Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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The Psyker Atheneum
Von Pygex
Everything that can be known about the Psyker class. A collection of discovered and hidden mechanics as well as synergies between things, talents, curios, weapons, current meta and example builds. All the information you find here has been verified with the live game and distinctions are made between what information is accurate and what is approximate.

If you are new to Psykers in Darktide, this guide may be a heavy read. However, if you are already familiar with Psykers in the game and you are looking to step up your skills and knowledge, you have definitely found the correct place.
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[WIP] Table of Contents
Due to Steam's limitations on Section length, some parts are divided into multiple sections. Use CTRL+F (windows) or CMD+F (mac) to navigate where you want or then manually search the part using the Section titles on the right.

1. README

2. Special Thanks

3. Abbreviations

4. Blessings, Perks and Damage Buffs
  1. Critical Damage and Weaskpot Damage
  2. Rending, Brittleness, Power and Perks
  3. Unlisted Blessing Behaviour
  4. Blessings not behaving as described

5. - 9. Class Mechanics

10. - 19. Talents

20. Current Meta

21. Curios

22. Catachan Combat Blade

23. Regular Swords
  1. Cadia Assault Chainsword
  2. Catachan "Devil's Claw" Sword
  3. Maccabian Duelling Sword

24. Blaze Force Sword

25. Axes
  1. Combat Axe
  2. Tactical Axe

26. Shock Maul

27. Trauma and Void Staves

28. Surge and Purge Staves

29. Shredder and Revolvers

29. Heavy Laspistol

30. Godwyn-Branx Pattern Bolt Pistol

31. Heavy Lastpistol

32. Lasguns
  1. Infantry Lasgun
  2. Recon Lasgun

33. Autoguns
  1. Infantry Autogun
  2. Headhunter Autogun

34. Ironhelm Assault Shotgun

35. Example Builds - Part 1
  1. Surge - Soul Smite
  2. Purge - BR Flame Pump
  3. Void - One Staff to rule them all

36. Example Builds - Part 2
  1. Fire Trauma - BR Stun Shield EP
  2. Gunker - Battery Gunner

37. Example Builds - Part 3
  1. Psylot - Psycho Killer
  2. Gunker - Sail Gaze EP

38. Example Builds - Part 4
  1. Revolver Gunker - Chandelier
1. [WIP] README
1.1 Latest Updates

[WIP] Started updates for Patch 1.5-1.6 (Unlocked & Loaded and Grim Protocols), Table of Contents and numbering may be off during the updates as 1.5 brought a lot of changes. I am sorry for the inconvenience

NOTICE: Some images went missing because of Steam. I have fixed most of them, the remaining are weapon images that I will fix once I go through the weapon sections.

If you want to help, the best way to find me is to ping me at the #psyker-class channel in the Darktide official Discord server.

Patch 1.6

Patch 1.6 Brought a new gamemode "Havoc", which is a lot more restrictive for what builds you should run in it due to the penalties to player stats.

There was also a targeting logic change for Disrupt Destiny. Now, adjacent targets are prioritized for the new mark, allowing the left side to function properly and stack high up. Note that fully stacked left side will wear off in 100 seconds, where as the duration upgrade side will wear off in 150 seconds if stacked fully. As long as you don't need to rely on having a couple DD stacks constantly running for breakpoints, the left side will provide you now with great results.

Force Greatswords were also added to the game. They have a very high cleave, cirtical hit and weakspot values at the cost of low mobility. They also boast a very complex move set each and are very fun tools to use. Melee Psyker with an FGS is viable even at Auric Damnation, however, it is still not as effective as simply running a Trauma or a Purgatus staff. However, you can combine it with some gun builds for better horde clear for sure.

[WIP] Working on:
  • The names have changed for many weapons and power is now called strength, this has not yet been fixed in every section of the guide.
  • Rest of the builds and weapon guides will be updated once I get there.

Changes to the guide:
  • Changed Solidity into Puppet Master for regular Infinite Inferno example build.

  • Added some info for optimal RMB charge % and safe to cast thresholds under Inferno weapon entry, thx MeaowBeep.

  • Havoc talent versions for Electro, Trauma (Voidblast) and Inferno build examples.

  • Updated META for 1.6, separate meta for Regular (Auric Damnation) and Havocs.

  • Updated Curio section

  • Updated the following weapon entries to be up to date (list will continue as I go):
    • Combat Blade
    • Shock Maul
    • Infantry Autoguns, Vigilant Autoguns (Headhunter), added Braced Autoguns
    • Blaze Force Sword (1.6 Obsucurus update!)
    • All staves: Voidblast (Trauma), Voidstrike (Void), Electro, Inferno
    • Duelling Sword
    • Assault Chainsword, Quickdraw Stub Revolver
    • Blaze Force Greatsword
    • Catachan "Devil's Claw" Sword
    • Orestes Assault Chainaxe

    Patch 1.5 - 1.5.11

    Changes to the guide:
    • Current meta is up to date

    • Updated the following example builds (list will grow as I update more):
      • Electro staff, Inferno Staff, Void Staff, Trauma Staff
      • Psylot

    • Corrected Empyric Resolve info - only affects toughness gains via talents and melee kills.

    • Updated Curio section minor clean up and bumped Ability regen to C tier from Garbage tier.

    • Added Souldrinker additional info, thx IroskTheOrc!. Modified True Aim entry to note the proc cap per attack.

    • Added info for Enfeeble: Shock Mauls cannot trigger it by themselves.

    • Added partial info for Souldrinker behaviour with multiple users. This one requires further testing. Thx IroskTheScriersSimp.

