Hi there, I've always played as Swordsman in Witcher 2 and recently I tried mage build and it was pretty cool and I had to use different tactics, now I'm thinking of doing an alchemy focused playthrough but don't want to botch it up. I was thinking that I should take Footwork and Position from Swordsman even if I focus on Alchemy build otherwise I'm sure I'll be in a fix.
What should I focus on in the beginning(say Act 1) and what pays off well later?
"Any advice from a veteran?"
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Alchemy Build Advice
25.02.2013 @ 02:31 #2
You're going to run out of herbs for the first time, it comes as a shock, really. I would suggest getting Violence from the Sword tree as you'll still need to use your sword now and again if you're in a pinch. Other than that, once you're 15 points or so into the Alchemy tree, Geralt gets really beefed up, especially if you have the dark armor. Advice: you don't need to craft the swords of the dark outfits to use the rest of the armor.
It pays to invest in lures and traps, especially for use in high enemy density areas like the quarry in vergen. I would usually use lures with the conflagration trap, but they're expensive to make.
It pays to invest in lures and traps, especially for use in high enemy density areas like the quarry in vergen. I would usually use lures with the conflagration trap, but they're expensive to make.
25.02.2013 @ 02:42 #3
Here what I do at least 
The best advice I can give is the approach the tree from the left and storm towards the adrenaline skill. As alchemy tree user you'll by about as good as Prologue Geralt without your potions, so you defiantly need to grab the Bersker skill to be able to use it for as much of the game as possible. This means avoiding skills like Footwork and Position unless you find yourself needing them, at least until late in the game(although footwork is quite useful with Kayran and escaping Rotfied explosions).That said, position and footwork are nice to have with any build.
Before you lift the Blood Curse in Act II, I highlyrecommend 1 point in Riptose. Selkirk cannot dodge and this makes the fight"easier". Its not needed, but is certainly helps. Since you mentioned having played a magic build, you'll undoubtedly know a swordsman Geralt has an easier time here
.
Aard is a great "oh shit!""oh shit!" relief skill, so when those Nekkers, soldiers, what have you charge you, you can put some space between you and them.
Non Alchemy:
1/2 Aard (takelate)
1/2 Foot work(optional)
1/2 Position(optional)
1 Riptose (beforelifting the curse, if at all)
Alchemy:
2 Bombs (Takeearly). The bombs are certainly helpful early on. Great for taking downthose arachas(es).
2 Catalysis (eventhough this non-connecting branch, this is probably the most important alchemyskill. Significantly raises potion bonuses, and nearly eliminatespenalties.
2 Impregnation(An excellent skill that can mold you into a truly deadly witcher with largemutagen bonuses. I would avoid instantkill skills as well as vitality boosting. Not too helpful.
The goal should be sprinting towards the adrenaline skill. Then you may begin giving your skills that "extra" boost. For example, skills that boost blade oil duration may be take to further progress towards Berserker, but should not be given a second point, as one can make many oils.
The best advice I can give is the approach the tree from the left and storm towards the adrenaline skill. As alchemy tree user you'll by about as good as Prologue Geralt without your potions, so you defiantly need to grab the Bersker skill to be able to use it for as much of the game as possible. This means avoiding skills like Footwork and Position unless you find yourself needing them, at least until late in the game(although footwork is quite useful with Kayran and escaping Rotfied explosions).That said, position and footwork are nice to have with any build.
Before you lift the Blood Curse in Act II, I highlyrecommend 1 point in Riptose. Selkirk cannot dodge and this makes the fight"easier". Its not needed, but is certainly helps. Since you mentioned having played a magic build, you'll undoubtedly know a swordsman Geralt has an easier time here
Aard is a great "oh shit!""oh shit!" relief skill, so when those Nekkers, soldiers, what have you charge you, you can put some space between you and them.
Non Alchemy:
1/2 Aard (takelate)
1/2 Foot work(optional)
1/2 Position(optional)
1 Riptose (beforelifting the curse, if at all)
Alchemy:
2 Bombs (Takeearly). The bombs are certainly helpful early on. Great for taking downthose arachas(es).
2 Catalysis (eventhough this non-connecting branch, this is probably the most important alchemyskill. Significantly raises potion bonuses, and nearly eliminatespenalties.
2 Impregnation(An excellent skill that can mold you into a truly deadly witcher with largemutagen bonuses. I would avoid instantkill skills as well as vitality boosting. Not too helpful.
The goal should be sprinting towards the adrenaline skill. Then you may begin giving your skills that "extra" boost. For example, skills that boost blade oil duration may be take to further progress towards Berserker, but should not be given a second point, as one can make many oils.
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25.02.2013 @ 03:15 #5
Quote
I saw this video
Daaaaaammnnnn!

"All gone. Soup only stay." -Mr. Troll
"Remember, remember, the 5th ofNovemeber March" -Glaroug
Tell Google to boil its bottom. Try duckduckgo.com today for your search engine needs. QUACK!
Software is like sex. Its Better when its free. Go TUX!!!





