75% extra melee damage and sign intensity. For each point of toxicity you have, you will gain. By far the best mutation in the game for an Alchemy build. Once you are finished with Alchemy, your tree should look like this: It will increase the length of decoctions by 50%, so you don't have to reapply then as often. I like to use Cluster Bombs because this build uses Superior Northern Wind for crowd control and having my bombs affect a much larger area is awesome. So when fighting mobs you can have a 100% critical chance in two kills with no armor bonuses. ![]() ![]() As long as your toxicity is above 0, every time you kill an enemy you will increase critical chance by 50%. Row 4: On the last row, make sure to take Killing Spree. This means that once this build is done, you should have attack up by 60% on two bars and 45% on another, with an increase of 675 health on your last bar. This will increase the effect of your mutagens by 50%. Row 3: On the next row down, take Synergy. This skill will not work if you have Heightened Tolerance because, that raises toxicity save limit to 100% and you cannot get higher, so Endure Pain doesn't kick in. This will increase your health by 50% of your max heath if your toxicity is over the safe limit (75%). This means with 4 decoctions we will gain 4000 extra health. For each decoction you take, you will increase your health by 1000. This makes all potions heal you for 25% health, but again you won't use this. This skill is also imperative to make Euphoria reach it's max potential. Using this, the Manticore Armor, and Metabolic Control, you can have a toxicity over 300 and run 4 decoctions at once and a potion. This will increase your max toxicity based on the number of alchemy formula you have. This will make it so you don't take damage by having too high a toxicity, however you actually won't use this and I will explain why later, you just need the points in the tree to move down another row. This is what your tree should look like once you are done with combat: I can't tell you how many times this has taken effect just in time when I was taking on an enemy that was way to high a level for me. This will grant a 2% change to instantly kill an enemy per adrenaline point (max of 6%). This will cause heavy attacks to reduce enemies armor by 25% which will ultimately increase your damage. This will increase adrenaline point gain by 25% on sword blows and automatically start you with 1 adrenaline point at the start of battle. It also has a 50% chance to critical and will deal more damage if you have adrenaline points available. It allows you to preform an alternate heavy attack that winds up and deals devastating damage. Trolls and those obnoxious humanoids that use shields). This is perfect for enemies that like to fight defensively (i.e. It consumes stamina, but if you have adrenaline points, they will be consumed in order to prolong Whirl's effect. It allows you to preform an alternate fast attack and absolutely wrecks groups of enemies. This is the bread and butter of this build. The critical chance isn't so useful to us later, but stacking critical damage is perfect for this build. Row 2: Next, max out both Precise Blows and Heavy Blows, these will increase critical chance by 10% and critical damage by 75% for light and heavy attacks respectively. This will ensure that you don't lose adrenaline points when you get hit. However, we want to get further down the tree, so max it out for now. You wont be using this later in the game because 25% isn't all that much of an increase compared to what you will get later, and we want to free some slots up later. ![]() Row 1: Start off by maxing out Muscle Memory. At the end of the build guide I will include an image of a viable version for regular new game. For more information check out the Magic Trap skill.This build is meant to be played in New Game Plus, otherwise there is no way you will be able to unlock all ability slots on regular new game. This skill also affects the alternate Yrden Sign skill Magic Trap, it does not increase the number of alternate traps you can put down, instead it increases the number of times the trap activates. This skill increases the duration of the skill and lets you put down an additional trap. This skill is mainly used if you use the Yrden Sign traps a lot. Sustained Glyphs is sometimes worth investing points into Is Sustained Glyphs Worth It? Skill Ranking Sustained Glyphs General Information Sustained Glyphs Basic Information
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