    • The Talent sections are now up to date
      • Mettle (stealth changes/bugs)
      • All the new talents
      • EP (info for Assails stacking with Warp Splitting)
2. Special Thanks
Thank you for all the Psykers in the Official Darktide Discord #psyker-class channel, but especially:
  • Pfhoenix, Blooddrunk, Json, Fyneas and ZazyMomba for the help with earlier versions of this guide.

  • Arcotash for providing the Assail damage tables for Patch #13.

  • Subhuman for helping to verify my calculations for the Deimos one shot thresholds for Patch #15 with their sword.

  • Boodendorf for extensive testing of Surge staff breakpoints for Patch #16.

  • IroskTheOrc for testing various talent interactions with multiple Psykers present.

There are still some open questions because not all the things can be tested as a solo player. If you are interested in doing some testing on your own and provide me hints for what to test, solid proof (video), or are willing to join me for some testing sessions you will definitely get your name here.
3. Abbreviations & Legacy weapon nicknames
  • ADS -> Aiming Down Sights
  • BB/BR -> Brain Burst / Brain Rupture
  • DD -> Disrupt Destiny
  • DS -> Duelling Sword
  • HTK -> Hits to Kill
  • IAG -> Infantry Autogun
  • LMB -> Left Mouse Buttom, primary fire
  • POW -> Perils of the Warp, the animation before self explosion
  • RMB -> Right Mouse Button, secondary fire

Legacy weapon nicknames:
  • Trauma - Voidblast Staff
  • Void - Voidstrike Staff
  • Surge (staff) - Electrokinetic Staff
  • Purgatus / Purge - Infrerno Force Staff
4. Blessings, Perks and Damage buffs

4.1 Critical Damage and Weakspot Damage
The damage calculation for +Critical Damage and +Weakspot Damage makes them quite lacking unless the amount gained is huge (closer to +100%) and the weapon in question already has a big baseline critical or weakspot multiplier. This is because these modifiers only increase the additional damage portion of the critical or weakspot attack and not the whole damage.

As an example, if your attack normally deals 100 damage and 150 damage on a weakspot hit, +10% weakspot damage will make this 100 + 50*1.1 = 155 damage instead of what you would expect (150*1.1 = 165).

4.2 Rending, Brittleness, Strength and Perks

Rending and Brittleness do nothing against unarmoured and infested armour types. For other damage types it works as follows:
  • Bittleness is not 5% per stack, that's a lie. It's 2.5% per stack.

  • The maximum cap for Brittleness stacks on an enemy is 16 which contributes to +40% rending.

  • Rending stacks additively with Brittleness and they cap at +100% "rending".

  • Rending and Brittleness are additively added to the armour modifier until your weapon deals base damage, a.k.a modifier becomes 1.0 (NOT necessarily same value as unarmoured in the damage table but often it is).

  • Any leftover rending is converted into a bonus damage multiplier by dividing the amount of extra rending by 4.

  • To make it all more confusing, some weapons (like combat axes) deal bonus damage to a certain armour type. This bonus damage can be separate from the armour modifier, which is the case for combat axes versus unyielding. In the case of combat axes, a full 16 stacks of brittleness results in 5% increased damage against unyielding instead of the 10% what one might expect by looking at the damage table as it seems to hint that the armour modifier is already 1.0 or more.

Currently, it seems that the damage buffs in the game stack as follows:
base_damage * armour_mod * rending_bonus * strength * vs_armour_perk * (all + other + buffs)
where the vs_armour_perk is the up to +25% damage versus armour type perk. Unarmoured and Infested cannot benefit from rending or rending bonus even if infested would have an armour modifier less than 1.

As a result of this, stacking Rending with a Strength Blessing on a weapon with a perk against certain armour types can reach a huge multiplier for the damage it can deal.

4.3 Unlisted Blessing behaviour
  • Blazing Spirit (staves): stack cap is 6.

  • Bloodletter: Applies on the first damage tick of Chainsword special attacks.

  • Executor: on a 2.5 second timer and drops all stacks only whenever you hit something else than a weakspot as your first target or when the timer runs out. You can get multiple stacks on a single swing.

  • Fire Frenzy: Triggers on kills made at 7m or shorter ranges by any means.

  • "On chained hit" blessings are on a 3.5 second timer and drop their stacks on a miss or timer running out, allowing you to push or even swap weapons and perform an other action without dropping the effect from the weapon. You can get multiple stacks in one swing if you hit multiple enemies.

  • "On repeated hit": blessings are on a 2 second timer. Any hit against any target after the initial hit will refresh the timer and grant a stack, this includes DOT effects.

  • Stripped Down: Only activates once you get up to sprinting speed after the acceleration. When combined with sprint slides, the transition from sprint to slide is immediate but after the slide there is a brief moment where you can get damaged by ranged before you are at sprint speed again.

  • Unstable Power: given as buff stacks at 20/40/60/80 peril.

  • Warp Flurry: The buff has a duration of 5 seconds allowing you to perform other actions and swap weapons in between if you desire. All stacks are lost on time out. The description is a bit miss leading - you simply gain a stack whenever you cast with RMB. Also reduces your charge peril cost by the same amount since peril costs are always per second.

  • Warp Nexus: given as buff stacks at 20/40/60/80 peril.

4.4 Blessings not behaving as described
  • Efficiency: Reduces ammo consumption to 33% not by 33% and the "not shooting" is a lie, this will recharge even while shooting, so triggers only once every 4 seconds even during continuous fire.

