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A few beginner questions, modest spoilers, and a potential "build"..

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Scottg
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A few beginner questions, modest spoilers, and a potential "build"..

Post by Scottg »

A few questions and a possible build progression.

1. Signs/spells -

As I go through the spell/sign listings, I'm wondering which (if any) of the additional "spells" under each sign category are NOT related to the spell/sign itself. It appears that *3*, (each in different signs), of the 3rd tier "spell" that is effectively "automatic" and relates NOT to the sign/spell, but rather to certain types of combat:

Aard: Blasting Fist: Strong Silver; (..bladed or fist technique?) :confused:
Igni: Burning Blade: Group Silver
Axii: Faze: Fast Silver

Is this correct?

Additionally (and conversely), are all the other "spells" for each sign "add-on's" to that sign when it is cast/(right click)?

Finally, when something states "sign intensity" (under a particular sign), that is ONLY an increase for that sign correct? (..also, under the Quen sign there is the "spell": "Added Intensity" that has different descriptions from the manual vs. the game; I'm assuming it's the game's description and it only adds 25% to the strength of the Quen sign/spell?) :confused:

2. (minor spoiler). In the walkthrough here:

The Witcher @ GameBanshee

..it mentions that Vesemir gives you a red meteorite if you go through all of his dialogue (during the gifting of the studded leather and steel sword). I've done this several times and haven't once gotten it. Note: I'd chosen the mage-kill route and had killed all the remaining bandits up stairs (and found the first 2 ingredients for the potion). What do I need to specifically do to get the meteorite?

3. I seem to be getting torches that can be seen through walls - anyway to fix this? (..note that I do have the latest patch.)

4. Possible Beginner level Bronze point expenditure:

1...
2. Strength I, Strength II, Regeneration.
3. Intelligence I, Intelligence II, Herbalism.
4. Stamina I, Stamina II, Endurance Regeneration.
5. Oil Preperation, Absorption, Poison Resistance.
6. Dexterity I, Dexterity II, Repel.
7. Position, Deflect Arrows, Aard II.
8. (Aard spell add-on's): Stun, Disarm, Gust.
9. Strong Steel I, Fast Steel I, Group Steel I. (I see that this is already provided.)
10. Strong Steel II, Fast Steel II, Group Steel II.
11. Hail of Blows I, Crushing Blow I, Half Spin I.
12. Hail of Blows II, Crushing Blow II, Half Spin II.
13. ..are we into chapter II yet?

The reason I held back on the "steels" is that the character already seems to be pretty powerful. I'm also guessing the "Herbalism" and fairly soon after "Oil prep.", are better as early as possible. Poison Resistance, Repel, Position, and Deflect Arrows - all seem like nice (though for some perhaps infrequent) additions to defense early in the game. The Aard seems to be the most used sign, and that's "buffed" pretty early with Aard II, Stun, Disarm, and Gust and Absorption (nominally), but not before pumping Stamina. Anything wrong here?
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Post by swcarter »

Scottg wrote:it mentions that Vesemir gives you a red meteorite if you go through all of his dialogue (during the gifting of the studded leather and steel sword). I've done this several times and haven't once gotten it. Note: I'd chosen the mage-kill route and had killed all the remaining bandits up stairs (and found the first 2 ingredients for the potion). What do I need to specifically do to get the meteorite?
Apparently you only get the meteorite if you fought the frightener.

SWC
Sir Edmund: "Should you obey the lord who asks you to put a village of innocents to the torch? Is that chivalrous? Is it noble?"
Me: "It's a great way to get promoted, I know that much."
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Scottg
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Post by Scottg »

swcarter wrote:Apparently you only get the meteorite if you fought the frightener.

SWC
Ah, thanks for that! ..and in return:

SPOILER






You get a "Grindstone" from the mage, which is a better deal. :cool:
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Scottg
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Post by Scottg »

Doh! -grindstone's not a permanent effect. :(

So far the "build" seems to be working well.

I haven't yet gotten to the point to answer my own questions on the signs, and I still have the "light" problem.
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Post by Claudius »

Your build-up sounds good but you will want Igni sooner. Also don't take endurance regeneration BEFORE building up signs. I would prioritize signs ahead of 'repel' but maybe thats just me. Signs are insanely powerful in the game.
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Post by Scottg »

Claudius wrote:Your build-up sounds good but you will want Igni sooner. Also don't take endurance regeneration BEFORE building up signs. I would prioritize signs ahead of 'repel' but maybe thats just me. Signs are insanely powerful in the game.

With the exception of Aard generally, the sign I'm interested in for this go through is Yrden. (Trap-setting "hunter" theme.) So I'll not use Igni for much of anything this time (..though when I play it through on "hard" I'll probably develop Igni the most).

I'm am noticing however that the casting does get interrupted a LOT in close-quarters. :( I couldn't get a single casting out in the salamander hide-out.

I went for regeneration early so that I could cast the base Aard more than once in battle at early levels. It's not something I regret, BUT I was hoping that "endurance" was more than just a "mana" attribute (..alas, it appears not).

I think you are right about "repel". I don't see too many "parry's" by my character yet. Several "dodges", but then you can't get "agility" until higher levels.

BTW, I *think* I'm about level 11 for chap. 2 start - so there is another question answered.

Other than the "lights" problem I've noted, the only other serious problem so far seems to be the character's movement while running - makes me want Dramamine. :eek:
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Post by Claudius »

Your thread made me want to make a run through the enhanced edition (and actually complete the game this time)..

