Narniak

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About Narniak

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  1. Just sent you a FR on PSN.
  2. Try "Narniak USA", I have the blue Rocket League avatar like you see here. I will be on in a bit and look for you. Thanks!
  3. I'm currently about halfway there with the shackles, farming them offline is the 7th circle of Hell. I will send you a friend request later today if you are still looking to boost these. I'm around SL120+
  4. 1st Floor Lecture Building. To get here early you have to first find the Tonsil Stone, given to you by talking to one of the NPCs at doors after first entering the Forbidden Woods. I received mine from the NPC in the house near the dog cages in Forbidden Woods. Next warp to Grand Cathedral, run down the stairs outside and turn left, then run all the way down the long winding stairs, there will be 2 Hunters, then possibly a Snatcher along the rocky path to the right, then drop down for a couple gun goons, and finally 2 Executioners who guard a large doorway. Get through this doorway with the Tonsil Stone in your inventory and you will be "transported" by a lesser Amygdala to the Lecture Building, which I believe is part of the Nightmare world. After lighting the lantern this will now be a warp location from a headstone in Hunter's Dream. Once inside the 1st Floor Lecture Building, you have to find the "Lecture Theatre Key" to the locked door on the right side, about halfway down the long hallway. WARNING, if you open the door all the way at the very end of the long hallway you will be automatically transported to the Nightmare Frontier. If you are playing in Online Mode and this is your first time entering Nightmare Frontier, you will most likely be INSTANTLY INVADED by other hostile players who just love to troll this area, probably before you even have a chance to light the lantern and warp out to Hunter's Dream. Back to the Lecture Building, the key is on a corpse in the opposite large Theatre Room, to which the door will be open from the hallway. Once you finally have the door unlocked, inside the Theatre Room there are 15-20 pathetically easy, slow-moving "Slime Scholars". You can slaughter them very quickly as they all try to squeeze through the doorway at the same time. Using Moon rune(s) helps rack up the blood echoes even faster. I only have one +10% Moon rune so far, and I'm still getting 12,000+ echoes per run, with each run only taking a couple minutes. Even at level 70+ this means a new level gained every 5-10 minutes of grinding with this method, not too shabby! Make sure to stock up on Bold Hunter's Marks and use them to warp back to the lantern, keeping your souls, and respawning the enemies without having to endure the annoying long load screens back and forth to Hunter's Dream! TIME FOR CHEESE!!
  5. 4) I finally found the power-leveling CHEESE area today. 1st Floor Lecture Hall in Byrgenwerth, after you find the key, the large Theater Room on the right side halfway down the long hallway has about 15-20 pathetically easy, slow-moving enemies you can slaughter as they all try to squeeze through the doorway at the same time. Using Moon rune(s) helps rack up the blood echoes even faster. I only have one +10% Moon rune so far, and I'm still getting 12,000+ echoes per run, with each run only taking a couple minutes. Even at level 70+ this means a new level gained every 5-10 minutes of grinding with this method, not too shabby! Make sure to use Bold Hunter's Marks to warp back to the lantern, keeping your souls, and respawning the enemies without having to endure the annoying long load screens back and forth to Hunter's Dream! Stock up on BHM's at Hunter's Dream first, they aren't too expensive.
  6. I'm working on the Platinum for Bloodborne right now, having finished Demon's Souls and Dark Souls years ago (did not platinum those). Best advice for newcomers: 1) Never go into a boss fight or new area while having enough blood echoes (i.e. souls) to level up, or purchase that next weapon you want, etc. Spend them so you don't risk losing progress. If you are exploring a new area and hit your latest mark for blood echoes, run back to the nearest lantern or pull out using the extremely valuable Bold Hunter's Marks (i.e. homeward bones). 2) Bloodborne inexplicably makes you grind for basic health, which IMO is the #1 biggest design flaw compared to the regular Souls games with their beautiful auto-refilling health flask. If you are finding a net loss of blood vials and other consumables as you try to get through a new area, this is BAD. Take a deep breath and don't go on rage-tilt wasting your vials and bullets, because this could lead to grinding later in the game. You need to re-evaluate your current plan of attack, try switching/upgrading weapons, switching blood gems, finding better runes, changing your outfit for specific defenses, etc. If none of that works and you are still dying too much, try exploring a different area, because this will usually lead to you finding the valuable resources noted above. 3) Explore new areas slowly, always on the lookout for cheap traps, falls, and hidden enemies, which the series just loves to spring on you. "You know who" will still probably get you killed at least once during the game, but that is to be expected by now in a Souls game. The messages on the ground from other players in Online Mode are often very helpful in preventing cheap deaths. 