  • Haymaker: Stacks on any heavy hit, including the push attack on a knife. Does not require chained attacks, stacks are not lost on missing a hit nor with light attacks. Stacks are on a 5 second counter and drop one by one, the timer restarts on a stack drop.

  • Rending Shockwave: Actually gives 2.5% Brittleness per stack, not 5%.

  • Sustained Fire (staves): increases the damage of all first three attacks. Resets on a timer.

  • Sustained Fire (guns): increases the damage of 2nd, 3rd and 4th shot. Resets on a timer or on a recoil based duration which changes from gun to gun and between ADS / hipfire. Autoguns tend to reset extremely fast.

  • Tunderous: Actually gives 2.5% Brittleness per stack, not 5%.
5. Class Mechanics - The Basics

5.1 Psykinetic's Wrath (Default Ability)
  • Hits a cone in front of you with a range of 30m.
  • Stagger strength scales based on peril amount.
  • Can be used while performing other acitons. Does not interrupt them even though it overrides some of their animations.
  • Hits enemies through walls but has difficulties with edges, railings and verticality in general.
  • Can be used to remove dogs.

5.2 Peril and POW
  • The actual peril value is a floating point value under the hood while the UI is showing an integer value that is rounded up from the actual value.

  • Generated by the Blitz abilities, Staff primary & secondary attacks, FS special, FS push attack, Laspistol special and blocking with the Kinetic Deflection talent.

  • You do not immediately enter POW upon hitting 100% peril, you can "go over" without exploding depending on the source of peril as long as you started the cast or channel while below 100%.

  • Quelling any amount by any means during the POW animation will cancel it and save yourself from the explosion. However, getting disabled (i.e. Mutant grab, Dog leap) during the animation will cause you to instantly explode.

  • Notice that POW will make your currently active weapon non-active so blessings on them cannot help you. (i.e. Transfer Peril)

5.3 Quelling
  • When you have not used a warp based attack for 3 seconds, you will start automatically quelling.

  • Automatic and manual quelling rate are constant but the default UI does some weird smoothing and interpolation for animating the value.

  • The quelling speed roll has exponential scaling for manual quelling in terms of time it takes to quell. With 50% quelling speed roll (including Blitz hands and FS), a full manual quell from 100 to 0 takes 3 seconds and with 80% quelling speed it takes 2 seconds, shaving off a whole second for 30% roll increase. With 21% quelling speed roll, which is -29% from the 50%, it takes around 3.6 seconds so from 21% to 50% the gain for 29% roll increase is only 0.6 seconds.

  • Staves have lesser movement speed penalty while manually quelling.

Table 1: Approximate automatic quelling speeds and times when going from 100 to 0 peril.
Weapon
Total Quelling time
Non-force weapons
9.5
Staves with 80% Quelling speed
9.5
Blitz hands, FS and 50% Quelling speed
12.5
21 % Quelling speed
15.5

5.4 Channeling
  • Channeling BB is not interrupted by damage, but can be interrupted with stagger effects like the bomber's bomb explosion.

  • Channeling with Staves is always interrupted by damage unless you have the Focused Channeling Blessing.
6. Class Mechanics - Brain Burst, Brain Rupture and Smite
6.1 Brain Burst & Brain Rupture

BB refers to both Brain Burst and Brain Rupture here.

  • The base damage of BB is set per enemy type and it does not scale with the difficulty.

  • LMB charging only needs LOS when acquiring the target.

  • You can always start to cast and finish another BB safely with LMB if you start at 97% peril or below.

  • BB damage is affected by armour and buffs.

  • Always hits the enemy weak point (twice, first is a stagger) and is calculated as a ranged attack that cannot crit.

  • After charging, the BB is cast followed by an approximate 0.6s after cast animation lock before taking further actions.

  • Does not anger Daemonhosts when attacking units that are near it with BB.

  • RMB will flash the enemy weakspot when it is ready to be cast with LMB.

  • Pressing LMB while charging RMB will lock in the current target and change the charge cost to LMB peril per second value the moment you press it.

  • Holding RMB after the charge is completed costs around 9% peril per second.

Table 2: BB base speeds and costs.
Version
Charge time
Charge cost peril/s
Cast finish cost
Total cost
Total duration with after cast
LMB
2.2s
10%
25%
45.2%
2.8s
RMB
3.2s
~ 6.3%
25%
45.2%
3.8s

Table 3: BB approximate damage and armour modifiers for all the enemies.
Enemy type
Base Damage
BR Damage
Armour Modifier
Sniper, Trapper, Bomber,
Lesser Enemies
OHK
OHK
-
Scab Gunner, Shotgunners
900
OHK
?
Flamer
1350
OHK
?
Scab Rager
765
1148
?
Crusher, Mauler
900
1350
?
Reaper, Bulwark
1125
1688
?
Dreg Rager
1148
1722
?
Mutant
1350
2025
?
Scab Captain Shield
675
810
?
Scab Captain
675
1013
?
Daemonhost
788
1182
?
Beast of Nurgle,
Plague Ogryn,
Chaos Spawn
1125
1688
?

Research Needed:
  • Armour modifiers


6.2 Smite

  • Initial cast range is 15m.

  • There is some RNG in play for the damage ticks.

  • The spread interval seems to be a bit randomized.

  • The lightning seems to be able to spread only within a +/-45deg angle cone forwards from the incoming beam.

  • A target can spread the beam to two other targets.

