Signs of Drug Abuse
This took me like 4 hours of research and a ton of respecs, but it's fairly simple. Also I have all superior oils. But enter battle, apply oil(or have auto apply oil on) then you should already have an adrenaline point. Cast yrden magic trap, then just have fun with the littered arena of auto yrden while you cast your adrenaline costing signs to infuse your next attack with an "element" of your choice.
Tried this build? Add a badge for what it does best, or agree with one that's already there.
After a successful dodge or roll, your next Fast Attack performed deals 30% additional damage.
Adrenaline Point gain: +1%
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%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes 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
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
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 90% against enemies inside Yrden.
Stamina regeneration in combat: +1.5/s
Increases the duration of Yrden, Quen and Axii by 20%.
Stamina regeneration in combat: +0.5/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
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
Each potion dose heals 10% Vitality.
Potion duration time and bomb damage: +2%
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%
Each piece of Medium Armor increases Sign intensity by 6% and Stamina regeneration by 0.6/s.
Vitality gain: +3%
Allows casting Signs using Adrenaline points when Stamina is empty. Consumes 1 Adrenaline point(s) per cast.
Vitality gain: +3%
Increases bonuses for mutagens placed in mutagen slots by 30%.
Vitality gain: +3%
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
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
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 90% against enemies inside Yrden.
Stamina regeneration in combat: +1.5/s
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
After a successful dodge or roll, reduces the Stamina cost for the next Sign cast by 60%.
Stamina regeneration in combat: +1.5/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
Every learned alchemical recipe increases maximum Toxicity by 3.
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%
Allows casting Signs using Adrenaline points when Stamina is empty. Consumes 1 Adrenaline point(s) per cast.
Vitality gain: +3%
Increases bonuses for mutagens placed in mutagen slots by 30%.
Vitality gain: +3%
Each piece of Medium Armor increases Sign intensity by 6% and Stamina regeneration by 0.6/s.
Vitality gain: +3%
Mutations
Gear
After you cast a Sign, an Adrenaline Point is consumed and your next sword attack is charged with the power of that Sign.
After you cast a Sign, an Adrenaline Point is consumed and your next sword attack is charged with the power of that Sign.
When a trap set by Yrden hits an enemy, an Yrden glyph is placed at that position.
Alchemy
Accelerates the generation of Adrenaline Points. Extended duration. Grants 1 Adrenaline Point upon consumption.
Increases Sign intensity. Extended duration. Signs always apply their special effects.
Accelerates Stamina regeneration. Extended duration. Never expires at night.
Each Sign cast increases Stamina regeneration for the remainder of the fight.
Damage dealt to foes regenerates Vitality.