4) Once you are familiar with the enemy layout in an area, you can aggressively make runs to grind/level your character fairly quickly, which obviously makes the bosses much more manageable. Unfortunately I have yet to find any fast power-leveling areas in Bloodborne, unlike the original Dark Souls where there was that suicide cliff jump area in the woods where you could cheese your way to a ridiculously overpowered character in just a few hours. 5) Bloodborne has an important "currency" in addition to blood echoes, called Insight. Never break the Madman's Knowledge you find out in the world (gives you more Insight) unless you absolutely need it. Once your Insight hits a certain level, not exactly sure maybe 15-25, enemies become more difficult. SPOILER WARNING, later in the game many cheap piece of shit enemies can actually STEAL your Insight permanently. Therefore try to keep your Insight low, even close to 0 if you want the enemies as easy as possible. You can spend any extra Insight you earn from Bosses/Discoveries back at the Hunter's Dream for Fire and Bolt Paper, both of which are extremely useful and very expensive to buy using regular blood echoes. 6) Best use of Insight IMO is for summoning NPCs for bosses. Carry your extra Madman's Knowledge around with you, then break it when needed to gain Insight for the summon. Some boss battles will actually allow you 2 NPCs at the same time, which can help a lot because they will create major distractions. Note that some bosses might be easier to do solo, as bringing NPCs to help will also increase the boss's health bar. Make sure you have the DLC installed as I believe it adds a bunch of summoning spots. Also to avoid grief you may want to play in Offline Mode when summoning NPCs with the bell. See next item. 7) You can also try to summon other players to help you with bosses, but as of right now in July 2018 I'm finding this doesn't work at all. Nobody ever spawns to help, HOWEVER, you can bet your ass the little troll boys are all waiting to invade your game the moment you ring the bell. Any time I ever ring the bell for help from other players all I ever get is a notice that hostile players are trying to invade. Fortunately they usually spawn far enough away that they never find you before you engage the boss fight. 8) SPOILER WARNING, the moment you enter the Nightmare Frontier from the Byrgenwerth Lecture Hall for the first time, there is an extremely high chance you are going to be instantly invaded by the little troll boys with their maxed-out characters and weapons. Aren't they SO COOL waiting to pounce on unsuspecting players entering an extremely difficult new area for the first time?? I believe you can be invaded at any time while in the Nightmare Frontier (maybe elsewhere too), not sure about that but it's probably best just to play in Offline Mode while in the those particular areas.
  7. My apologies, stupid people like you make me angry. All you have to do is look at the list of Gwent merchants in the link on this site to see that there are nowhere near "twice as many" as the 50+ RNG cards needed. I'm done with you, you are not worth any further responses.
  8. There are NOT "almost twice as many" merchants to play as RNG cards needed. That's we people have so much trouble with this damn trophy. The vast majority of the merchants in the B&W DLC in Toussaint will drop the cards for the new Skellige deck and that associated quest/trophy for the DLC, so you are also wrong on that point. As for the RNG cards "locking in" to specific merchants when you play them, I am not sure if that is the case. It sure as Hell seemed like it was for me with the disappearing merchant in Downwarren. Just an amazing coincidence that he happened to drop the Wyvern card I needed after reloading my old save, huh??
  9. This bronze collectible trophy is a God forsaken NIGHTMARE, one of the worst trophies ever for an otherwise outstanding game. Gwent is a very fun card game, but as a trophy hunter you are so paranoid about the numerous missable story-related quest cards and the 50+ RNG cards from the merchants that it basically ruins any enjoyment due to the tedious and stressful grind. For the 50+ RNG cards, you must make a manual save before playing each and every new merchant you come across, then reload if you get a duplicate card. There are definitely more merchants to play than the number of RNG cards you need, but not nearly as many as people claim in the forums. I'd estimate maybe 8-10 extra chances at best. Be aware that the first time you play a new merchant, it is possible (not 100% confirmed) that whatever random card they are going to drop for you "locks in", and thereafter can only be received from that specific merchant and nobody else in the entire game. My assumption is that reloading your manual save before you played them will avoid this issue. I've read multiple threads elsewhere with people complaining about this problem, particularly for the Wyvern card from the Monster deck. If you aren't reloading or making careful note of any merchants you can't beat with your early weak deck, then you could be stuck later making a world tour trying to find them again. Also note there is at least one NPC merchant who disappears, the guy from Downwarren, and this is regardless of your choice during the quest related to his village. Either make sure you beat him, or avoid him completely. I lost over 15 hours of gameplay having to reload a much earlier save to get finally get the Wyvern card I needed from him.