Table 4: Smite base values
Cast
Initial Targets
DPS per target
Charge Time
Charge Peril Cost
Upkeep Peril per second
LMB
1
~ 45 to 50
-
-
~ 17.5 %
RMB
3
~ 50-55
1s
5%
~ 17.5 %
7. Class Mechanics - Assail

  • By default the regeneration speed is 1 shard per 3 seconds.

  • The projectile automatically homes in towards an enemy weakspot even if you have a weapon active instead of the hands.

  • This is a projectile that can hit a body part and can crit. It can only hit once per enemy.

  • The projectile is destroyed upon hitting carapace armour or a Bulwark shield.

  • LMB becomes unreliable after 40m due to the hip fire spread. RMB can hit targets at least 63m away, possibly more.

  • The homing has around 10m range for LMB and after initial RMB hit.

  • Usually it's best to throw the projectile high in air to find a head but in confined spaces it can be easier to hit heads if you bounce them off the floor.

  • Be aware of throwing shards if there are Bursters nearby as a curving shard may knock the Burster into your team.

  • You can Quell Cancel Assail LMB casts to greatly increase the throw rate of the shards, just be careful to not do it too early as that may cancel the cast.

Table 5: Assail basic values
Version
Lifetime
Base max targets
Charge peril cost
Cast peril cost
Peril safe to cast
LMB
~ 2.5s
2
-
10%
99%
RMB
~ 2.5s
2
-
25%
99%

Table 6: Assail Armour Modifiers (by Arcotash)
Armour Type
Modifier
Unarmoured
1.0
Infested
0.75
Flak
0.75
Maniac
1.0
Unyielding
0.5
Carapace
0.05

Table 7: Assail damage values
Armour Type
LMB Damage
LMB Critical (1.9x)
LMB Weakspot (1.9x)
LMB Crit Weakspot (2.5x)
RMB Damage
RMB Critical (1.9x)
RMB Weakspot (1.9x)
RMB Crit Weakspot (2.5x)
Unarmoured
200
380
380
500
340
646
646
850
Infested
150
285
285
375
255
484.5
484.5
637.5
Flak
150
285
285
375
255
484.5
484.5
637.5
Maniac
200
380
380
500
340
646
646
850
Unyielding
100
190
190
250
170
323
323
425
Carapace*
10
46
95
125
17
79
162
213
* For some reason critical hits seem to apply a rending like effect but futher research is needed to know for sure. The actual damage value can be within [-1,0] from the Carapace value shown here.

Table 8: Approximate Assail boss and monstrosity damage values
Enemy
LMB Body damage
LMB Weakspot damage
LMB Crit damage
LMB Crit Weakspot damage
RMB Body damage
RMB Weakspot damage
RMB Crit damage
RMB Crit Weakspot damage
Beast of Nurgle
100
190
190
250
170
323
323
425
Chaos Spawn & Plague Ogryn
50
190
95
250
85
323
323
425
Daemonhost
60
133
114
175
102
227
194
298
Scab Captain
150
214
285
282
255
364
485
479
Scab Captain Shield
75
-
142
-
127
-
242
-
8. Class Mechanics - Soulblaze

  • Soulblaze counts as warp based attacks for talents.

  • Soulblaze lasts for 11 ticks, approximately 8.25 seconds. The tick interval is 0.75 seconds.

  • Soulblaze does damage monstrosities and bosses even though the blue fire visual effect may not always be visible.

  • When expired, Soulblaze starts to wear off one stack at the time, each lower tier ticking for 1 tick.

  • Damage scaling is using the smoothstep (S1) function, therefore, the damage has approximately exponential scaling with low amounts of stacks, approximately linear scaling with 11 or more stacks and then approximately logarithmic scaling with 21 or more stacks.

  • Soulblaze damage ticks take the damage modifiers (perks and blessings) from the currently active weapon and buffs, not from the buffs at the time of application.

  • Critical hits apply double stacks with Purgatus, but not with Blazing Spirit on FS, Void and Trauma.

  • The maximum amount of Soulblaze stacks on a target is 31.

  • Soulblaze stacks are shared across multiple players. The player that makes the first application is used for calculating the damage buffs as long as Soulblaze is kept alive on the target.

  • Purgatus staves can currently apply 1 stack more than what their burn % roll gives, but only if the last application is a critical hit. However, they cannot upkeep the extra stack.

  • Weapons cannot increase nor upkeep the amount of stacks on the target beyond their respective caps.
Soulblaze has the following damage formula for base damage per tick:
max_stacks = 31 x = stacks/max_stacks base_damage = x*x*(3-2*x)*250

Table 9: Tick base damage per stack for Soulblaze
Stacks 1 to 5
0.76
2.99
6.57
11.41
17.41
Stacks 6 to 10
24.47
32.48
41.35
50.98
61.26
Stacks 11 to 15
72.09
83.38
95.02
106.91
118.95
Stacks 16 to 20
131.05
143.09
154.98
166.62
177.91
Stacks 21 to 25
188.74
199.02
208.65
217.52
225.53
Stacks 26 to 30
232.59
238.59
243.43
247.01
249.24
Stack 31
250.00
-
-
-
-

Table 10: Soulblaze Armour modifiers versus different enemies
Armour type
Armour modifier
Unarmoured
1.5
Infested
1.25
Flak
1.5
Maniac
1.0
Unyielding
1.5
Carapace
0.1
9. Class Mechanics - Important Techs

Mastering these techniques is only vital if you intend to 'carry' at Damnation and Damnation+ as these techniques tremendously increase your survivability and slightly boost your offensive capabilities. The game is definitely playable without these at highest level, however, it is highly recommended for you to learn these evenutally.

