The Adrenaline Spellblade End Game (part 2)
first part is here: https://nukesdragons.com/@bravest_coward/witcher-3/character/adrenaline-spellblade
Igni's guaranteed burning with Yrden's slowing effects and DPS, while stacking critical hit chance and sword damage to rival dedicated melee builds. Resonance ties everything together by converting Sign Intensity into additional melee damage. Dmg showcase: https://www.reddit.com/r/Witcher3/comments/1x6nto0/resonance_supremacy_one_rend_to_rule_them_all/
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Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 30%.
Adrenaline Point gain: +3%
The third Fast or Strong Attack has a 20% chance to make the next attack even more powerful, but only if it is the same attack type as the last.
Adrenaline Point gain: +1%
After a successful dodge or roll, your next Fast Attack performed deals 30% additional damage.
Adrenaline Point gain: +1%
Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 30% per point upon hitting an enemy.
Adrenaline Point gain: +3%
Critical hits from Fast Attacks cripple enemies, increasing their damage taken by 30%.
Adrenaline Point gain: +3%
A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline.
Adrenaline Point gain: +1%
Reduces damage received while dodging by 33%.
Adrenaline Point gain: +1%
When Vitality reaches 0, immediately consumes Adrenaline points to restore 10% Vitality per point. Can only be used once every 30 seconds.
Adrenaline Point gain: +1%
Reduces Adrenaline point loss by 100% when taking damage.
Adrenaline Point gain: +3%
You can parry ranged arrow attacks. A perfectly-timed parry deflects arrows back at the enemy, causing damage. It has a 15% chance to instantly kill the target.
Adrenaline Point gain: +1%
Every bolt that reaches its target generates 1 Adrenaline point(s).
Adrenaline Point gain: +3%
Increases Sign duration by 15 seconds and area of effect by 30%. Increases the number of alternate mode charges by 6 and number of standard mode traps by 3.
Stamina regeneration in combat: +1.5/s
Enemies under the influence of Yrden lose 30 Vitality or Essence per second. Damage scales with enemy level and Sign intensity.
Stamina regeneration in combat: +1.5/s
Increases Aard and Igni intensity by 30% against enemies inside Yrden.
Stamina regeneration in combat: +0.5/s
Adrenaline increases Sign intensity by 30% per Adrenaline point.
Stamina regeneration in combat: +1.5/s
Casting any Sign deals magic damage within a small radius. Damage increases with skill level and Sign intensity.
Stamina regeneration in combat: +0.5/s
After casting a Sign, the next three melee attacks deal additional damage equal to 30% Sign intensity.
Stamina regeneration in combat: +1.5/s
After a successful dodge or roll, reduces the Stamina cost for the next Sign cast by 60%.
Stamina regeneration in combat: +1.5/s
Increases the duration of Yrden, Quen and Axii by 20%.
Stamina regeneration in combat: +0.5/s
Releases a magic discharge that damages and slows enemies within a 14-yard radius.
Stamina regeneration in combat: +0.5/s
Increases the maximum number of bombs in each slot by 1.
Potion duration time and bomb damage: +2%
When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 60% if the correct oil is applied.
Potion duration time and bomb damage: +6%
Every learned alchemical recipe increases maximum Toxicity by 3.
Potion duration time and bomb damage: +6%
Decoctions increase maximum Vitality by 900 for the decoction's effective duration.
Potion duration time and bomb damage: +6%
While at 80% Toxicity or higher, take 150% damage from enemies. Increases critical hit damage equal to 100% of current Toxicity.
Potion duration time and bomb damage: +6%
Each piece of Medium Armor increases weapon damage by 6% and Sign intensity by 6%.
Vitality gain: +3%
Increases Adrenaline generation by 6% and allows Signs to generate Adrenaline.
Vitality gain: +3%
Each piece of Light Armor increases critical hit damage by 8% and Fast Attack damage by 2%.
Vitality gain: +1%
Increases critical hit chance by 9% per Adrenaline point available.
Vitality gain: +3%
Increases bonuses for mutagens placed in mutagen slots by 30%.
Vitality gain: +3%
Consumes Adrenaline and reduces the Toxicity cost of potions by 10% per Adrenaline point. Does not affect mutagen decoctions.
Vitality gain: +1%
Each piece of Medium Armor increases maximum Vitality by 2% and poison damage by 2%.
Vitality gain: +1%
Loadout
Increases Sign duration by 15 seconds and area of effect by 30%. Increases the number of alternate mode charges by 6 and number of standard mode traps by 3.
Stamina regeneration in combat: +1.5/s
Enemies under the influence of Yrden lose 30 Vitality or Essence per second. Damage scales with enemy level and Sign intensity.
Stamina regeneration in combat: +1.5/s
Increases Adrenaline generation by 6% and allows Signs to generate Adrenaline.
Vitality gain: +3%
After casting a Sign, the next three melee attacks deal additional damage equal to 30% Sign intensity.
Stamina regeneration in combat: +1.5/s
Adrenaline increases Sign intensity by 30% per Adrenaline point.
Stamina regeneration in combat: +1.5/s
Increases bonuses for mutagens placed in mutagen slots by 30%.
Vitality gain: +3%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 30%.
Adrenaline Point gain: +3%
Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 30% per point upon hitting an enemy.
Adrenaline Point gain: +3%
Increases critical hit chance by 9% per Adrenaline point available.
Vitality gain: +3%
Reduces Adrenaline point loss by 100% when taking damage.
Adrenaline Point gain: +3%
Critical hits from Fast Attacks cripple enemies, increasing their damage taken by 30%.
Adrenaline Point gain: +3%
Each piece of Medium Armor increases weapon damage by 6% and Sign intensity by 6%.
Vitality gain: +3%
Mutations
Each point of Toxicity increases damage dealt by swords and Sign Intensity by 0.75% (to a maximum of 75%).
When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 60% if the correct oil is applied.
Potion duration time and bomb damage: +6%
Every learned alchemical recipe increases maximum Toxicity by 3.
Potion duration time and bomb damage: +6%
Decoctions increase maximum Vitality by 900 for the decoction's effective duration.
Potion duration time and bomb damage: +6%
While at 80% Toxicity or higher, take 150% damage from enemies. Increases critical hit damage equal to 100% of current Toxicity.
Potion duration time and bomb damage: +6%
Gear
Increases the range of Whirl by 1.1 yards and Rend by 1.9 yards.
Increases the range of Whirl by 1.1 yards and Rend by 1.9 yards.
Igni's basic attack strikes all enemies in a 360-degree radius.
Alchemy
Damage dealt to foes regenerates Vitality.
Regenerates Vitality during and outside of combat.
Increases critical hit chance.
Each Sign cast increases Stamina regeneration for the remainder of the fight.