  10. Additional Runewright Enchantment notes: "Preservation" - If you are willing to give up the 3 rune slots, then this is a great enchantment for your steel sword. The grindstone and armorer's table bonuses will never expire, not only for the steel sword enchanted with this, but also for your equipped silver sword and equipped armor set. Essentially you are getting the preservation bonus on your other sword and your armor set for free, which is very convenient. "Severance" - If you love using the Whirl and/or Rend abilities, then you obviously want this enchantment. This is particularly effective on the Aerondight sword (you need to add the 3 rune slots), where you are looking for fast strikes to quickly charge up kill shots for the permanent damage increase. People are always raving about how awesome the expanded strike distance is. Personally I find Whirl and Rend rather cumbersome to use, they eat a ton of stamina, and the controls don't feel very responsive compared to Geralt's regular fast and strong attacks. "Levity" - This enchantment for chest armor allows you to treat any full armor set (such as the Witcher Ursine heavy set) as "light armor", while keeping the higher damage protection of the heavier gear. This also apparently allows you to keep the Cat School Technique general ability perk for increased damage on your now "light armor". I would still argue that the Feline Armor set is better due to it's raw attack power buffs and level 40 Grandmaster perks, which are much better than the Ursine set. You are also giving up the 3 valuable glyph slots on your chest armor when you enchant Levity, which can be used for +3 x 3 health regen, or for improving signs.
  11. Additional Runewright Enchantment notes: "Preservation" - If you are willing to give up the 3 rune slots, then this is a great enchantment for your steel sword. The grindstone and armorer's table bonuses will never expire, not only for the steel sword enchanted with this, but also for your equipped silver sword and equipped armor set. Essentially you are getting the preservation bonus on your other sword and your armor set for free, which is very convenient. "Severance" - If you love using the Whirl and/or Rend abilities, then you obviously want this enchantment. This is particularly effective on the Aerondight sword (you need to add the 3 rune slots), where you are looking for fast strikes to quickly charge up kill shots for the permanent damage increase. People are always raving about how awesome the expanded strike distance is. Personally I find Whirl and Rend rather cumbersome to use, they eat a ton of stamina, and the controls don't feel very responsive compared to Geralt's regular fast and strong attacks. "Levity" - This enchantment for chest armor allows you to treat any full armor set (such as the Witcher Ursine heavy set) as "light armor", while keeping the higher damage protection of the heavier gear. This also apparently allows you to keep the Cat School Technique general ability perk for increased damage on your now "light armor". I would still argue that the Feline Armor set is better due to it's raw attack power buffs and level 40 Grandmaster perks, which are much better than the Ursine set. You are also giving up the 3 valuable glyph slots on your chest armor when you enchant Levity, which can be used for +3 x 3 health regen, or for improving signs.
  12. Additional Runewright Enchantment notes: "Preservation" - If you are willing to give up the 3 rune slots, then this is a great enchantment for your steel sword. The grindstone and armorer's table bonuses will never expire, not only for the steel sword enchanted with this, but also for your equipped silver sword and equipped armor set. Essentially you are getting the preservation bonus on your other sword and your armor set for free, which is very convenient. "Severance" - If you love using the Whirl and/or Rend abilities, then you obviously want this enchantment. This is particularly effective on the Aerondight sword (you need to add the 3 rune slots), where you are looking for fast strikes to quickly charge up kill shots for the permanent damage increase. People are always raving about how awesome the expanded strike distance is. Personally I find Whirl and Rend rather cumbersome to use, they eat a ton of stamina, and the controls don't feel very responsive compared to Geralt's regular fast and strong attacks. "Levity" - This enchantment for chest armor allows you to treat any full armor set (such as the Witcher Ursine heavy set) as "light armor", while keeping the higher damage protection of the heavier gear. This also apparently allows you to keep the Cat School Technique general ability perk for increased damage on your now "light armor". I would still argue that the Feline Armor set is better due to it's raw attack power buffs and level 40 Grandmaster perks, which are much better than the Ursine set. You are also giving up the 3 valuable glyph slots on your chest armor when you enchant Levity, which can be used for +3 x 3 health regen, or for improving signs.