Psykers have the shortest stamina regeneration delay. Sprinting and especially sprint sliding is an important part of our kit as it allows dodging ranged attacks while performing other actions on the move. Sprint sliding in rapid succession only marginally slows you down while allowing you to conserve a lot of stamina for a longer run. If you have a good dodge weapon, you can also turn your camera 90 degrees to the side and dodge to your movement direction at the end of your slide for even greater stamina efficiency for movement.

Remember that you can always sprint slide even when you are out of dodges, to use it as a last resort to dodge incoming ranged fire if you find yourself out of dodges.

9.1 Quell Cancel
  • Works on all staff LMB attacks and Trauma RMB attack.
  • Cancels the after cast animation to allow a faster follow up attack.
Immediately after the attack comes out, press your quell button and release the quell button as soon as the animation starts to change. The game has input priority, quell > LMB > RMB so you can leverage that and keep holding RMB with Trauma. The effect strength is more noticeable with LMBs and short Trauma RMB casts on a fast charge rate staff.

9.2 Channel, Casting and Quelling movement
You can sprint slide while channeling an attack. The effectiveness of this in terms of movement speed varies depending on the channel but it always grants you brief moments of ranged immunity. You can also dodge and dodge slide during channeling, casting and quelling actions for movement and avoiding attacks.

Always prefer using sprint slides during channeling as this will save your dodges for casting and quelling. Note that dodge slides cost two dodges and sprint slides reset the dodge regeneration time.

9.3 Slide techs
QC slide
It is possible to use one staff LMB attack during a single sprint slide or a dodge slide by performing a quell cancelled attack while holding the crouch button. Do not let go of the crouch button before you have quell cancelled the attack as you will otherwise lose your momentum after the slide. This tech functions as a single cast Run 'n' Gun blessing.

Quell slide
It is possible to manually quell a tick while performing a sprint slide or a dodge slide. This is a minor tech but can allow you to squeeze in a bit more of 'automatic' quelling while re-positioning and dodging ranged fire.
10. Talents - Top Passives


10.1 First Layer
Soulstealer
Replenish 7.5% Toughness on Warp Attack Kill.

Works from any attack that would normally cause you to gain peril as well as Soulblaze kills. Notice that melee kills yield 5% so warp melee kills yield a total of 20%.
Quietitude
Replenish 5% Toughness for each 10% of Peril Quelled.

Gives half of the peril % quelled back as toughness % immediately upon any amount of quelling. You do not need to quell a total of 10% to get toughness back.
Warp Expenditure
Replenish 2.5% Toughness for every 10% Peril Generated.

Peril that goes "over 100" does not give any toughness.
Mettle
Cirtical Hits replenish 5% Toughness. Also grants +5% increased Movement Speed for 4s. Stacks 3 times.

  • Once the timer runs out, all stacks are dropped.

  • Per hit, so you can gain all three stacks on one cast/swing. BUGGED:
    • Voidstrike works as it used to do, triggering once per target hit with either the projectile or the explosion.
    • Trauma RMB does not trigger Mettle at all.
    • Purge LMB triggers once per target hit, RMB once per target hit but only if the first tick crits.
    •  All other weapons trigger this once per ctitical attack.

Research needed:
  • Does not seem to stack with Warp Speed, however, this requires better confirmation.

10.2 Second Layer
Perilous Combustion
Killing an Elite or Specialist Enemy applies 3 stack(s) of Soulblaze to nearby Enemies, causing Damage over time.

Requires: Soulstealer or Quietitude
  • Trigger radius is 4m from the dying target.

  • Cannot trigger from kills by Soulblaze ticks.

  • Seems to always trigger while "painting" the target with the Purgatus RMB.

  • Does trigger from kills made by Bleeding & Burning.

  • Max stack count is the global maximum, 31 stacks.
Battle Meditation
10% chance to Quell 10% Peril on Kill.

Requires: Quietitude or Warp Expenditure

  • Saves the player from POW explosion when it triggers.
Perfect Timing
+3% Warp Damage for 10s on Critical Hits. Stacks 5 times.

  • Requires you to connect a crit with an enemy.

  • Works from melee, ranged and Assail crits.

  • No internal cooldown, each enemy hit with the crit grants a stack.

  • All stacks are dropped on time out.

  • Increases the damage of Soulblaze and all attacks that would normally generate Peril.

Requires: Warp Expenditure or Mettle

10.3 Third Layer
Toughness Boost (L)
+15 Toughness.

Requires: Perilous Combustion or Battle Meditation
Toughness Boost (R)
+15 Toughness.

Requires: Battle Meditation or Perfect Timing
11. Talents - Blitz
Brain Rupture

Charge up your Psychic Power and release it to deal immense Damage to a Single Enemy. Effective against Flak & Carapace Armoured Enemies. This is an aubmented version of Brain Burst dealing +50% Damage.

Requires: Toughness Boost (L, Top Passives)
Locks: Other Blitz skills

Research needed:
  • Damage and armour values.
Smite

Unleash a torrent of Bio-Lightning - a fast, channeled attack that Locks and Stuns an Enemy while dealing Damage. Charge to increase Spread rate and Damage.

Locks: Other Blitz Skills
Assail

Throw swift, homing projectiles formed of psychic energy. Less effective versus Carapace Armoured Enemies.

Requires: Toughness Boost (R, Top Passives)
Locks: Other Blitz skills

  • This is an actual projectile that can crit and hit a body part or a weakspot.

11.1 Brain Rupture Modifiers
Kinetic Resonance
Using your combat Ability makes your Brain Rupture charge +75% faster and generate 50% less peril for 10s.

