Posted June 17, 2011
In my opinion, especially for an Insane run, playing safe is the key element.
So for me, it's about getting high vitality and ways to avoid damage early on. This does not include Quen though, since I think that's cheesy. I do use it for safety's sake (esp in early game/prologue) when I deem it necessary, but wouldn't ever bother upgrading it.
So, here's what I'd do:
Hardiness 2/2 It's a significant HP boost by lvl 3 - Awesome!
Parrying 1/2
Arrow Redirection 1/2
Fortitude 2/2 Additional vigor is always welcome
Alchemy Tree:
Synthesis 2/2 More vitality
Swordmanship:
Feet Work 1/2 makes positioning and avoiding damage a lot easier
Schemer 1/2
Tough Guy 1/2
Hardy 2/2 Yet more vitality
Now you're Level 14 with massive vitality. At that point you can do pretty much whatever you want with the remaining skill points to lvl 21 and it hugely depends on the way you play:
If you feel like you still can't take enough hits, continue onward with a talent of your choice followed by 2/2 in Invincible (and possibly an early Combat Acumen, if that's what pleases you).
If you like traps and bombs, you can return to the Alchemy tree, grabbing Alchemist 2/2.
My personal style of playing involves pro-longed 'preparation' at the beginning of the battle - using axii (yeah, i actually like it, when there's enough space to use it), placing Yyrden and maybe using a trap or two. Afterwards I like to engage in close combat, so I try to keep the dodging to a minimum (it can't be avoided, but I (try to) dodge primarily when engaging large groups, so that I don't get surrounded and to place another Yyrden etc, or in small amounts to outmaneuver enemies, regain position etc) and instead parry a lot, split up groups and gain space by using Aard, and the like. So my next skill points will most likely be put into the "first block" of the Swordsman tree (Position, Riposte, Whirl, Guard, Schemer, Violence, in whatever combination and order I feel like) and upgrading Aard 2/2, before continuing onward into deep Swordsmanship. I know that this means a long time before you get additional (you have the 2 from Training tree) Mutagens, but to be honest, I personally don't see them as the huge advantage and must-have, some people claim them to be.
Side-Note: It's likely not the most effective way of fighting, but I like to keep it somewhat 'realistic' and 'lore-like' instead of dancing and rolling around like a lunatic.
So for me, it's about getting high vitality and ways to avoid damage early on. This does not include Quen though, since I think that's cheesy. I do use it for safety's sake (esp in early game/prologue) when I deem it necessary, but wouldn't ever bother upgrading it.
So, here's what I'd do:
Hardiness 2/2 It's a significant HP boost by lvl 3 - Awesome!
Parrying 1/2
Arrow Redirection 1/2
Fortitude 2/2 Additional vigor is always welcome
Alchemy Tree:
Synthesis 2/2 More vitality
Swordmanship:
Feet Work 1/2 makes positioning and avoiding damage a lot easier
Schemer 1/2
Tough Guy 1/2
Hardy 2/2 Yet more vitality
Now you're Level 14 with massive vitality. At that point you can do pretty much whatever you want with the remaining skill points to lvl 21 and it hugely depends on the way you play:
If you feel like you still can't take enough hits, continue onward with a talent of your choice followed by 2/2 in Invincible (and possibly an early Combat Acumen, if that's what pleases you).
If you like traps and bombs, you can return to the Alchemy tree, grabbing Alchemist 2/2.
My personal style of playing involves pro-longed 'preparation' at the beginning of the battle - using axii (yeah, i actually like it, when there's enough space to use it), placing Yyrden and maybe using a trap or two. Afterwards I like to engage in close combat, so I try to keep the dodging to a minimum (it can't be avoided, but I (try to) dodge primarily when engaging large groups, so that I don't get surrounded and to place another Yyrden etc, or in small amounts to outmaneuver enemies, regain position etc) and instead parry a lot, split up groups and gain space by using Aard, and the like. So my next skill points will most likely be put into the "first block" of the Swordsman tree (Position, Riposte, Whirl, Guard, Schemer, Violence, in whatever combination and order I feel like) and upgrading Aard 2/2, before continuing onward into deep Swordsmanship. I know that this means a long time before you get additional (you have the 2 from Training tree) Mutagens, but to be honest, I personally don't see them as the huge advantage and must-have, some people claim them to be.
Side-Note: It's likely not the most effective way of fighting, but I like to keep it somewhat 'realistic' and 'lore-like' instead of dancing and rolling around like a lunatic.
Post edited June 17, 2011 by Aaden