  13. 1. Ability points are the most important thing in the game. Find any and all Places of Power as early as possible. This includes the ones in Skellige. Never have open ability slots or slots without a maxed out ability assigned. At the very beginning of the game it helps to take at least one of the general health abilities like +500 vitality and/or the “Gourmet” health regen, they are only 1 point to max out. You can drink a potion of clearance later to respec these ability points. 2. You can get to Skellige very early, so long as you have 1,000 gold. I was level 8, only half of what the game recommends. You do NOT have to defeat any of the higher level pirates on the ship, you can simply dodge and run away for a couple minutes and your NPC allies will take care of them. 3. Once you have access to Kaer Morhen around level 15-20 in the main story, you will have an unlimited supply of gold, so long as you have all the DLC installed. Just south of the main marker you will see a small lookout tower. There are numerous chests there with decent loot, but also a skeleton holding a very good level 17 sword called “Pang of Conscience” along with a “Letter of Apology” from CDPR. Yes, this valuable sword infinitely respawns! Pick up the sword from the skeleton, save your game, reload, pick it up again, and repeat until you can't carry any more. Come back any time later in the game, the sword is back! Each copy of the sword can be sold for over 500 gold, the best merchants being the armorer and blacksmith in the main city of Toussaint because they have huge amounts of gold. You can make 30,000 gold this way in about an hour. I believe this was added with the B&W DLC in specific response to people being pissed off about how expensive the Runewright is for the HoS DLC. Pretty hilarious. 4. Always take advantage of grindstones and armorer's tables, they provide huge increases to your sword damage and armor rating, and the effects last a decent amount of time. Fast traveling should be tailored around finding the nearest possible sign marker that is also near a grindstone/armor table. Meditate, pop your decoctions, use the grindstone/table, manual save, then continue story. 5. Alcohest is extremely valuable early in the game because of how often you will need to meditate, replenish weaker potions, etc. Never sell it, always pick it up, you may even may have to search for it. Making alcohest via alchemy is not advisable because you have to use Cherry Cordial, an expensive ingredient needed for the dreaded White Gull, which in turn is needed about 9,000 times to upgrade just about everything. If you are playing an alchemy build trying to maximize toxicity level, you will DESPISE White Gull by the end of the game. 6. Melee/Alchemy build is extremely powerful, especially with greater red mutagens. Greater greens are good too early on for precious extra health. Always match your red/red and green/green abilities with your best corresponding mutagens for the maximum possible power/health boosts. 7. Lesser red mutagens are an extremely rare drop until Geralt is around level 15 or so, because CDPR knows they break the game. You need 3 to make a normal red, and 9 to make greater reds. Even just assigning the “named” lesser reds to a mutagen slot is a huge help at earlier levels, and those drop very frequently from enemies. 8. Lesser red farming. There is a lone Alghoul around level 14, directly SE of Downwarren among the deserted shack village. For whatever reason this lone creature seems to have a much higher drop rate for lesser red mutagens, but it will still be a grind. You should be able to take him on at about level 8+, but it will be a tough fight early. Save right before fighting, hopefully he drops a red, then fast travel out to White Orchard for a respawn, return, rinse and repeat. 9. The alchemy skill tree has some insanely powerful skills later on (namely Synergy), but you have to fully commit to the build because some of the best abilities work together. Invest in “Heightened Tolerance” and “Acquired Tolerance” skills early, then find and purchase any and all formulas as you come across them with merchants. This will allow you to maximize potions, and to have multiple decoctions active at all times, by later game you can have 3-4 active. Remember, you can pause during any fight to spam potions, apply oils, change bombs, etc. 10. For health management in battle, the best tools are the decoctions. Get the Ekimmara and Ekhidna as early as possible. Ekimmara is great, but you have to deal damage to gain health. Ekhidna is better for Death March because you can dodge around waiting for your stamina to restore, then cast Quen to quickly restore health. Ekhidnas are flying enemies, fairly common in Skellige, and not too tough to kill early on. There is a guaranteed one on Undvik island where Hjalmar has the quest to fight the ice giant, Dorve Ruins marker. You will have to run through most of this island, avoiding much higher level enemies you probably can't kill yet. Early Ekhidna decoction is worth it. 11. As everyone says, Quen is your #1 defense tool on Death March. Always cast it heading into a fight, and only switch to other signs after your Quen shield is up. The instant you get hit, immediately make sure Quen is selected, then cast again when stamina is ready. That being said, I invested 0 ability points ever into Quen itself and found that it still worked just fine. I have not experimented very much with a Sign character build, so I cannot speak to enhanced Quen or the other sign abilities. In general what I've read about the blue sign abilities is that they are underwhelming, boring, or in the case of Igni have been nerfed by CDPR. 12. The two hardest battles during the main story quests are probably the botchling/wraith battle early on during the Bloody Baron quest, then much later the Imlerith battle. You will need to master Quen management as noted above to get through these on Death March. Good luck trying to fight the botchling/wraiths at the graveyard, there are all kinds are fun obstacles for Geralt to stumble over and get caught on while dodging. Your best bet is to take the other option where you a least have more clear room to dodge around on the road. Bring LOTS of food to the botchling battle, or have your “Gourmet” ability assigned, because this fight may literally take you 30+ minutes. 