Combat build- Feline Armor

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Combat build- Feline Armor

Im looking to do a combat build with a mix with signs i have plan to use 3 slots and the mutange as signs the rest combat. Im level 30 at the moment but have 36 points to use. Needing alittle help ive respected and cant get it right. I searched the forums but nothing to help me. Any help would be great.
 
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We have some builds in the thread linked in my sig.

Combat/Signs mix with Feline is a bit tough if you like being unstoppable because, well, you're more fragile.

I ran something like bichos for a level or so past 30.

For signs to be really effective your need either Griffon or Wolf armour. Feline doesn't really have the intensity to punch it up enough, at least on Death March.

If you are trying for this build, dig heavily into the Signs tree and relatively lightly into Combat. FIll most of your slots with Signs. If you don't go that route, the Signs are too weak to hit heavily.

HOWEVER, if you just want the crit effects like combustion, then go heavily into Combat but always run Superior Petri's Philter.
 
I'm happily running a mix of Ursine/Wolven/Assassin armours (Gauntlets are Assassin for the +10% crit). Ursine Swords and Bow, unless I *really* want additional sign strength when I can swap out for Griffon.
I also have the Griffin and Feline sets and will swap out pieces as needed when making a foray into "elemental" territory, or going "monster hunting" to get the highest resistance for the threat I think will be the strongest. Armour value is of minor importance if it is close, and resistance is *much* more significant. Early in the game I ran Griffin or Nilfgaardian or Undvik armours depending on whether I was heading to human or monster infested areas. I wouldn't swap out for an individual minor encounter, but would prior to a contract battle, or when entering/leaving the more infested regions. (E.g. spitfire bluff for humans, prior to taking on Witchunters etc... Crookback bog for monsters etc). Complete "sets" of the Witcher armours are often completely ineffective at resisting one or more attack types, as are most 'ordinary' armour sets (they usually cannot resist elementa or monster attacks). There are a few specialist armour pieces that are *ideal* for tackling venomous or fire using monsters, with 100% resistances ~ I don't actually carry or use these but they could be useful to seek out if these enemy types are troublesome.

I've always liked my fast attack build with alchemy, though I had some signs earlier when there were fewer rune and glyph slots for the *basic* Quen and Axii strength needed to be modestly useful.

My current Alchemy skills equipped are Poisoned blades, Protective coating and Frenzy. Combat skills are Muscle Memory, Precise Blows, Whirl, Crippling Strikes, Fleet Footed, Deadly Precision, Resolve, Undying, Razor Focus.
 
Im looking to do a combat build with a mix with signs i have plan to use 3 slots and the mutange as signs the rest combat. Im level 30 at the moment but have 36 points to use. Needing alittle help ive respected and cant get it right. I searched the forums but nothing to help me. Any help would be great.

Go for the fast build because the one of the last skills has an attack that you can spam and constantly drains stamina. This is important because with the Enkhida Decoction you get healed whenever you spend stamina.
 
By "combat" I suppose you all mean "melee", because every single talent (except the axii hex) in TW3 is combat related.

I went with a sign heavy build and got a few sword talents, coupled with the griffin armor set initially and then the wolven armor set. Griffin gives tons of sign intensity bonuses, while wolven is a little less sign oriented but more balanced. Throw in a few greater blue mutagens though and you're good to go. By the endgame, my Geralt had leveled up most of Aard and Igni, other signs partially, I had 3 greater blue mutagens and 1 greater red, 3-4 slots used in sword talents, 1 in griffin school techniques, and the rest in sign talents. Those slow giants in Skellige died after two or three ignis. And the endgame "bosses" were so easy it was almost like cheating, at least on "blood and broken bones".

The difficulty curve is so weird on TW3 though. Once you get proper equipment Geralt's power grows much, much faster than everyone else's. I had over 12 unspent talent points by the end and no idea what to do with them. Building an overpowered Geralt is simpler than it looks. Don't know in Death March though.
 
i read a while back that cat school tech was bugged and did not give it's bonus. has that been fixed yet?
 
Go for the fast build because the one of the last skills has an attack that you can spam and constantly drains stamina. This is important because with the Enkhida Decoction you get healed whenever you spend stamina.

That got changed in the last patch I think. Luckily I had finished the game by then.

I went full cat and sword build with a little Quen and Igni (which is now nerfed to the point of uselessness). I would really recommend Sun and Stars, Battle Trance and Undying as you are a little squishy with this type of build and Undying helps you survive mistakes.
 
just use try to have a lot of second modes to mix up things and make the combat interesting. There is not point in making a one hit built the game is easy. But mixing rend , with whirld and other alternative sign modes makes it more fun.
 
For signs to be really effective your need either Griffon or Wolf armour. Feline doesn't really have the intensity to punch it up enough, at least on Death March.
I disagree, Sard. I think a Sign-Sword hyrbid works fine as long as you focus on Axxi and Yrden (both of which synergize fairly well with a Swords build.) For anything else though, you're right, you won't have enough Sign intensity to be effective.

---------- Updated at 08:55 PM ----------

@BravotitanThis build is what I used at end-game on Death March (or something like it, anways.) As long as you use sign-intensity potions and a greater blue mutagen you should have enough Sign intensity to be effective with Yrden and Axxi. Yrden is really effective in melee range because it slows down enemies so much. It wreaks havok in combination with Whirl.

Don't listen to Sard. He moderates posts with ponies.

EDIT: The build calculator leaves out the last three skills for some reason, but they were Sustained Glyphs, Delusion, and Puppet. Obvioulsy you're free to experiment with whatever skills you want, but I do reccomend you focus on Yrden, Axxi, and maybe Quen for Signs. For Aard and Igni you won't really have enough Sign Intensity to be effective.
 
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PFFF!


Ponies are wonderfuuuuul!

I tried Signs/Swords and just couldn't get it as effective as I needed it to be. Not as effective as stacking Red Mutagens and using Superior Petri's anyway.

It's that without lots of Intensity, Axii and Aard don't work well enough on the critters. Yrden..is okay, but for the time spend deploying it, may as well just whirl.
 
]I tried Signs/Swords and just couldn't get it as effective as I needed it to be.
Well come on, man! How effective does it NEED to be? We both know this game is easy on DM. Take your min-maxing bullcrap to the BioWare forums. :rolleyes:

Yrden..is okay, but for the time spend deploying it, may as well just whirl.
Not against enemies that stagger ;)
 
Well come on, man! How effective does it NEED to be? We both know this game is easy on DM. Take your min-maxing bullcrap to the BioWare forums. :rolleyes:

Not against enemies that stagger ;)

Oh, SO true. Screw those polearm guys.

If only the anti-stagger potion worked.!

I did love Whirl + 6% Instand Kill chance. THAT worked well on everything.

You know, I found the combat challenging and fulfilling..right up to about level 27. Maybe 26. Then I could screw up badly and still survive.

Until then, even things 10 levels lower than me could have me if I was sloppy. Which I adored.
 
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