Restarting on Hard Mode, lots of questions.
SORRY, HARD MODE. I'm restarting on Hard mode.
So I actually completely blew my Nekker/Endrega quests by destroying the queens and nests before even picking up the contracts, and since they don't respawn...yeah, screwed out of some good exp for that. So I'm restarting the game on Hard Mode, I feel like I can handle the combat with patience, care, and preparation, and it might prepare me for Insane Mode.
So I have a laundry list of questions to help fine-tune my character and get a better understanding of mechanics.
1. Is the Dagger Throwing skill worth picking up? It seems like a pretty lame choice between the only three talents available to you for your first talent point (+10 Vitality or +10% Vigor regen out of combat, both of them suck), but Dagger Throwing seems to be questionable too. I was doing just fine with bombs (Samum, Dancing Star and Grapeshot) and I couldn't even find a diagram for silver daggers in Flotsam (can you even GET one in Chapter 1?). It seems like it's a waste of a talent and a waste of inventory space and orens when bombs seem to do the job just fine, and I could lighten my inventory and fatten my wallet by either selling daggers or the materials to make them, timber and iron ore. Are daggers going to be more useful later in the game, are they worth considering in Dark/Insane mode?
2. What is the level cap for each chapter? At what point do the monsters in that chapter stop giving experience? Since I'm playing on Hard Mode I intend to do a lot of grinding for money, mutagens, and alchemy ingredients to make bombs and potions later, and while doing this I'd like to cap my level on monsters before doing any of the quests.
3. Is Combat Acumen a good skill? I'm highly skeptical of a group finisher type of adrenaline skill considering that it's highly situational and won't work most of the time without meeting very specific conditions to flag it. Mutant's Berserk ability sounds much more appealing with its raw 30% damage increase during Adrenaline mode, and I intend to be a very heavy potion user regardless.
That being said, I still intend to do some investing in the Swordsmanship tree for the damage reducing skills, which is why I'm asking. Is a full Swordsmanship build going to be better for me, or am I better off with an Alchemy build with a heavy focus on Potions and being "poisoned" and going nuts on the Mutagens (re-speccing later to save 2 points on Impregnation)? And are Madness Mutagens still worth it now that they boost Sign damage instead of Sword damage, even though I don't intend to use Signs that much (Quen for combat, MAYBE Yrden when I need to freeze something)?
4. Is upgrading Quen worth my talent points? All I really need it to do is be able to absorb a single blow, will it still be able to do that later in the game without upgrades? If I do upgrade it and Magic Intensification to max out its duration, will it be enough to absorb MORE than a single blow later? Or am I better off leaving it at base?
The potions I intend to use most:
Swallow
Gadwall
Virga
Rook
Golden Oriole
Wolf
Possibly White Rafford's and Thunderbolt for bosses as well, but for general encounters: Swallow/Rook/Golden Oriole/Wolf
Here's an idea of the build I want to go for. It's a dual-tree build focused on Alchemy primarily, and Swordsmanship secondarily, for Dark and later for Insane.
Training
---
Dagger Throwing 1
Parrying 2
Fortitude 2
Arrow Redirection 1
Swordsmanship
---
Position 2
Feet Work 1
Riposte 1
Violence 1
Whirl 1
Hardy 1
Tough Guy 2 (my last 2 points will go here after re-spec)
Finesse 1
Invincible 2
Alchemy
---
Synthesis 1
Specialization: Potions 2
Harvester 1
Catalysis 2
Specialization: Oils 1
Taster 2
Impregnation 2 (re-spec later to take out of this skill)
Metathesis 2
Condensation 1
Berserker 1
Mutant 1
Amplification 2
Focuses on the potions and getting the damage and defense bonuses while "intoxicated" and Berserk mode, while the Swordsmanship talents focus mostly on survival and damage reduction, with Whirl and Finesse thrown in for utility in combat. Grants me 7 Mutagen slots, which I will commit before re-speccing and dumping Impregnation for Tough Guy.
Thoughts on this skill build? Any answers to my questions or advice? Thank you in advance.
Edit: Oh, and regarding the Indecent Proposal quest, do you have to do that one the same day you get it, or can I spend a few game days farming and getting my Dark Set and capping my level off monsters before I do this quest?
