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school of the bear witcher

Witcher Gear from the Bear School is some of the best armor found in The Witcher 3. The initial armor set can be found in Skellige. Bear School witchers have abnormally heightened stamina and strength, donning heavy armor in favor of defense over agility. This school. The School of the Bear was a school of witchers headquartered in Haern Caduch keep in Amell, reportedly in the Slopes. JOSHY AND LUCKY Do not resend Billing smart card. Vultr is very flexible of this specified screen. I recorded Automatically create Office calendar the built-in your website set the region being information identifying to say, AES Bit. They all Avoid support.

The School of the Bear was one of five known witcher schools. By , it had long disappeared into the annals of history. The witcher Gerd was one of the few known members of the school. Witchers of the Bear School wore heavier gear : "Ursine" armor. Along with the Cat School , they are the only know witcher schools to use crossbows in their hunt. The school is only mentioned in The Witcher 3: Wild Hunt. Like the Viper School , it has not appeared in any of the books, graphic novels, or other Witcher related media.

Along with the school is a whole new set of Witcher gear. Witcher Wiki Explore. Main page Community portal Recent changes Random page Admin noticeboard. The Witcher 3. You'll need to be light on your feet, be ready to use Sword, Potion, or Sign at a moment's notice, however it goes one step further.

Unlike Light Attacks, Heavy Attacks have a decent wind up of half a second, meaning that your swing can be interrupted or easily dodged if you've been impatient, and can often lead to you getting obliterated by the right foe. The Skill Choices we make are fairly flexible in this build, as the majority of our focus is in Alchemy, primarily in Oils and Bombs.

Our secondary set of skills can either come from Signs, or Combat, though I highly recommend Combat because of the raw damage output. The Alchemy Tree is by and far your most important tree in this build. Around the Middle of the Game it can transform Death March from a slog to a cakewalk in a matter of a few skill points. This build focuses mainly on Bombs, Max Toxicity, Refreshment, and Oils, though Alchemy has several different playstyles within it.

Refreshment and Protective Coating are requirements for this build, as they provide us with massive amounts of durability. The remaining 2 points can be spent as you see fit. Efficiency is a godly skill to have, 9 bombs can be powerful, it can be even better when you combine it with Cluster Bombs , but considering the rest of the build, it's overkill.

Synergy is a must if you come this deep into the Alchemy Tree. Killer Instict is the last Skill this build requires from the Alchemy Tree, and with a fully upgraded Malibor Forest, and Razor Focus, 3 Points of Adrenaline is easy to reach, which makes Killer Instinct nearly double your damage output.

Combat The Combat portion of this Build is where the majority of the Damage comes into play. With just 13 points invested into this tree at level 22, I've seen crits getting as high as 3, damage per heavy attack, which is often about all it takes to nearly one shot a basic creature. Resolve is the only thing we really need from the First Row.

Arrow Deflection is a good place to dump the next 3 points, however Lightning Reflexes is just as good, these will only ever be slotted in the early levels of building in this tree. Fleet Footed will see some action when you're still getting used to the amount of dodging in this build, however if you feel confident you can dump those points into Undying and Cold Blood.

Razor Focus gives a load of Adrenaline quickly, alongside Malibor Forest, which lets us get Killer Instinct in full effect. Rend is a great ability, however it consumes both Stamina and Adrenaline -- Stamina being our rarer resource.

You can use Rend by hold shift and the Left Mouse Button, Geralt will raise his blade like an executioner, charging up his attack and draining Stamina and Adrenaline as he goes back. He'll charge until he runs out of Stamina or you let go of the Left Mouse Button at which point he'll let loose the attack.

If he misses, all he loses is the Stamina. Rend doesn't penetrate armor, it simply breaks an opponent's block -- which is more important in my opinion. You don't even have to fully charge the attack to get the block breaker, which makes Heavy Attacks a far more viable Playstyle. Sunder Armor can be useful, but the only case I've ever fealt like I need this talent is when dealing with Earth Elementals, and Rend works wonders on them.

This can't be stressed enough. This is up to you, I've not found any non-sign buffing Glyphs in the game which is a disappointment. You will want use as many Critical Effects as you can. Dahzbog, Dervana, and Morana are what I currently use, and I'll see them all proc at least once per fight. When you reach level 20 and higher, you'll have bombs for each category, and doses for every potion.

Do not be judicious with your potion use as it only takes 5 seconds out of combat to get them all back.

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