Pathwalker
This Build Relies heavily on Mods ( All Skills Active, Perk Points Per Level, Lowered Set Bonus Requirements, ) The Pathwalker Buffs Themselves /w Alchemy then Enters Combat & Applies Signs ,then Cleans up /w the Sword
This Build Uses 2 Pc. Cat School & 2 Pc. Griffin School
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More: Consumable builds, Endgame builds
After a successful dodge or roll, your next 3 Fast Attacks performed in a row deal 30% additional damage.
Adrenaline Point gain: +3%
The third Fast or Strong Attack has a 60% chance to make the next attack even more powerful, but only if it is the same attack type as the last.
Adrenaline Point gain: +3%
When Vitality reaches 0, consumes Adrenaline points immediately to restore 10% Vitality per point. Restores Vitality with bonus 67%. The effect can only be used once every 30 seconds.
Adrenaline Point gain: +3%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 30%.
Adrenaline Point gain: +3%
A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline. Reduces Stamina and Adrenaline cost by 50%
Adrenaline Point gain: +3%
Reduces damage received while dodging by 33%.
Adrenaline Point gain: +1%
After a successful counterattack or dodge, the next attack deals 33% additional damage. Damage dealt by crossbows is multiplied by 2.
Adrenaline Point gain: +1%
Critical hits from Fast Attacks cripple enemies, increasing their damage taken by 30%.
Adrenaline Point gain: +3%
Damage dealt by Igni also reduces Armor. Reduction amount increases with skill level. Increases Burn chance by 30%.
Stamina regeneration in combat: +1.5/s
Emits a continuous stream of fire that damages enemies. Reduces Stamina cost by 25%.
Stamina regeneration in combat: +1/s
Increases Sign duration by 5 seconds and area of effect by 10%. Increases the number of alternate mode charges by 2 and number of standard mode traps by 1.
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
Target does not move towards Geralt while Axii is being cast. Increases the effectiveness of Axii in conversations.
Stamina regeneration in combat: +0.5/s
Whenever Quen shield breaks, it pushes enemies back. Push-back strength increases with skill level.
Stamina regeneration in combat: +0.5/s
Creates an active shield. Maintaining and blocking with it drains Stamina by 50%. Damage absorbed by the shield restores Vitality.
Stamina regeneration in combat: +1/s
Enemies under the influence of Yrden lose 10 Vitality or Essence per second. Damage scales with enemy level and Sign intensity.
Stamina regeneration in combat: +0.5/s
Increases the duration of Yrden, Quen and Axii by 40%.
Stamina regeneration in combat: +1/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
Casting a Sign increases the intensity of the next different Sign by 5%. Stacks up to 5 times.
Stamina regeneration in combat: +0.5/s
Increases Aard and Igni intensity by 30% against enemies inside Yrden.
Stamina regeneration in combat: +0.5/s
Each potion dose heals 20% Vitality.
Potion duration time and bomb damage: +4%
If potion Toxicity is greater than 1, time automatically slows by 15% when the enemy is about to perform a counterattack.
Potion duration time and bomb damage: +6%
All bombs, even those that do not inflict damage, now deal 50 damage in addition to their normal effects.
Potion duration time and bomb damage: +2%
Adds 15% protection against attacks from the monster type targeted by the oil.
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%
Every learned alchemical recipe increases maximum Toxicity by 3.
Potion duration time and bomb damage: +6%
Decoctions increase maximum Vitality by 600 for the decoction's effective duration.
Potion duration time and bomb damage: +4%
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%
Toxicity drops 3 points per second faster.
Potion duration time and bomb damage: +6%
Each piece of Light Armor increases critical hit damage by 24% and Fast Attack damage by 6%.
Vitality gain: +3%
Each piece of Medium Armor increases Sign intensity by 6% and Stamina regeneration by 0.6/s.
Vitality gain: +3%
During the day, Vitality regenerates by an additional 10 points per second when Geralt is not in combat. During the night, Stamina regenerates by an additional 1 points per second during combat.
Vitality gain: +1%
Increases maximum Vitality by 24%.
Vitality gain: +3%
Increases maximum Toxicity by 30.
Vitality gain: +3%
Each successful defensive action generates Adrenaline points. Scales with every skill level.
Vitality gain: +3%