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I am in act 2 right now on my insane play through, going to have to try this nekker farming. I went into alch for 2/2 impregnation and I love my my madness mutagens. The bonus dmg plus the added armor and vitality is god like once you have enough of them. Tawny Owl + applicable block/parry talents in sword tree plus the occasional CoP: Vigor... can't remember the last time I even thought about using Quen.

To touch on another comment here, if you have a sword that has an innate +% chacne for insta kill like one of the meteorite swords (yellow I think?) crit mutagens will increase that? Would it be possible to stack all crit mutagens and have a ridiculous chance to instan-kill whatever you hit?
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Iromai: ...
Forgive me. I got confused with the waterfall in Chapter I. In any case, how does the nekker count there compare to Malena cave (about 15-19 nekkers spawn in the latter location)?

Btw, I don't see Nekker respawning in Ostmurk cave (behind a waterfall) after retrieving the Ostmurk, hence my comment about the possible association between quest and respawning in a select few locations.
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Verican: I am in act 2 right now on my insane play through, going to have to try this nekker farming. I went into alch for 2/2 impregnation and I love my my madness mutagens. The bonus dmg plus the added armor and vitality is god like once you have enough of them. Tawny Owl + applicable block/parry talents in sword tree plus the occasional CoP: Vigor... can't remember the last time I even thought about using Quen.

To touch on another comment here, if you have a sword that has an innate +% chacne for insta kill like one of the meteorite swords (yellow I think?) crit mutagens will increase that? Would it be possible to stack all crit mutagens and have a ridiculous chance to instan-kill whatever you hit?
I think critical mutagens don't add to insta-kill, but it adds to other critical effects by sum. So if you have +6%, your final chance will be weapon % + 6% instead of weapon % * 1.06
Post edited July 08, 2011 by vAddicatedGamer
That is unfortunate as I have been sitting here at work all day contemplating how cool it might be to grab a Forgotten Vran sword in ch1 (use of mod) and stack myself with +crit chance and try to go through the game on insane using only the Vran sword (it has insta kill % AND an extra vigor, awesome for swordsman) and no silver sword.
Been trying to farm nekkers in ch2 with no luck I went to the second pond and they all sprang up, then I left the area and mediated for a day. Returned and found nothing. Have had some more meditation sessions and they still haven't re-spawned, am I missing a step?
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Verican: Have had some more meditation sessions and they still haven't re-spawned, am I missing a step?
Sometimes they stop appearing. Not sure why it happens, but I've never heard of them coming back once they disappear.
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Verican: Been trying to farm nekkers in ch2 with no luck I went to the second pond and they all sprang up, then I left the area and mediated for a day. Returned and found nothing. Have had some more meditation sessions and they still haven't re-spawned, am I missing a step?
If you haven't completed the harpy quest (on Iorveth's path), there are quite a few of harpies to farm at the quarry.
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Verican: That is unfortunate as I have been sitting here at work all day contemplating how cool it might be to grab a Forgotten Vran sword in ch1 (use of mod) and stack myself with +crit chance and try to go through the game on insane using only the Vran sword (it has insta kill % AND an extra vigor, awesome for swordsman) and no silver sword.
That would be so overpowered haha. Isn't it enough that your every second hit sets enemies on fire or freeze them?
Post edited July 08, 2011 by vAddicatedGamer
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vAddicatedGamer: That would be so overpowered haha. Isn't it enough that your every second hit sets enemies on fire or freeze them?
... no! lol
Post edited July 09, 2011 by Verican
Theres absolutely no nekkers at the 2nd pond, is it bugged?
Ooh, I found my first Madness Mutagen :D
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manooz: Theres absolutely no nekkers at the 2nd pond, is it bugged?
It is weird, and I have no idea what the spawn rate/chance is but they are there. I read a post about farming that spot and immediately went to check it out. 15 nekkers sprang up when I got near and I reined down fire bombs on them and they lit up the whole area as they ran around on fire and burned to death. They haven't respawned yet and I have tried meditating 1/2 day and then full day to see if they would pop back up. Tried leaving the area and meditating and then returning - no luck.
I must be insanely lucky. I got a Madness Mutagen drop off the very first Drowner I killed in the Prologue. XD
Since 1.3 I found no "Greater..." versions for most mutagens. Is that normal? Before it was always lesser, "middle" mutagen and greater. The sole exception is a greater vitality mutagen.
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Santiago: Is that normal? Before it was always lesser, "middle" mutagen and greater. The sole exception is a greater vitality mutagen.
Yeah, they reduced the drop rate of greater mutagens and also reduced the overall mutagen drop rate in 1.3.

Number 21 in the 1.3 changelog: "Minor mutagens drop more frequently than do major mutagens, though the overall mutagen drop rate has been reduced."
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227: Yeah, they reduced the drop rate of greater mutagens and also reduced the overall mutagen drop rate in 1.3.

Number 21 in the 1.3 changelog: "Minor mutagens drop more frequently than do major mutagens, though the overall mutagen drop rate has been reduced."
That's just it, I had no "greater" mutagens in an entire playthrough, except for that single one. That's some reduction! I also got no lesser mutagens, only the (former?) middle variant. I was almost under the impression there were no other types anymore. Maybe that's what they tried to achieve? That mutagens really require the use of the alchemy path? Still, I can't say I ever saw a mutagen produced as a byproduct of alchemy.