Requires: Brain Rupture

  • Affects both LMB and RMB

  • The "+75% faster" applies to the total duration (charge + after cast). So the total time spent for the cast is 1/1.75 = 0.57 of the original, that is 43% faster in time.

  • The total cast cost is not actually 50% less peril but around 45% less peril.

  • You cannot get the speed boost to currently active cast if you use the ability mid cast.

  • The peril discount is immediately effective upon activation.

  • You get the full speed bonus on any cast that starts while the buff is still active.

  • The peril discount will be lost as soon as the buff drops, but since cast cost is fixed peril/s you still generate less peril.

  • Stacks with itself for the cast speed and the peril cost reduction. Mostly viable when using double stun shields and spiking a monstrosity or clearing groups of Elite gunners.
Kinetic Flayer
All Attacks have 10% chance on Hit to Brain Rupture the target. This cannot occur while at critical Peril, and has a cooldown of 15s.

Requires: Brain Rupture

  • Critical peril threshold is 97% peril.

  • Can only trigger from direct hits that do not kill the target.

11.2 Smite Modifiers
Lightning Storm
Increase the number of times your Smite jumps by +1.

Requires: Smite

  • Increases initial targets for LMB from 1 to 2.

  • Does not seem to increase intial targets for RMB.

  • Affects both LMB and RMB cast. For RMB cast, the spread is noticeably faster than without.
Charged Strike
Your Heavy Melee Attacks electrocute enemies on hit, damaging them.

Requires: Smite

  • Deals around 25-30 DPS for 2 seconds for a total of around 50 to 60 damage.

  • This also applies Enfeeble to targets if the talent is unlocked and benefits from it.

  • This effect counts as electrocuted for High Voltage (Shock Maul Blessing).

  • This effect is NOT applied by Shock Maul attacks nor the blessings Lightning Reflexes and Overwhelming Force for it.
Enfeeble
Enemies affected by your Smite take +10% increased Base Damage from all sources.

Requires: Smite

  • Increases the damage of Soulblaze.

  • Does not work with Surge Staff RMB

Research needed:
  • How does base damage function, multiply everything?

11.3 Assail Modifiers
Ethereal Shards
Projectiles from Assail now pierce additional targets.

Requires: Assail

  • From 2 to 3.
Quick Shards
Assail charges Replenish 30% faster.

Requires: Assail

  • 30% faster in time, so regen goes from 3s per shard to 2.1s per shard.
12. Talents - Before Aura Passives

12.1 First Layer
Peril Resistance (L)
-5% Peril Generation.

Requires: Brain Rupture or Smite
Toughness Damage Reduction (R)
+5% Toughness Damage Reduction.

Requires: Smite or Assail


12.2 Second Layer
Wildfire
When an Enemy dies while affected by your Soulblaze, nearby Enemies each gain up to 4 stacks of Soulblaze. They cannot gain more stacks than the dying Enemy had.

Requires: Peril Resistance (ML)

  • Only triggers after death animation. Most notably a bug.

  • Needs at least 2 stacks on the target to spread the fire.

  • Hard cap of 4. You cannot transfer more than 4 stacks total per dying target.

  • Can only target enemies with 4 or less stacks. Enemies with 4 will just refresh in duration and consume a stack.

  • Stacks are always spread evenly among suitable targets if possible.

  • 5m radius from blazed target.

  • Will be spread by corpses if they have been lit after death when the Soulblaze effect ends on them.

Research needed:
  • Does this actually follow the ownership rules of Soulblaze? ( the one to apply the first stack gets the ownership) or can you get it to proc by tagging someone else's blaze?
Psykinetic's Aura
Decreases Ability Cooldown for you and Allies in Coherency by 5% on Elite or Specialist kill.

Requires: Peril Resistance (ML)

Research needed:
  • Does the Psyker have to be the one landing the killing blow or is it by any if they are within Psyker's coherency?

  • Does this stack if equipped by multiple Psykers?
Mind in Motion
Your Movement Speed is not reduced while Quelling Peril.

Requires: Toughness Damage Reduction (R)

You should only consider this if you want to do a Scrier's Gaze build with a staff. Otherwise it is recommended that you learn to sprint slide during channels and doge & dodge slide during quelling. That way you can still remain mobile while putting the talent point to somewhere else.
Malefic Momentum
+4% Damage to Warp Attacks for 8s after a non-Warp based Kill. Stacks 5 times.

+4% Damage to non-Warp Attacks for 8s after a Warp based Kill. Stacks 5 times.


Requires: Toughness Damage Reduction (R)

  • Any attack that would normally generate peril and Soulblaze is considered as a Warp attack.

  • A stack is gained per kill, so multiple stacks per cast/swing is possible.

  • All stacks are dropped on expiration.

12.3 Third Layer
Channeled Force
+30% Damage to Force Staff's Primary Attacks after Fully Charged Force Staff Secondary Attacks. Lasts 5s.

Requires: Perilous Assault

  • Triggers on the cast start of a fully charged RMB. Holding the full charge will prolong the time before this triggers.
Empyric Shock
6% Warp-Damge Taken by victims of your Force Staff's Primary Attack. Max Stacks 5. Lasts 10s.

Requires: Perilous Assault

  • That is, +6% Warp Damage stacking debuff on the enemy on LMB casts. Does not work on Purgatus (Inferno) staff.
Perilous Assault
Up to +50% Weapon Wield Speed (increases as your peril increases).