So far I've taken

1: Intelligence 1, Strength 1, Aard 2 (Makes easy work of the first bandits/hounds)
2: Strength 2, Intelligence 2, Intelligence - Herbalism
3: Stamina 1, Stamina 2, Dexterity 1
4: Dexterity 2, Group Steel 2, Strength - Regeneration
Frightener's Vision (1 Bronze Talent): Aard - Stun (in case I run into ghoul..but tonight I hunt green dog)
5: Intelligence - Oil Prep, Stamina - Endurance Regeneration, Aard - Gust of Wind
6: Strong Steel 2, Fast Steel 2, Stamina - Poison Resistance
7: Igni 2, Igni - Harms Way II, Igni - Incineration
8: Stamina - Absorption, Strength - Position, Dexterity - Repel
9: Strong Silver 2, Fast Silver 2, Group Silver 2 (Getting Ready for Chapter 2)
Hellhound Potion (1 Silver Talent): Strength 3
10: Aard - Student, Aard - Apprentice, Group Steel - Precise Hit II
11: Igni - Student, Igni - Apprentice, Group Silver - Critical Hit II
12: Strong Silver - Mortal Wound II (25% damage), Dexterity - Deflect Arrows, Aard - Disarm
13: Fast Silver - Hail of Blows II, Fast Silver - Flash Cuts II, Strong Steel - Crushing Blow II
14: Strong Silver - Patinado I, Group Silver - Tempest II, Group Steel - Half Spin II
15: Quen 2, Yrden 2, Quen - Barrier II, Dexterity 3
16: Yrden - Pain Sign, Yrden - Prowess, Quen - Barier I, Intelligence 3
17: Yrden - Inscriptions, Quen - student, Quen - apprentice, Endurance 3
Golem's Pith Potion: Intelligence - Rising Moon Mutation
18: Strong Steel - Cut at the Jugular I, Group Steel - Precise Hit I, Group Silver - Critical Strike I, Strength 4
19: Strong Steel - Cut at the Jugular II, Group Steel - Trip II, Strong Silver- Patinado II, Dexterity 4


I'll update this post later with my build progression so that we can compare notes.. I plan on loading up on signs aside from axii as I find some of the attribute side benefits like repel are pretty minor compared to the bonus that Strength and Dexterity provide..

Oh endurance helps some of your resistances too as do strength and dexterity. But yeah its more a magical stat...the stamina of your mind.
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Post by Scottg »

Cool! :cool:

I'll continue with my updates here as well..

As we progress - might be able to compare notes and come up with something more definitive on a character build. In this respect try and do some casting at the hide-out (or any point where the game pitches you out into a group fight), and see if you have similar prob.s please.
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Post by flix »

Endurance is also consumed while performing level 4 sword-fighting special moves and when blocking in fistfights. So it's not solely a magical component, and is an important stat for both a sign-user and a sword-fighter.
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Post by Claudius »

Try Group style when mobbed. A blizzard potion if your still having problems. Make some fear bombs (later) as a panic button (or Quen maybe?).
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Post by flix »

Problem with Quen is you can't do anything offensive while it's cast. You can run around, drink potions safely, that's about it.

If you're getting interrupted trying to use the Yrden sign, you can use the Aard to stun your foes, giving you time to set the trap. Axii may also be used to cause fear in the enemies - again, less chance of being interrupted. The blizzard potion was also a good suggestion.
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Post by Claudius »

I tried out just using group style in the salamandra hide-out. I made it but was badly wounded. I think if I didn't have the meteorite sword or if I had missed a combo I would have died.

Maybe later I will find that spot and try signs but I don't think its a good idea. I didn't have Igni boosted enough to do more damage with Igni than my sword..I think if I could have run away from them and kited them with incinerate that is what I would do. Aard might be effective but I recommend cutting down the weakest 2 guards first with group then aarding the boss. Probably effective.

On intermediate with a meteorite sword I think you are ok but next time I would use a grindstone. On hard I would use the blizzard potion or make another for that encounter if I already had used it up.
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Post by Claudius »

So far in chapter 2 the biggest challenges is when you agro too many monsters in the swamp. Especially a mixture of drowned type monsters along with Bloodzuigars and maybe an archespore sniping you. The problem if you use group then is the Bloodzuigar will explode acid onto you so you need to kite with Igni and be careful with the sword. Some tough mobs of Salamandra but nothing that group could not handle.

Scott, did you end up using igni on the bloodzuigar or some other tactic?
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Post by Scottg »

Most of the time I'd hack'n-slash my way through.. On those rare occasions when I did have 2+ bloodzuigar then I'd have to run and wait, or quaff a golden oriel (75% poision resistance) and wade in (and/or use a swallow potion).

I did have problems trying to attack more than 1 echinops with multiples attacking me (..you know the place). That's even with blindweed or golden oriel and swallow. My attacks kept getting interrupted. :o

I still don't use igni for anything but lighting fires.. and there is the problem, NO RANGED ATTACK.

Worse, my "ace" is Yrden (though I'm almost as good with Aard), and it can't be used on a power-up basis on anything but man-made floors. Most of the paths in swamp don't qualifiy. However, defeating a certain "walking lump of clay" (which had two man-made paths near it) was incredibly easy with a few power-up Yrdens.

I did go for the Endurance regen III level when I started into silver - helped a LOT. After that in the swamps all I pretty much did is stun and then kill. (..btw, I don't use power-ups for Aard.)
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