mode on each tree maxed out, which meant very little investment in other trees- all three play throughs resulted in a killer Geralt. The only skills I needed for each play through was Quen and Footwork at the very end of the game. There is a quest which lets you work around development issues, I won't say which to not spoil it for you. All in all, any tree or combination results in a killer Geralt if you know how to use him.
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19.02.2013 @ 23:18 #10

Maerd said:

The ultimate killer doesn't need much... invest into bombs, daggers, riposte and rolling. You don't need anything else. Obtain recipes for grapeshot and for basic daggers (and harpy's claw dagger? later), make hundreds of those and become unstoppable machine gun and grenade launching witcher. :D/> ›››


Bleh, I hate relying on bombs and daggers. It's fine as a supplement, but I don't want the outcomes of my fights to be determined by those things. I'm supposed to be a *swords*man for crying out loud!
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  • Baby Fleder

19.02.2013 @ 23:26 #11

Lots of people have their favorite builds, and any request for how to handle a particular build seems to draw their responses, whether or not they're relevant to your request.

Being a pure swordsman's fine. The advantage to climbing to the top of the tree early is that you get more use out of Group Finishers, which deals as many as three instant kills. Going by way of Whirl, which you've done already, is my preferred sequence.

I like having Enhanced Aard for crowd control, even on a more or less pure swordsman. Sometimes it is the only skill outside of the Training and Swordsmanship trees I will take.
The amateur tenor, whose vocal villainies
All desire to shirk,
Shall during off hours exhibit his powers
To Madame Tussaud's wax-work.
[G&S, "A more humane Mikado"]

Maerd 

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19.02.2013 @ 23:29 #12

JohnJSal said:

Bleh, I hate relying on bombs and daggers. It's fine as a supplement, but I don't want the outcomes of my fights to be determined by those things. I'm supposed to be a *swords*man for crying out loud! ›››


Then be a swordsman, of course. But since you asked what works better then there was my answer. Bombs and daggers definitely work better than anything else and you can master it in no time, no need for gaining levels further than level 13 on any difficulty. :)
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19.02.2013 @ 23:38 #13

Magic is useful, you could also focus on getting as many 'stamina' bars as possible, which will let you use it more frequently.
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20.02.2013 @ 00:00 #14

I usually go swordsmanship though I have a tip for you:

Don't fully spec each point in the different talent trees. IE: Don't put 2 points in each talent specialization. Put one in each first. That way you can hit adrenaline talent much faster and branch out a bit into magic if you want. Then, you can start maxing them out. I did that and damn. It was an OP idea. I mean, I'm not shit at the combat, look at my damn arena score, but holding back the spec points and focusing on hitting adrenaline and filling out the tree is fucking awesomesauce.

Just an idea. Worked like a charm for me!
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