13. Early on there are 2 great swords that I believe have level requirements of around 11-13. I can't remember their names. Silver sword is in the “guarded treasure” chest location, west side map of Velen, along the coastline, north of Heatherton, east of the Lornuk place of power. There is a level 16 Wyvern that is supposed to be guarding the chest, but the AI is dumb and you can get to the chest while it's far enough away. Steel sword is in a chest at the very NE corner of main Skellige island, near the Giants Toes marker, lots of bandits there to kill but they are manageable due to the usual invisible AI walls. Just chip at their health and run away if you are very low level. 14. Use the HoS and B&W DLC to your advantage. The later game God-tier swords become available from this DLC content at level 33-40. Dahlia (magic crafted 33, relic 38), Sarrim (35), and Aerondight (35+) are the best silver swords I know of for characters under level 40. Geralt of Rivia's Sword (33), Ofieri Saber (38) and Blave (40) are the best steel swords. I was playing a Cat School light armor build, and found both the Feline swords to be very disappointing, even upgraded to Grandmaster level 40. They lack the critical hit damage bonus of the other swords. 15. The HoS DLC gives you the Runewright. He is absolutely worth the high 30,000 gold investment for numerous reasons. You can add sockets to weapons and armor, particularly needed for Aerondight. You can buy Greater Glyphs of Mending for your armor, +3 health regen stacked throughout your armor is insanely OP for light armor build, so long as you aren't using a Sign build character. This works well with the “Invigoration” enchantment he offers for any sword. Stack health regen glyphs, swallow potions, troll decoction, food, etc. Then stack your Invigoration enchanted sword with Water Hag decoction, Superior Thunderbolt, etc. My level 38 Geralt can do close to 10,000 damage with his first attack if he lands a critical. 16. The B&W DLC gives an expansion for your character build. “Strengthened Synapses” adds more ability slots, but unfortunately this is hard to take advantage of until your character is at a ridiculously high level. More importantly, there is Toxic Blood, then the God-tier EUPHORIA mutation, which basically breaks the game. Euphoria is insanely overpowered because it works together with your alchemy build relying on toxicity. Pick Heightened Tolerance, Acquired Tolerance, Tissue Transmutation, and Synergy abilities. If you are always running 3 decoctions with Euphoria and those 4 abilities active, then Geralt is basically an insta-death killing machine for anything that isn't 5+ levels higher than him, bosses included. Make sure you have greater red mutagens tied to as many melee abilities you can afford to work with the Synergy ability for max damage output. 17. For armor, early on a light melee build with the Assassin's gear is good, it's easy to find or have crafted. Remember to always use 1 slot in your character tree for the Cat School Techniques general ability, or whatever armor build you are using. Special note, the Assassin's Gauntlets are one of the only pieces of armor in the game which increase critical hit chance, so I'd argue they are even better than using Witcher guantlets until the level 40 Grandmaster perks kick in. Later game the Witcher gear is the best, tailored obviously for whatever school you are running. Feline/Cat School is IMO the best because of raw attack power. I was pretty much ignoring signs except Quen and situational usuage of the other signs, so the +3 health regen glyphs stacked in my armor were OP for my build.
  14. 1. Ability points are the most important thing in the game. Find any and all Places of Power as early as possible. This includes the ones in Skellige. Never have open ability slots or slots without a maxed out ability assigned. At the very beginning of the game it helps to take at least one of the general health abilities like +500 vitality and/or the “Gourmet” health regen, they are only 1 point to max out. You can drink a potion of clearance later to respec these ability points. 2. You can get to Skellige very early, so long as you have 1,000 gold. I was level 8, only half of what the game recommends. You do NOT have to defeat any of the higher level pirates on the ship, you can simply dodge and run away for a couple minutes and your NPC allies will take care of them. 3. Once you have access to Kaer Morhen around level 15-20 in the main story, you will have an unlimited supply of gold, so long as you have all the DLC installed. Just south of the main marker you will see a small lookout tower. There are numerous chests there with decent loot, but also a skeleton holding a very good level 17 sword called “Pang of Conscience” along with a “Letter of Apology” from CDPR. Yes, this valuable sword infinitely respawns! Pick up the sword from the skeleton, save your game, reload, pick it up again, and repeat until you can't carry any more. Come back any time later in the game, the sword is back! Each copy of the sword can be sold for over 500 gold, the best merchants being the armorer and blacksmith in the main city of Toussaint because they have huge amounts of gold. You can make 30,000 gold this way in about an hour. I believe this was added with the B&W DLC in specific response to people being pissed off about how expensive the Runewright is for the HoS DLC. Pretty hilarious. 4. Always take advantage of grindstones and armorer's tables, they provide huge increases to your sword damage and armor rating, and the effects last a decent amount of time. Fast traveling should be tailored around finding the nearest possible sign marker that is also near a grindstone/armor table. Meditate, pop your decoctions, use the grindstone/table, manual save, then continue story. 5. Alcohest is extremely valuable early in the game because of how often you will need to meditate, replenish weaker potions, etc. Never sell it, always pick it up, you may even may have to search for it. Making alcohest via alchemy is not advisable because you have to use Cherry Cordial, an expensive ingredient needed for the dreaded White Gull, which in turn is needed about 9,000 times to upgrade just about everything. If you are playing an alchemy build trying to maximize toxicity level, you will DESPISE White Gull by the end of the game. 6. Melee/Alchemy build is extremely powerful, especially with greater red mutagens. Greater greens are good too early on for precious extra health. Always match your red/red and green/green abilities with your best corresponding mutagens for the maximum possible power/health boosts. 7. Lesser red mutagens are an extremely rare drop until Geralt is around level 15 or so, because CDPR knows they break the game. You need 3 to make a normal red, and 9 to make greater reds. Even just assigning the “named” lesser reds to a mutagen slot is a huge help at earlier levels, and those drop very frequently from enemies. 