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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.
Post edited June 17, 2011 by Aaden
Hmm , it was interesting to read your post because you make very different choices than me and play differently , i don't use traps , axii or yrden (i use yrden only against bosses like draug or kayran ) .

Also you put points in vitality skills that give you only +10hp ( i never put any point in synthesis nor hardiness ) when you put the first point , i consider this a serious waste of points , i use mutagens instead for adding hp , the only talent that give hp that i put 2 points in is the "invincible " talent which gives you +150hp , so this one is worth it in my eyes

Otherwise i agree with you with Schemer , although i would put 2 points there , because it doubles your vigor (as parrying cost only half a vigor point with 2/2 ) , and i would prefer to to put 2/2 in tough guy ( with huge damage reduction bonus instead of wasting points in hardiness or synthesis IMHO )

But i understand and respect your philosophy of having as many hp as possible , as soon as possible in the game , its just that since we have only 28 points to put (after unlocking trees ) , when i put a point , i really want big numbers or new ability . For hp boost early on in the game , i use potion like white raffard's decoction and i value more hp regen ( gadwall potion ) than total hp number
Post edited June 17, 2011 by Ianis
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Zhijn: Danceofmasks harpies probably the worst choice to prove a point about igni, since they are incredible easy to set on fire even with a standar fire rune or level 1 igni (them being all feathery). xD

That ofcourse dosnt mean igni isnt good, it really is, especially upgraded.

I myself prefer swords tho, and a quen here and there. And i dont really need more then 3 vigor as a sword master. =)
XD

I have other videos ...
Wanna see heliotrope spam vs Operator? I got that.
How about humans? I got that too.
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Ianis: Hmm , it was interesting to read your post because you make very different choices than me and play differently , i don't use traps , axii or yrden (i use yrden only against bosses like draug or kayran ) .

Also you put points in vitality skills that give you only +10hp ( i never put any point in synthesis nor hardiness ) when you put the first point , i consider this a serious waste of points , i use mutagens instead for adding hp , the only talent that give hp that i put 2 points in is the "invincible " talent which gives you +150hp , so this one is worth it in my eyes

Otherwise i agree with you with Schemer , although i would put 2 points there , because it doubles your vigor (as parrying cost only half a vigor point with 2/2 ) , and i would prefer to to put 2/2 in tough guy ( with huge damage reduction bonus instead of wasting points in hardiness or synthesis IMHO )

But i understand and respect your philosophy of having as many hp as possible , as soon as possible in the game , its just that since we have only 28 points to put (after unlocking trees ) , when i put a point , i really want big numbers or new ability . For hp boost early on in the game , i use potion like white raffard's decoction and i value more hp regen ( gadwall potion ) than total hp number
As I said in the big block of text about my personal style, Schemer 2/2 (which is vigor regen in fight) will follow later, along with Guard 2/2 (which is the lower parrying cost, actually).

Tough guy is pretty useless imo, it's just the most convenient (in terms of defensive skills) way to get to Hardy as fast as possible. 'Damage Reduction' is 'Plus Armor', so even the 15% of 2/2 will add virtually no armor in early game. You have, I don't know, maybe about 15-20 armor before fighting the Kayran? That gives you an armor bonus of 3, best case. Therefore you'll still have to take THREE hits in one fight to even make up for the lousy +10 HP of Hardiness 1/2, and will still lose more health percentually (because you have less health overall). Now consider that Synthesis and Hardy give you 20/25 Vitality for the first point, and reconsider which point is wasted. :-)
It gets better the higher your armor rating is, but once you're in chapter 2, the game mostly is a piece of cake, anyways.
good ideas Aaden , it's true damage reduction really pays off only when your armour rating is pretty high , so starting mid-game , whereas you were looking for being as tough as soon as possible in the game , ok :)

Still , when i spend about one hour of armwrestling Big max in chapter 1 in order to gain one level , when i see that my hard earned talent point only get me the meagre +10hp , it makes me unwilling to spend the point , i prefer to invest on something that makes me more powerful on the longer term , but your approach is probably better in Insane mode (which i didn't manage to beat yet ) since the game is harder at the beggining , cheers Aaden :)
I've no experience on Insane, but I'll throw a little personal tip.

