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 12: The Dumpling Destroyer

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

3

Defense: Counterattack

30

5

Strong Attack: Sunder Armor

0

5

Oil Preparation: Poisoned Blades

0

3

Mutation: Acquired Tolerance

8

5

Oil Preparation: Protective Coating

8

5

Mutation: Tissue Transformation*

20

3

Oil Preparation: Fixative*

20

5

Mutation: Synergy*

20

5

Mutation: Adaptation*

0

1

Metabolism Boosts

0

1

Gourmet

0

1

Rage Management

Total Ability Points Needed
12/16* Abilities 44/62 Points

(* Additional Abilities to swap in, or insert as 16 Slots are unlocked through Mutations)

Armor: Grandmaster Feline Armor

Swords: Grandmaster Feline Steel Sword, Grandmaster Feline Silver Sword

Crossbow: Any

Bombs: Northern Wind, Samum

Potions: Thunderbolt, Maribor Forest, White Raffard’s Decoction, Blizzard

Decoctions: Archgriffin

Glyphs: None

Runestones: None

Glyphwords: Deflection

Runewords: Dumpling (x2, one for each sword)

Mutations: Euphoria (5 Research Points)

With only 59 Points required to fully commit to both the first 12 Abilities and the Euphoria Mutation, this archetype is easily accessible, and extremely proficient at combat, certain aspects of Alchemy, and the consumption of dumplings for reasons that will soon be clear. To begin with, obtain the Grandmaster Feline armor and equipment, along with both blades; though Cat School Techniques (the General Ability) isn’t chosen, the listed Combat Abilities are all available with one overall goal in mind: The mastering of a combination of fast and strong attacks (strong attacks enhancing the fast ones) that cut deep with extra damage, especially when stabbing foes in the flanks or from the rear, into their backs.

Secondarily, Alchemic Abilities are focused on improved tolerance to potion and decoction consumption that allows even more damage to be inflicted, as well as the Attack Power bonuses given by oils; critical when wearing light Cat Armor. The General Abilities include Rage Management and Metabolism Boosts; a pair of skills that are fantastic and useful for managing the extra Adrenaline Points that are easily generated with your variety of Combat abilities. They solve the otherwise-weak aspects of this build; susceptibility to toxicity (Metabolism Boosts use Adrenaline Points to reduce toxicity costs of drinking potions, though this doesn’t affect decoctions), and low stamina regeneration (Rage Management, allow Signs to be cast using Adrenaline Points if you’re low on Stamina).

The bombs useful when employing this build, Northern Wind and Samum, are the best choices to make (though any offensive projectile is good to lob); their extra ability to freeze or blind multiple enemies gives you the flexibility of crowd control necessary to perform assassinations (attacks from behind) where the combat-heavy nature of this archetype shines.

When it comes to chugging down Potions and decoctions, the ones chosen simply bolster all the benefits of this archetype. Blizzard slows time down when you slay a foe, allowing you to quickly switch to your next assassination target and position yourself properly. Maribor Forest and Thunderbolt accelerate the generation of Adrenaline Points and Attack Power respectively, which is what the combat abilities utilize. White Raffard’s Decoction immediately restores a chunk of your Vitality, when nibbling on dumplings won’t get you the health boost you need quickly. Finally, the Archgriffin Decoction (which steals your Stamina and inflicts 5% extra damage for each Strong attack you land) focuses your combat abilities to the fullest.

When you’re assaulting an outlaw Hanse in the Duchy of Toussaint, and you’ve multiple bandits to contend with, the only downfall of this archetype is his weakness to being struck by enemy arrows. In such conditions, it sometimes isn’t feasible to wade through other foes to reach archers, so the Grandmaster Feline Armor was imbued with Deflection Glyphword; with deflects all arrows, effectively immunizing you from all human-sized projectiles.

Due to the novel way in which this ultimate warrior regains lost vitality, Runestones are ignored in favor of the Dumpling Runeword (one on each weapon). Though this is easily overlooked, Dumpling regenerates 100 percent more Vitality each time you consume food. Combine this with the Gourmet General Ability (Vitality Regeneration after eating lasts 20 minutes), and you have extremely potent healing from food. As you’ll soon be the proud owner of the Corvo Bianco Vineyard, and have an old lady named Marlene Trastamara to rescue (Secondary Quest: The Hunger Game) who bakes you free food daily, and a bounty of easy-to-find food to loot or hunt, this technique of Vitality regeneration is well worth employing.

Finally, research the Euphoria Mutation, as it boosts the damage-per-second (and Sign Intensity) for every Toxicity point that affects you. When you correctly manage your toxicity so you aren’t becoming poisoned too quickly, this adds even more to your combat potential.