Requires: Toughness Damage Reduction (L)

  • Psykers already have faster weapon swap time. The shortest wield time with this talent is 1/1.5 = 0.67 of the original. The longest weapon swap times for Psykers are around 0.5s (bolt pistol, shotguns), therefore, the maximum benefit is around 165ms on weapon swap at max peril in the best case.

  • Notice that swapping to your melee weapon and blocking is practically instant even without this.

Toughness Damage Reduction (L)
+5% Toughness Damage Reduction.

Requires: Wildifre or Psykinetic's Aura or Toughness Damage Reduction (R)
Toughness Damage Reduction (R)
+5% Toughness Damage Reduction.

Requires: Mind in Motion or Malefic Momentum or Toughness Damage Reduction (L)

Lightning Speed
+10% Melee Attack speed.

Requires: Toughness Damage Reduction (R)
By Crack of Bone
Melee Weakspot Kills Quell 5% Peril and Reduce further Peril Generation by 20% for 4s.

Requires: Lightning Speed
Warp Splitting
Up to +100% Cleave, based on Peril

Requires: Lightning Speed

  • Does not increase cleave for attacks that hit a fixed amount of enemies (Electro RMB, some Strikedown melee attacks)

  • While the modifier does increase up to +100%, the actual cleave targets increase approximately by +60%, except for Assails which actually get the +100% on the base value (2 additional targets) because Assail cleave is calculated differently than for the other weapons.

  • Stacks multiplicatively with Strength Blessings.
Souldrinker
Killing an Enemy with Soulblaze restores 5% Toughness and grants 5% Critical Hit Chance for 5s.

Requires:Lightning Speed

  • Only triggers reliably by kills made with Soulblaze. Kills not made by Soulblaze often fail to trigger the talent.

  • This can trigger of from another Psyker in your team with some quirks, the critical hit chance duration will not be refreshed when the buff is on but the toughness is gained every time.





13. Talents - Aura

Kinetic Presence
+7.5% Damage against Elite Enemies for you and Allies in Coherency.

Requires: Toughness Damage Reduction (L)
Locks: Other Auras

  • Stacks additively with other buff bonuses.
Seer's Presence
+10% Cooldown Reduction on Abilities for you and Allies in Coherency. This is an augmented version of The Quickening.

Locks: Other Auras

Research needed:
  • Does this stack with other cooldown reduction things or does it directly affect the "base cooldown" upon using your ult.
Prescience
You and Allies in Coherency gain +5% Critical Hit Chance.

Requires: Toughness Damage Reduction (R)
Locks: Other Auras

Research needed:
  • Does this stack with other Psykers?
14. Talents - After Aura Passives

14.1 First Layer
Peril Resistance (L)
-5% Peril Generation.

Requires: Kinteic Presence or Toughness Damage Reduction (M)
Toughness Damage Reduction(M)
+5% Toughness Damage Reduction.
Ranged Damge Boost (R)
+5% Ranged Damage.

Requires: Prescience or Toughness Damage Reduction (M)

14.2 Second Layer
Unlucky for Some
When an Ally in Coherency gets Knocked Down, Replenish 100% Toughness to all other Allies in Coherency

Requires: Peril Resistance (L)

  • This also triggers if the Psyker having the talent goes down themselves.
One with the Warp
Gain Toughness Damage Reduction of +10.00% to +33.00% based on your current Peril.

Requires: Peril Resistance (L) or Toughness Damage Reduction (M)
Empathic Evasion
A Critical Hit makes you count as Dodging against Ranged Attacks for 1s.

Requires: Toughness Damage Reduction (M) or Ranged Damage Boost (R)

  • Refreshes in duration.

  • The crit must connect with an enemy.

  • Works with melee, ranged and Assail critical hits.

  • Will dodge a sniper shot if you get lucky with a crit timing.
Anticipation
+50% Dodge duration. Increases the number of Dodges before Dodges starts becoming ineffective by 1.

Requires: Ranged Damage Boost (R)

  • Does not increase dodge duration at all for ranged attacks. Confirmed with Numeric UI & Frame checking as well as testing dodging Scab Gunner fire.

  • Does not also increase the duration of Empathic Evasion.
15. Talents - Abilities

Venting Shriek

Unleashes a wave of warp energy that Staggers Enemies in front of you. Quells 50% peril. Base cooldown 30s. This is an augmented version of Psykinetic's Wrath.

Requires: Peril Resistance (L)
Locks: Other Abilities

  • Range 30m, shape narrow cone in front of you.
  • Stagger strength scales with peril, more peril results in bigger stagger.
Telekine Shield

Spawns a psychic shield in front of you for 17.5s. The shield blocks Enemy Ranged Attacks, while you and Allies can still shoot through. Base Cooldown: 40s.

Locks: Other Abilities

  • The cooldown is started already when the shield is casted.

  • Snipers will not take the shot through it.

  • If casted when a sniper is shooting it will block the shot as long as you have time to put it up before the round arrives.

  • Will not protect from Pox Burster explosions.

  • Scab Bomber bombs will drop down at the wall upon collision and burn there.

  • Will stop flamer flames as long as you are not standing on the border of the shield.

  • Will stop netter projectiles but will not block the pull if the net already collided with a player.
Scrier's Gaze

Triggers Scrier's Gaze. When entering Scrier's Gaze you gain +10% Damage and +20% Critical Chance. For every second in Scrier's Gaze you gain +1% Damage up to a maximum of 30%. This effect lingers for 10s after leaving Scrier's Gaze.