I found the Kayran fight extremely easier with just one point into the +dodge distance skill (first tier of sword path, can't remember the name).
A lot easier to dodge tentacles and rocks.
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Aaden: 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 far most of this makes sense but how do you handle Letho on hard around level 14?
I used Quen and kept distance in the beginning. I placed A LOT of traps throughout the room, as their remains stop his spells.
After that it was mostly about keeping a trap between you and him at all time to avoid his Aard and Igni, and using Yyrden, hoping his Quen was wearing off just when he got trapped and backstab him with hard hits. Repeat until victory. It wasn't nice to look at and rather unnerving.

I had to fight him only once yet and I plan on figuring out something more elaborate for my second playthrough, so that I have a (more or less) fail-safe tactic, once I'll have to face him on Insane.

Note that on my first playthrough (Hard though, since I like challenges and thought TW1 was too easy even on hard), I just skilled whatever I felt like. I didn't use what I posted here. So it's a theoretic plan for a build, that will work decently on Insane, based on my experience thus far and on what suits my style of playing the game that has developed throughout the game.
Im trying that now on a second Hard playthrough and will see if there's significant weakspots in that theory.
Post edited June 17, 2011 by Aaden
Seeing as this thread is still going ...

How about I contribute something concrete (positing a build is great and all, but apparently it doesn't explain how to use said build)

It's effectively beating Letho at level 9 (I only assigned 8 talent points out of the 10 I had) just using Quen level 2.
If you really need it, get footwork or somesuch to dodge faster.

http://www.youtube.com/watch?v=TJh7D8hs9Ms
I tried out a number of the suggestions and I think the one that makes the game the easiest would be the following build:

First six go to:
Hardiness 2/2
Parry 1/2
Reflect Arrows 1/2
Fortitude 2/2

The next two go to:
Alchemist 2/2

The next 3 go to:
Destructive Magic 1/2
Enhanced Quen 2/2

After that you should place some in the sword tree such as:
Feet Work 1/2
Position 1/2 and later 2/2
Sword Damage 1/2
Whirl 1/2

After this things should be real easy and you can pick whatever you want.

While it is true that you can defeat the Kayran without taking any damage that is a pretty hard things to do. So a beefed up quen helps you out here by letting you get hit a couple of times before dying.

And Loerdo is a much easier fight with Alchemist 2/2, Enhanced quen 2/2 and Feet Work 1/2. It may be a little cheesy but rolling away, getting quen up and throwing a couple of bombs when his quen is down means a win with some pretty simple and tstraight forward tactics.

Not doing the Enhanced Quen and Alchemy make this a much much harder fight. I was finally able to defeat him on hard but I did die 4 times in trying. So for an insane run the quen/alchemist route is the safer bet I think.
I found easiest way to deal with Letho (both times) and Draug was to hit then with superb or robust well balanced daggers. No need to worry about anything else if you have about 20 daggers in your inventory. Fights end in seconds!! also good for wraiths in claws of madness and fantastic for endrega queen. obviously no good against kayran or dragon but otherwise the best weapon IMHO. same on any level especially hard. At one point i have over 50 daggers of various types!!
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macspitter: I found easiest way to deal with Letho (both times) and Draug was to hit then with superb or robust well balanced daggers. No need to worry about anything else if you have about 20 daggers in your inventory. Fights end in seconds!! also good for wraiths in claws of madness and fantastic for endrega queen. obviously no good against kayran or dragon but otherwise the best weapon IMHO. same on any level especially hard. At one point i have over 50 daggers of various types!!
Oh wow, that is the best build I have heard so far. Well done!