SORRY, HARD MODE. I'm restarting on Hard mode.
So I actually completely blew my Nekker/Endrega quests by destroying the queens and nests before even picking up the contracts, and since they don't respawn...yeah, screwed out of some good exp for that. So I'm restarting the game on Hard Mode, I feel like I can handle the combat with patience, care, and preparation, and it might prepare me for Insane Mode.
So I have a laundry list of questions to help fine-tune my character and get a better understanding of mechanics.
1. Is the Dagger Throwing skill worth picking up? It seems like a pretty lame choice between the only three talents available to you for your first talent point (+10 Vitality or +10% Vigor regen out of combat, both of them suck), but Dagger Throwing seems to be questionable too. I was doing just fine with bombs (Samum, Dancing Star and Grapeshot) and I couldn't even find a diagram for silver daggers in Flotsam (can you even GET one in Chapter 1?). It seems like it's a waste of a talent and a waste of inventory space and orens when bombs seem to do the job just fine, and I could lighten my inventory and fatten my wallet by either selling daggers or the materials to make them, timber and iron ore. Are daggers going to be more useful later in the game, are they worth considering in Dark/Insane mode?
2. What is the level cap for each chapter? At what point do the monsters in that chapter stop giving experience? Since I'm playing on Hard Mode I intend to do a lot of grinding for money, mutagens, and alchemy ingredients to make bombs and potions later, and while doing this I'd like to cap my level on monsters before doing any of the quests.
3. Is Combat Acumen a good skill? I'm highly skeptical of a group finisher type of adrenaline skill considering that it's highly situational and won't work most of the time without meeting very specific conditions to flag it. Mutant's Berserk ability sounds much more appealing with its raw 30% damage increase during Adrenaline mode, and I intend to be a very heavy potion user regardless.
That being said, I still intend to do some investing in the Swordsmanship tree for the damage reducing skills, which is why I'm asking. Is a full Swordsmanship build going to be better for me, or am I better off with an Alchemy build with a heavy focus on Potions and being "poisoned" and going nuts on the Mutagens (re-speccing later to save 2 points on Impregnation)? And are Madness Mutagens still worth it now that they boost Sign damage instead of Sword damage, even though I don't intend to use Signs that much (Quen for combat, MAYBE Yrden when I need to freeze something)?
4. Is upgrading Quen worth my talent points? All I really need it to do is be able to absorb a single blow, will it still be able to do that later in the game without upgrades? If I do upgrade it and Magic Intensification to max out its duration, will it be enough to absorb MORE than a single blow later? Or am I better off leaving it at base?
The potions I intend to use most:
Swallow
Gadwall
Virga
Rook
Golden Oriole
Wolf
Possibly White Rafford's and Thunderbolt for bosses as well, but for general encounters: Swallow/Rook/Golden Oriole/Wolf
Here's an idea of the build I want to go for. It's a dual-tree build focused on Alchemy primarily, and Swordsmanship secondarily, for Dark and later for Insane.
Training
---
Dagger Throwing 1
Parrying 2
Fortitude 2
Arrow Redirection 1
Swordsmanship
---
Position 2
Feet Work 1
Riposte 1
Violence 1
Whirl 1
Hardy 1
Tough Guy 2 (my last 2 points will go here after re-spec)
Finesse 1
Invincible 2
Alchemy
---
Synthesis 1
Specialization: Potions 2
Harvester 1
Catalysis 2
Specialization: Oils 1
Taster 2
Impregnation 2 (re-spec later to take out of this skill)
Metathesis 2
Condensation 1
Berserker 1
Mutant 1
Amplification 2
Focuses on the potions and getting the damage and defense bonuses while "intoxicated" and Berserk mode, while the Swordsmanship talents focus mostly on survival and damage reduction, with Whirl and Finesse thrown in for utility in combat. Grants me 7 Mutagen slots, which I will commit before re-speccing and dumping Impregnation for Tough Guy.
Thoughts on this skill build? Any answers to my questions or advice? Thank you in advance.
Edit: Oh, and regarding the Indecent Proposal quest, do you have to do that one the same day you get it, or can I spend a few game days farming and getting my Dark Set and capping my level off monsters before I do this quest?
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