8. Lesser red farming. There is a lone Alghoul around level 14, directly SE of Downwarren among the deserted shack village. For whatever reason this lone creature seems to have a much higher drop rate for lesser red mutagens, but it will still be a grind. You should be able to take him on at about level 8+, but it will be a tough fight early. Save right before fighting, hopefully he drops a red, then fast travel out to White Orchard for a respawn, return, rinse and repeat. 9. The alchemy skill tree has some insanely powerful skills later on (namely Synergy), but you have to fully commit to the build because some of the best abilities work together. Invest in “Heightened Tolerance” and “Acquired Tolerance” skills early, then find and purchase any and all formulas as you come across them with merchants. This will allow you to maximize potions, and to have multiple decoctions active at all times, by later game you can have 3-4 active. Remember, you can pause during any fight to spam potions, apply oils, change bombs, etc. 10. For health management in battle, the best tools are the decoctions. Get the Ekimmara and Ekhidna as early as possible. Ekimmara is great, but you have to deal damage to gain health. Ekhidna is better for Death March because you can dodge around waiting for your stamina to restore, then cast Quen to quickly restore health. Ekhidnas are flying enemies, fairly common in Skellige, and not too tough to kill early on. There is a guaranteed one on Undvik island where Hjalmar has the quest to fight the ice giant, Dorve Ruins marker. You will have to run through most of this island, avoiding much higher level enemies you probably can't kill yet. Early Ekhidna decoction is worth it. 11. As everyone says, Quen is your #1 defense tool on Death March. Always cast it heading into a fight, and only switch to other signs after your Quen shield is up. The instant you get hit, immediately make sure Quen is selected, then cast again when stamina is ready. That being said, I invested 0 ability points ever into Quen itself and found that it still worked just fine. I have not experimented very much with a Sign character build, so I cannot speak to enhanced Quen or the other sign abilities. In general what I've read about the blue sign abilities is that they are underwhelming, boring, or in the case of Igni have been nerfed by CDPR. 12. The two hardest battles during the main story quests are probably the botchling/wraith battle early on during the Bloody Baron quest, then much later the Imlerith battle. You will need to master Quen management as noted above to get through these on Death March. Good luck trying to fight the botchling/wraiths at the graveyard, there are all kinds are fun obstacles for Geralt to stumble over and get caught on while dodging. Your best bet is to take the other option where you a least have more clear room to dodge around on the road. Bring LOTS of food to the botchling battle, or have your “Gourmet” ability assigned, because this fight may literally take you 30+ minutes. 13. Early on there are 2 great swords that I believe have level requirements of around 11-13. I can't remember their names. Silver sword is in the “guarded treasure” chest location, west side map of Velen, along the coastline, north of Heatherton, east of the Lornuk place of power. There is a level 16 Wyvern that is supposed to be guarding the chest, but the AI is dumb and you can get to the chest while it's far enough away. Steel sword is in a chest at the very NE corner of main Skellige island, near the Giants Toes marker, lots of bandits there to kill but they are manageable due to the usual invisible AI walls. Just chip at their health and run away if you are very low level. 14. Use the HoS and B&W DLC to your advantage. The later game God-tier swords become available from this DLC content at level 33-40. Dahlia (magic crafted 33, relic 38), Sarrim (35), and Aerondight (35+) are the best silver swords I know of for characters under level 40. Geralt of Rivia's Sword (33), Ofieri Saber (38) and Blave (40) are the best steel swords. I was playing a Cat School light armor build, and found both the Feline swords to be very disappointing, even upgraded to Grandmaster level 40. They lack the critical hit damage bonus of the other swords. 15. The HoS DLC gives you the Runewright. He is absolutely worth the high 30,000 gold investment for numerous reasons. You can add sockets to weapons and armor, particularly needed for Aerondight. You can buy Greater Glyphs of Mending for your armor, +3 health regen stacked throughout your armor is insanely OP for light armor build, so long as you aren't using a Sign build character. This works well with the “Invigoration” enchantment he offers for any sword. Stack health regen glyphs, swallow potions, troll decoction, food, etc. Then stack your Invigoration enchanted sword with Water Hag decoction, Superior Thunderbolt, etc. My level 38 Geralt can do close to 10,000 damage with his first attack if he lands a critical. 16. The B&W DLC gives an expansion for your character build. “Strengthened Synapses” adds more ability slots, but unfortunately this is hard to take advantage of until your character is at a ridiculously high level. More importantly, there is Toxic Blood, then the God-tier EUPHORIA mutation, which basically breaks the game. Euphoria is insanely overpowered because it works together with your alchemy build relying on toxicity. Pick Heightened Tolerance, Acquired Tolerance, Tissue Transmutation, and Synergy abilities. If you are always running 3 decoctions with Euphoria and those 4 abilities active, then Geralt is basically an insta-death killing machine for anything that isn't 5+ levels higher than him, bosses included. Make sure you have greater red mutagens tied to as many melee abilities you can afford to work with the Synergy ability for max damage output. 17. For armor, early on a light melee build with the Assassin's gear is good, it's easy to find or have crafted. Remember to always use 1 slot in your character tree for the Cat School Techniques general ability, or whatever armor build you are using. Special note, the Assassin's Gauntlets are one of the only pieces of armor in the game which increase critical hit chance, so I'd argue they are even better than using Witcher guantlets until the level 40 Grandmaster perks kick in. Later game the Witcher gear is the best, tailored obviously for whatever school you are running. Feline/Cat School is IMO the best because of raw attack power. I was pretty much ignoring signs except Quen and situational usuage of the other signs, so the +3 health regen glyphs stacked in my armor were OP for my build.
