RK47
collides like two planets pulled by gravity
Currently playing a more sign based Geralt decked in Light Armor for the 100% Critical Damage.
It's okay, I guess - effective and versatile - the signs when employed correctly can win most fights with no issues.
Let's review on the skill picks they made us choose and judge whether they are worthwhile at all.
General Skills
It's okay, I guess - effective and versatile - the signs when employed correctly can win most fights with no issues.
Let's review on the skill picks they made us choose and judge whether they are worthwhile at all.
General Skills
These tend to be single point investment that pays off quickly for early game. However, a bad pick here could end up as a waste of points since the precious active slots unlock gradually as you level, and it's easy for other specialized group talents to outshine it.
1. Armor Pick: Cat/Griffin/Bear
This is a must-have. Never overlook the passive bonuses this skill will give you. Depending on your armor choice, you should invest no more than one school of style, unless you have the Active slots to spare. With full armor set equipped (4x) you gain the following:
Cat: 100% Critical damage & 20% Fast attack damage
Griffin: 20% Sign intensity & 20% Stamina Regeneration
Bear: 20% Vitality & 20% Heavy attack damage
IMO, the best deal of the three is Cat for pure sword damage increase, the damage bonus is very noticeable when you score a backstab critical with a heavy attack. Later on, you'll find some decent Light Armor that grant increased critical hits as well. The downside? You'll take more damage if you're hit.
2. Sun and Stars
During the day, you regenerate +10 Vitality/sec. During the night you regenerate +1.0 stamina/sec in combat.
This isn't a bad pick at the start when you're broke and had very little food to top off your HP. But once you've raided 5 kitchens, you're all set to ignore this talent. There are way better skills to slot in. But if you did put a point on it, don't feel bad, I fell to the trap as well.
3. Survival Instinct
Immediate increase of 500 Max Vitality
I didn't even give it a second look. At low level this is quite sizable, granting Geralt an almost 25% more Vitality. I'm now level 20 and my max HP is almost eight times of that. Definitely not worth a point.
4. Steady Shots
Crossbows deal 25% more damage
Man, if this is 100% damage - a reluctant maybe. It's not worth it.
5. Rage Management
When stamina is too low, a single Adrenaline point can be used instead to cast it.
I use this skill to supplement my lower stamina regeneration early game. But the problem is generating the adrenaline and maintaining it in the first place. It's very situational and frankly, I used it less and less as my stamina regeneration gets higher and higher. Swordmaster who gains more adrenaline can use this skill as well for emergency Quen or chain Axii > Backstab
6. Adrenaline Burst
Increased Adrenaline generation by 5% and casting signs now generates Adrenaline
I spent a point here to pair it with Rage Management. And found the combo very underwhelming. Overall, not worth it, although high Sign-usage coupled with high Stamina Regeneration can generate noticeable Adrenaline gains.
7. Focus
Adrenaline now increases Sign intensity as well
The potential for 30% Intensity gain at maximum Adrenaline isn't bad, but you will have to generate the adrenaline first. It's not worth it, use Blue mutagen instead. Alternatively, Swordmasters who want more Sign intensity without dipping into Sign Skill pool can invest here, but you still have limited casting opportunity due to shitty Stamina Regeneration rate, unless you picked Rage Management.
8. Metabolism Control
Increase Max Toxicity by 30%
For those who want to mess with decoctions this is your only option without going too deep into Alchemy tree.
Since decoctions take up 80 Toxicity, you will want to increase Max Toxicity to allow potions while the former is active. Otherwise it also gives you option to consume 5 potions in battle which means multiple buffs and spare room for Swallow/Tawny Owl.
1. Armor Pick: Cat/Griffin/Bear
This is a must-have. Never overlook the passive bonuses this skill will give you. Depending on your armor choice, you should invest no more than one school of style, unless you have the Active slots to spare. With full armor set equipped (4x) you gain the following:
Cat: 100% Critical damage & 20% Fast attack damage
Griffin: 20% Sign intensity & 20% Stamina Regeneration
Bear: 20% Vitality & 20% Heavy attack damage
IMO, the best deal of the three is Cat for pure sword damage increase, the damage bonus is very noticeable when you score a backstab critical with a heavy attack. Later on, you'll find some decent Light Armor that grant increased critical hits as well. The downside? You'll take more damage if you're hit.
2. Sun and Stars
During the day, you regenerate +10 Vitality/sec. During the night you regenerate +1.0 stamina/sec in combat.
This isn't a bad pick at the start when you're broke and had very little food to top off your HP. But once you've raided 5 kitchens, you're all set to ignore this talent. There are way better skills to slot in. But if you did put a point on it, don't feel bad, I fell to the trap as well.
3. Survival Instinct
Immediate increase of 500 Max Vitality
I didn't even give it a second look. At low level this is quite sizable, granting Geralt an almost 25% more Vitality. I'm now level 20 and my max HP is almost eight times of that. Definitely not worth a point.
4. Steady Shots
Crossbows deal 25% more damage
Man, if this is 100% damage - a reluctant maybe. It's not worth it.
5. Rage Management
When stamina is too low, a single Adrenaline point can be used instead to cast it.
I use this skill to supplement my lower stamina regeneration early game. But the problem is generating the adrenaline and maintaining it in the first place. It's very situational and frankly, I used it less and less as my stamina regeneration gets higher and higher. Swordmaster who gains more adrenaline can use this skill as well for emergency Quen or chain Axii > Backstab
6. Adrenaline Burst
Increased Adrenaline generation by 5% and casting signs now generates Adrenaline
I spent a point here to pair it with Rage Management. And found the combo very underwhelming. Overall, not worth it, although high Sign-usage coupled with high Stamina Regeneration can generate noticeable Adrenaline gains.
7. Focus
Adrenaline now increases Sign intensity as well
The potential for 30% Intensity gain at maximum Adrenaline isn't bad, but you will have to generate the adrenaline first. It's not worth it, use Blue mutagen instead. Alternatively, Swordmasters who want more Sign intensity without dipping into Sign Skill pool can invest here, but you still have limited casting opportunity due to shitty Stamina Regeneration rate, unless you picked Rage Management.
8. Metabolism Control
Increase Max Toxicity by 30%
For those who want to mess with decoctions this is your only option without going too deep into Alchemy tree.
Since decoctions take up 80 Toxicity, you will want to increase Max Toxicity to allow potions while the former is active. Otherwise it also gives you option to consume 5 potions in battle which means multiple buffs and spare room for Swallow/Tawny Owl.