MagicMan
Full investment aard build. Catalyst stacks, forgotten wolven set bonus is OP. Piercing cold, conductors of magic, euphoria and magic sensibility all viable mutations. Basically one shot everything.
Tried this build? Add a badge for what it does best, or agree with one that's already there.
More: Endgame builds
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%
Increases Aard range by 3 yard(s).
Stamina regeneration in combat: +1.5/s
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
Releases a magic discharge that damages and slows enemies within a 14-yard radius. Increases damage by 50%.
Stamina regeneration in combat: +1.5/s
Increases damage dealt by Aard by 3% of current Vitality.
Stamina regeneration in combat: +1.5/s
Increases Aard and Igni intensity by 90% against enemies inside Yrden.
Stamina regeneration in combat: +1.5/s
Adrenaline increases Sign intensity by 30% per Adrenaline point.
Stamina regeneration in combat: +1.5/s
Target does not move towards Geralt while Axii is being cast. Increases the effectiveness of Axii in conversations.
Stamina regeneration in combat: +1.5/s
Every learned alchemical recipe increases maximum Toxicity by 3.
Potion duration time and bomb damage: +6%
When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 20% if the correct oil is applied.
Potion duration time and bomb damage: +2%
Decoctions increase maximum Vitality by 900 for the decoction's effective duration.
Potion duration time and bomb damage: +6%
Toxicity drops 3 points per second faster.
Potion duration time and bomb damage: +6%
When Toxicity is above 70%, each consumed potion increases the duration of active potions' effects by 5 seconds, up to their maximum duration.
Potion duration time and bomb damage: +2%
Increases maximum Vitality by 30% if Toxicity exceeds the safety threshold.
Potion duration time and bomb damage: +6%
If potion Toxicity is greater than 1, time automatically slows by 5% when the enemy is about to perform a counterattack.
Potion duration time and bomb damage: +2%
Each piece of Medium Armor increases Sign intensity by 6% and Stamina regeneration by 0.6/s.
Vitality gain: +3%
Increases Adrenaline generation by 6% and allows Signs to generate Adrenaline.
Vitality gain: +3%
Increases maximum Vitality by 24%.
Vitality gain: +3%
Allows casting Signs using Adrenaline points when Stamina is empty. Consumes 2 Adrenaline point(s) per cast.
Vitality gain: +1%
Each piece of Medium Armor increases weapon damage by 6% and Sign intensity by 6%.
Vitality gain: +3%
Loadout
Increases Aard range by 3 yard(s).
Stamina regeneration in combat: +1.5/s
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
Releases a magic discharge that damages and slows enemies within a 14-yard radius. Increases damage by 50%.
Stamina regeneration in combat: +1.5/s
Increases maximum Vitality by 30% if Toxicity exceeds the safety threshold.
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%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 30%.
Adrenaline Point gain: +3%
Toxicity drops 3 points per second faster.
Potion duration time and bomb damage: +6%
Increases maximum Vitality by 24%.
Vitality gain: +3%
Each piece of Medium Armor increases Sign intensity by 6% and Stamina regeneration by 0.6/s.
Vitality gain: +3%
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%
Mutations
When the Aard Sign is cast, it additionally has a 30% chance of freezing enemies. This chance scales with your available Adrenaline Points. Enemies knocked down and frozen simultaneously die immediately. Enemies who are not frozen are dealt an additional 1500 damage.
Adrenaline increases Sign intensity by 30% per Adrenaline point.
Stamina regeneration in combat: +1.5/s
Increases Aard and Igni intensity by 90% against enemies inside Yrden.
Stamina regeneration in combat: +1.5/s
Increases damage dealt by Aard by 3% of current Vitality.
Stamina regeneration in combat: +1.5/s
Target does not move towards Geralt while Axii is being cast. Increases the effectiveness of Axii in conversations.
Stamina regeneration in combat: +1.5/s
Gear
When a trap set by Yrden hits an enemy, an Yrden glyph is placed at that position.
Alchemy
Increases Sign intensity.
Accelerates Stamina regeneration.
Each Sign cast increases Stamina regeneration for the remainder of the fight.
Damage dealt to foes regenerates Vitality.
Regenerates Vitality during and outside of combat.