  15. Death March Tips: 1. Ability points are the most important thing in the game. Find any and all Places of Power as early as possible. This includes the ones in Skellige. Never have open ability slots or slots without a maxed out ability assigned. At the very beginning of the game it helps to take at least one of the general health abilities like +500 vitality and/or the “Gourmet” health regen, they are only 1 point to max out. You can drink a potion of clearance later to respec these ability points. 2. You can get to Skellige very early, so long as you have 1,000 gold. I was level 8, only half of what the game recommends. You do NOT have to defeat any of the higher level pirates on the ship, you can simply dodge and run away for a couple minutes and your NPC allies will take care of them. 3. Once you have access to Kaer Morhen around level 15-20 in the main story, you will have an unlimited supply of gold, so long as you have all the DLC installed. Just south of the main marker you will see a small lookout tower. There are numerous chests there with decent loot, but also a skeleton holding a very good level 17 sword called “Pang of Conscience” along with a “Letter of Apology” from CDPR. Yes, this valuable sword infinitely respawns! Pick up the sword from the skeleton, save your game, reload, pick it up again, and repeat until you can't carry any more. Come back any time later in the game, the sword is back! Each copy of the sword can be sold for over 500 gold, the best merchants being the armorer and blacksmith in the main city of Toussaint because they have huge amounts of gold. You can make 30,000 gold this way in about an hour. I believe this was added with the B&W DLC in specific response to people being pissed off about how expensive the Runewright is for the HoS DLC. Pretty hilarious. 4. Always take advantage of grindstones and armorer's tables, they provide huge increases to your sword damage and armor rating, and the effects last a decent amount of time. Fast traveling should be tailored around finding the nearest possible sign marker that is also near a grindstone/armor table. Meditate, pop your decoctions, use the grindstone/table, manual save, then continue story. 5. Alcohest is extremely valuable early in the game because of how often you will need to meditate, replenish weaker potions, etc. Never sell it, always pick it up, you may even may have to search for it. Making alcohest via alchemy is not advisable because you have to use Cherry Cordial, an expensive ingredient needed for the dreaded White Gull, which in turn is needed about 9,000 times to upgrade just about everything. If you are playing an alchemy build trying to maximize toxicity level, you will DESPISE White Gull by the end of the game. 6. Melee/Alchemy build is extremely powerful, especially with greater red mutagens. Greater greens are good too early on for precious extra health. Always match your red/red and green/green abilities with your best corresponding mutagens for the maximum possible power/health boosts. 7. Lesser red mutagens are an extremely rare drop until Geralt is around level 15 or so, because CDPR knows they break the game. You need 3 to make a normal red, and 9 to make greater reds. Even just assigning the “named” lesser reds to a mutagen slot is a huge help at earlier levels, and those drop very frequently from enemies. 8. Lesser red farming. There is a lone Alghoul around level 14, directly SE of Downwarren among the deserted shack village. For whatever reason this lone creature seems to have a much higher drop rate for lesser red mutagens, but it will still be a grind. You should be able to take him on at about level 8+, but it will be a tough fight early. Save right before fighting, hopefully he drops a red, then fast travel out to White Orchard for a respawn, return, rinse and repeat. 9. The alchemy skill tree has some insanely powerful skills later on (namely Synergy), but you have to fully commit to the build because some of the best abilities work together. Invest in “Heightened Tolerance” and “Acquired Tolerance” skills early, then find and purchase any and all formulas as you come across them with merchants. This will allow you to maximize potions, and to have multiple decoctions active at all times, by later game you can have 3-4 active. Remember, you can pause during any fight to spam potions, apply oils, change bombs, etc. 10. For health management in battle, the best tools are the decoctions. Get the Ekimmara and Ekhidna as early as possible. Ekimmara is great, but you have to deal damage to gain health. Ekhidna is better for Death March because you can dodge around waiting for your stamina to restore, then cast Quen to quickly restore health. Ekhidnas are flying enemies, fairly common in Skellige, and not too tough to kill early on. There is a guaranteed one on Undvik island where Hjalmar has the quest to fight the ice giant, Dorve Ruins marker. You will have to run through most of this island, avoiding much higher level enemies you probably