DPS (End Game)
- My earlier level 18 and 30 build syncs with this
- Worked very well for me on Death March difficulty
- The build hits like truck, moves like lightning and is tanky like a tank (i am out of analogies)
- Focus on doing fast attacks, dodges and quen
- With levity you can make the tanky ursine gear into light armor
- You will need to collect 18 Places of Power (29 in base game + expansions)
- If you wish to ng+ use Aerondight and Toussaint Steel Sword
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More: Tank builds
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. Reduces Stamina and Adrenaline cost by 50%
Adrenaline Point gain: +3%
Reduces damage received while dodging by 100%.
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%
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%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 30%.
Adrenaline Point gain: +3%
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%
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%
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%
Each piece of Light Armor increases critical hit damage by 24% and Fast Attack damage by 6%.
Vitality gain: +3%
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
Reduces Adrenaline point loss by 100% when taking damage.
Adrenaline Point gain: +3%
Reduces damage received while dodging by 100%.
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%
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%
Every bolt that reaches its target generates 1 Adrenaline point(s).
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%
Decoctions increase maximum Vitality by 900 for the decoction's effective duration.
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%
Increases bonuses for mutagens placed in mutagen slots by 30%.
Vitality gain: +3%
Increases critical hit chance by 9% per Adrenaline point available.
Vitality gain: +3%
Mutations
Each point of Toxicity increases damage dealt by swords and Sign Intensity by 0.75% (to a maximum of 75%).
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 60% if the correct oil is applied.
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.
All equipped armor items are treated as Light Armor.
Alchemy
Accelerates Vitality regeneration. Taking damage does not interrupt regeneration.
Restores Vitality immediately and fully. Grants immunity to damage for a short duration.
Accelerates Stamina regeneration. Extended duration. Never expires at night.
Extended duration. Grants 100% critical hit chance during storms.
Damage dealt to foes regenerates Vitality.
Increases critical hit chance.
Regenerates Vitality during and outside of combat.