"Remember, remember, the 5th of
Tell Google to boil its bottom. Try duckduckgo.com today for your search engine needs. QUACK!
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25.02.2013 @ 03:37 #6
The Seltkirk fight is definitely the place where an Alchemy build causes the biggest problems, especially on one of the higher difficulties, and I'd agree with Glaroug that, unless you're aiming for a 100% alchemy build, it's worth investing in riposte just before that fight.
Also, I'm pretty sure that trophies are still effective during that fight, so it's worth equipping a damage-increasing trophy to help compensate for the absence of "swordsman" damage. I like the Troll trophy unless you also need the protection of one of the others.
Also, I'm pretty sure that trophies are still effective during that fight, so it's worth equipping a damage-increasing trophy to help compensate for the absence of "swordsman" damage. I like the Troll trophy unless you also need the protection of one of the others.
My Videos: Jaegercat Channel
My Mods: Hoodless Dark Mode Armor --- Hoodless Kayran Armor --- Hoodless Elven Jacket --- Hoodless Blue Stripes
My Mods: Hoodless Dark Mode Armor --- Hoodless Kayran Armor --- Hoodless Elven Jacket --- Hoodless Blue Stripes
26.02.2013 @ 04:20 #8
About the dark items...it is possible to get all of them or do I have to choose one and work on getting that for the rest of the game? because I can see that stuff is expensive so I can only guess I'll need to farm a bit.
26.02.2013 @ 04:40 #9
sidspyker said:
About the dark items...it is possible to get all of them or do I have to choose one and work on getting that for the rest of the game? because I can see that stuff is expensive so I can only guess I'll need to farm a bit. ›››
It's possible to get all of them. You will need to do a fair amount of farming to do it; farming is easier in Acts II and III.
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"]
All desire to shirk,
Shall during off hours exhibit his powers
To Madame Tussaud's wax-work.
[G&S, "A more humane Mikado"]
26.02.2013 @ 04:45 #10
Guy N said:
It's possible to get all of them. You will need to do a fair amount of farming to do it; farming is easier in Acts II and III.
›››
Thanks Guy.
Another question if someone would be kind enough to answer, How is this build. I'm in the prologue at the moment have used 1 talent point in Vigor Regeneration so far. I don't wanna take the wrong ones and end up fraking up my build(been there, done that) so I'd rather have precise instructions
Training (6)
Vigor Regeneration – 2/2 (Mutagen slot)
Parrying – 1/2
Arrow Redirection – 1/2 (though the skill itself isn’t very useful, pick this for an early Mutagen slot)
Fortitude – 2/2
Alchemy (17)
Alchemist – 2/2 (Synthesis works as well, in which case 1 point will suffice)
Side Effect – 1/2 (Specialization: Potion if you took Synthesis, 2 points if that’s the case)
Harvester – 1/2
Catalysis – 2/2
Specialization: Oils – 1/2
Impregnation – 2/2
Taster – 2/2
Metathesis – 2/2 (Mutagen slot)
Condensation – 1/2 (Mutagen slot, a point in Berserker works just as well)
Mutant – 1/2 (Mutagen slot)
Amplification – 2/2 (Mutagen slot)
Swordsmanship (11)
Position – 1/2
Violence – 1/2
Whirl – 1/2
Hardy – 1/2
Finesse – 1/2
Invincible – 2/2 (Mutagen slot)
Combat Acumen – 2/2 (Mutagen slot)
Whirlwind – 2/2 (Mutagen slot)
26.02.2013 @ 11:41 #11
@sidspyker
It looks fine to me. But now to pick the order.
I would defiantly go the sword route first, and grab Combat Acumen as quickly as possible, since this is not a pure alchemy build. You should Be able to get at least to Whirl before Act II. A strong sword helps greatly in act two. Remember, some of the toughest battles (Lifting the Curse at Act Twos End and lengthy cut scenes leading to challenging combat during which your potions run out for instance) cannot be done with potions, so swordsman should be your first priority. Rotfiends and harpies can take hits just as well as they can give them--and they gang up fast. Whirl is a welcome gift. After a quest or two and a healthy batch of slain monsters under your belt, you should have yourself a group finisher with your sword. You'll level fast in act two, so you should be able to comfortably place points into alchemy soon enough.
It looks fine to me. But now to pick the order.
I would defiantly go the sword route first, and grab Combat Acumen as quickly as possible, since this is not a pure alchemy build. You should Be able to get at least to Whirl before Act II. A strong sword helps greatly in act two. Remember, some of the toughest battles (Lifting the Curse at Act Twos End and lengthy cut scenes leading to challenging combat during which your potions run out for instance) cannot be done with potions, so swordsman should be your first priority. Rotfiends and harpies can take hits just as well as they can give them--and they gang up fast. Whirl is a welcome gift. After a quest or two and a healthy batch of slain monsters under your belt, you should have yourself a group finisher with your sword. You'll level fast in act two, so you should be able to comfortably place points into alchemy soon enough.
"All gone. Soup only stay." -Mr. Troll
"Remember, remember, the 5th ofNovemeber March" -Glaroug
Tell Google to boil its bottom. Try duckduckgo.com today for your search engine needs. QUACK!
Software is like sex. Its Better when its free. Go TUX!!!





"Remember, remember, the 5th of
Tell Google to boil its bottom. Try duckduckgo.com today for your search engine needs. QUACK!
Software is like sex. Its Better when its free. Go TUX!!!





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