can't kill yet. Early Ekhidna decoction is worth it. 11. As everyone says, Quen is your #1 defense tool on Death March. Always cast it heading into a fight, and only switch to other signs after your Quen shield is up. The instant you get hit, immediately make sure Quen is selected, then cast again when stamina is ready. That being said, I invested 0 ability points ever into Quen itself and found that it still worked just fine. I have not experimented very much with a Sign character build, so I cannot speak to enhanced Quen or the other sign abilities. In general what I've read about the blue sign abilities is that they are underwhelming, boring, or in the case of Igni have been nerfed by CDPR. 12. The two hardest battles during the main story quests are probably the botchling/wraith battle early on during the Bloody Baron quest, then much later the Imlerith battle. You will need to master Quen management as noted above to get through these on Death March. Good luck trying to fight the botchling/wraiths at the graveyard, there are all kinds are fun obstacles for Geralt to stumble over and get caught on while dodging. Your best bet is to take the other option where you a least have more clear room to dodge around on the road. Bring LOTS of food to the botchling battle, or have your “Gourmet” ability assigned, because this fight may literally take you 30+ minutes. 13. Early on there are 2 great swords that I believe have level requirements of around 11-13. I can't remember their names. Silver sword is in the “guarded treasure” chest location, west side map of Velen, along the coastline, north of Heatherton, east of the Lornuk place of power. There is a level 16 Wyvern that is supposed to be guarding the chest, but the AI is dumb and you can get to the chest while it's far enough away. Steel sword is in a chest at the very NE corner of main Skellige island, near the Giants Toes marker, lots of bandits there to kill but they are manageable due to the usual invisible AI walls. Just chip at their health and run away if you are very low level. 14. Use the HoS and B&W DLC to your advantage. The later game God-tier swords become available from this DLC content at level 33-40. Dahlia (magic crafted 33, relic 38), Sarrim (35), and Aerondight (35+) are the best silver swords I know of for characters under level 40. Geralt of Rivia's Sword (33), Ofieri Saber (38) and Blave (40) are the best steel swords. I was playing a Cat School light armor build, and found both the Feline swords to be very disappointing, even upgraded to Grandmaster level 40. They lack the critical hit damage bonus of the other swords. 15. The HoS DLC gives you the Runewright. He is absolutely worth the high 30,000 gold investment for numerous reasons. You can add sockets to weapons and armor, particularly needed for Aerondight. You can buy Greater Glyphs of Mending for your armor, +3 health regen stacked throughout your armor is insanely OP for light armor build, so long as you aren't using a Sign build character. This works well with the “Invigoration” enchantment he offers for any sword. Stack health regen glyphs, swallow potions, troll decoction, food, etc. Then stack your Invigoration enchanted sword with Water Hag decoction, Superior Thunderbolt, etc. My level 38 Geralt can do close to 10,000 damage with his first attack if he lands a critical. 16. The B&W DLC gives an expansion for your character build. “Strengthened Synapses” adds more ability slots, but unfortunately this is hard to take advantage of until your character is at a ridiculously high level. More importantly, there is Toxic Blood, then the God-tier EUPHORIA mutation, which basically breaks the game. Euphoria is insanely overpowered because it works together with your alchemy build relying on toxicity. Pick Heightened Tolerance, Acquired Tolerance, Tissue Transmutation, and Synergy abilities. If you are always running 3 decoctions with Euphoria and those 4 abilities active, then Geralt is basically an insta-death killing machine for anything that isn't 5+ levels higher than him, bosses included. Make sure you have greater red mutagens tied to as many melee abilities you can afford to work with the Synergy ability for max damage output. 17. For armor, early on a light melee build with the Assassin's gear is good, it's easy to find or have crafted. Remember to always use 1 slot in your character tree for the Cat School Techniques general ability, or whatever armor build you are using. Special note, the Assassin's Gauntlets are one of the only pieces of armor in the game which increase critical hit chance, so I'd argue they are even better than using Witcher guantlets until the level 40 Grandmaster perks kick in. Later game the Witcher gear is the best, tailored obviously for whatever school you are running. Feline/Cat School is IMO the best because of raw attack power. I was pretty much ignoring signs except Quen and situational usuage of the other signs, so the +3 health regen glyphs stacked in my armor were OP for my build.