Prima Games eGuides The Witcher 3: Wild Hunt The Complete Edition eGuide

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The Witcher 3: Wild Hunt The Complete Edition eGuide Training Witcher Archetypes Hybrid Archetypes

Archetype 10: Bloede Beann’shie

Points to Unlock Levels Branch and Ability Name

0

5

Fast Attack: Muscle Memory*

0

5

Strong Attack: Strength Training

8

5

Fast Attack: Precise Blows*

8

5

Strong Attack: Crushing Blows

20

5

Fast Attack: Whirl

20

5

Strong Attack: Rend

30

5

Strong Attack: Sunder Armor

0

3

Quen Sign: Exploding Shield*

0

3

Axii Sign: Delusion*

6

3

Aard Sign: Aard Sweep

6

3

Yrden Sign: Magic Trap

6

3

Quen Sign: Active Shield

18

5

Ingi Sign: Igni Intensity

0

5

Brewing: Heightened Tolerance**

0

5

Oil Preparation: Poisoned Blades**

0

5

Mutation: Acquired Tolerance

0

5

Brewing: Refreshment**

20

5

Mutation: Synergy

0

1

Griffin School Techniques

Total Ability Points Needed
12/16*/19** Abilities 50/66*/81* Points

(* Additional Abilities as 16 Slots are unlocked through Mutations)

(** These Abilities are optional, and were unlocked so Synergy Ability could be accessed)

Armor: Manticore Armor, New Moon Armor

Swords:Manticore Steel Sword or Viper Venomous Steel Sword, Manticore Silver Sword or Viper Venomous Silver Sword

Crossbow: Any

Bombs: Dancing Star, Northern Wind, Samum

Potions: Petri’s Philter, Thunderbolt

Decoctions: Doppler, Ekhidna, Ekimmara, Katakan, Water Hag

Glyphs: Aard, Igni

Runestones: Chernobog, Morana, Perun, Veles

Glyphwords: Eruption, Levity, Protection

Runewords: Severance

Mutations: Conductors of Magic (10 Research Points), Adrenaline Rush (15 Research Points)

Combining the finest abilities of the Combat, Signs, and Alchemy Branches of the Ability Tree, this focuses on surviving the frightening combat of Death March! difficulty, and is also suitable for using during New Game +. Arms and armor have been tailored to ensure critical hits occur frequently. Both the Manticore Steel and Silver Swords (or alternatively, the Viper Steel and Silver Swords) are utilized in this archetype, giving Armor Piercing (with Manticore) or Aard (with Viper) a healthy bonus, as well as great damage potential and bonuses to critical hits and damage (not to mention poison). Partner these tremendously powerful blades with your favored Combat abilities; pick either the first three Fast or Strong attacks, along with Sunder Armor. Ensure you have both Whirl and Rend at your disposal (as you should enchant both weapons with the Severance Runeword).

Manticore or New Moon Armor is chosen for its impressive critical damage resistance and good attack boosting, along with Griffin School Techniques enabling you to boost your Sign Intensity and Stamina regeneration for each piece of armor worn. Begin by adding Quen protective abilities; Active Shield is a go-to defense on higher difficulties, and Aard attacks (such as Aard Sweep) are critical for situations where you need to buffet foes back (the intensity of Aard has a bonus from your weapons). Switch to Igni, choosing Igni Intensity to roast foes for higher damage than normal, and slow them down with Magic Trap. Round off this battle-tested behemoth with Mutation abilities from the Alchemy branch; Acquired Tolerance raises your Toxicity to allow more Potions and Decoctions for a longer time, and Synergy provides exception Mutagen slot bonuses.

When you’re choosing a crossbow, it matters little to your overall tactics, but the finest ranged weapon is always the best choice. Similarly, bombs aren’t primarily utilized in this build, so choose ones that can stagger or slow foes (like Dancing Star or Northern Wind), or simply damage (like Samum); the only bombs you don’t want to use are those that explode at later points, as you’ll be in the thick of battle by then.

The Potions you take vary depending on your situation, but Thunderbolt is a key effect to add to your Attack Power, while Tawny Owl helps Stamina regeneration. Petri’s Philter is a great way to increase the power of your Signs (and ensure their special effects occur); swig this if foes aren’t succumbing to your Aard or Igni attacks. Decoctions range from Ekimmara (damage to foes regenerates Vitality), to Katakan, which increases your critical hit chance.

The Quen glyph is a great choice when barging into combat, though Aard or Igni is also an excellent plan, as enhancing your magical offense shouldn’t be overlooked. Further augment your Signs with Veles Runestones, adding more Sign Intensity, Chernobog for Attack Power, or Perun for Adrenaline Points, depending on which you’re lacking.

The Levity Glyphword (which turns any armor you own into Medium armor) enables you to take advantage of the Griffin School Techniques if you haven’t located the New Moon Armor yet. Once this armor is in your possession, switch to the Quen-related qualities of Protection, or the Igni-enhancing Eruption. Your focus on Whirl and Rend means the focus of your Runewords should be on enchanting both blades with Severance. The increased range of Whirl and Rend allows you to more safely split foes open.

The world of end-game Mutations is wide open, as you can pick from any type you like. It depends purely on the attack style you end up utilizing the most. Combat is usually the primary way to slaughter, so Adrenaline Rush (granting bonuses to Adrenaline and Stamina that increase depending on enemies, though watch the lack of healing afterward). Conductors of Magic is another great choice, increasing Sign damage if the sword you wield is of high quality, but there are 12 choices and most provide a variety of incredible enhancements to pick from.