While in Scrier's Gaze you build up Peril. Build up is temporarily slowed down by enemy Kills. At 100% Peril, Scrier's Gaze ends. Base Cooldown 30s.


Requires: Ranged Damage Boost (R)
Locks: Other Abilities

  • The cooldown starts only after the buff ends.

  • Constantly generates peril at a slowly accelerating rate.

  • Can be used to generate massive amounts of toughness on demand with Solidity, Quietitude and Warp Expenditure and a fast quelling staff.

  • You always gain at least 12 stacks if you start at 0 peril and do no actions.

  • The slow down by killing enemies is very minor. Using a Devil's claw against perfectly stacked groaners it lasted up until 22 stacks, but in normal use you get around 16 stacks or so.

  • It is strongly recommended to use Battle Meditation and Blessings to quell while attacking in order to make the gaze last longer.

  • The buff cannot be ended other than by reaching 100% peril.

15.1 Venting Shriek Modifiers
Becalming Eruption
Venting Shriek now decreases Peril Generation by 1% for each Enemy hit, Staking 25 times. Lasts 5s.

Requires: Venting Shriek

Warp Rupture
Your Venting Shriek now also deals 100-200 Damage, based off of your current Peril percentage.

Requires: Becalming Eruption
Locks: Creeping Flames

  • Has damage fall off, deals less damage further away.

  • Extremely underwhelming as Groaners (weakest enemy) have 300HP on Damnation.
Creeping Flames
Venting Shriek applies 1-6 Stack(s) of Soulblaze to targets Hit based on your current Peril.

Requires: Becalming Eruption
Locks: Warp Rupture

  • Max stack count is the global maximum, 31 stacks.

Stacks
Above Peril %
Default UI lowest value to guarantee
1
-
-
2
16.66
18
3
33.33
35
4
49.99
51
5
66.66
68
6
83.33
85

15.2 Telekine Shield Modifiers
Enervating Threshold
Telekine Shield has a 10% chance to Stun enemies that pass through it. Specialist enemies have a 100% chance to get Stunned but also damage the Telekine Shield.

Requires: Telekine Shield
Locks: Telekine Dome

  • The shield can stun specials 3 times before being destroyed. This can be the same or different special but requires the special to contact the shield with their body.

  • The effect strength varies greatly from enemy to enemy. Poxwalkers and Crushers get knocked down, Ragers get tased, Mutant is only stunned for 1 second while the dog is briefly interrupted and needs to go through the acquire target animation.

  • Can be used to interrupt a Mutant that already grabbed a player.

  • Bursters that have not leaped will be pushed extremely far away but will not explode by themselves.

  • Bursters that leap into the shield get pushed very weakly and become very resistant to any staggers, causing them to explode directly at the shield. The shield DOES NOT protect from explosions.
Telekine Dome
Telekine Shield now forms a spherical shield which lasts 25s.

Requires: Telekine Shield
Locks: Enervating Threshold

  • Mutants touching the Dome will be stopped if their target dodges without damaging the dome. Most certainly a bug.

Bolstered Shield
Telekine Shield now holds up to 2 charges.

Requires: Enervating Threshold
Sanctuary
Allies inside your Telekine Shield replenish 10% Toughness each second. When your Telekine Shield dissipates, all Allies inside gain +50% toughness Damage Reduction for 5s.

Requires: Telekine Dome

Research needed:
  • Do the bonuses stack if you stack multiple shields?
15. Talents - Abilities (continues)
15.3 Scrier's Gaze Modifiers
Warp Speed
Scrier's Gaze now also increases your Movement Speed by ++20% while active.

Research needed:
  • Does not seem to stack with other movement speed bonuses.
Reality Anchor
Scrier's Gaze now also reduces your Peril Generated by -20% while active.

Requires: Scrier's Gaze
Locks: Precognition

  • Affects peril generated by any means.

  • You will gain 14 stacks instead of 12 if you start with 0 peril and do do anything to affect your peril generation or quell your peril.

  • Stacks additively with the Peril Resistance Operative Modifiers.
Precoginition
Weakspot Kills count as 1s spent in Scrier's Gaze. For each second spent in Scrier's Gaze, you now also gain +1% Finesse Damage (+30% max) which lingers for 10s after leaving Scrier's Gaze.

Requires: Scrier's Gaze
Locks: Reality Anchor

  • No internal cooldown. You can get multiple stacks per swing/cast.
Endurance
Scrier's Gaze now grants +20% Toughness Damage Reduction while active.

Requires: Scrier's Gaze

  • Seems to stack additively with the Toughness Damage Reduction Operative Modifiers for up to 3 modifiers, fourth and fifth will have some diminishing returns, giving a total of 40% reduction instead of 45% when all five are selected and gaze is active.

Warp Unbound
Scrier's Gaze now also prevents overloading from Perils of the Warp, during its lingering effect.

Requires: Reality Anchor or Precognition

  • Essentially gives 'infinite' peril at 100% for the duration of the lingering effect.

  • Smite will automatically safely stop even if the cast was started during the lingering effect.

  • BUGGED - Does not work for Purga LMB, results in POW.

  • BUGGED - Does not work for Electro and Purga RMB casts when their channel was started during the lingering effect, these will result in POW.
16. Talents - Bottom Passives

16.1 First Layer
Peril Resistance (L)
-5% Peril Generation.

Requires: Venting Shreik or Telekine Shield or Health Boost (M)
Health Boost (M)
+10% Health.

Requires: Peril Resistance (L) or Critical Chance Boost (R)
Critical Chance Boost (R)
+5% Critical Hit Chance.

Requires: Telekine Shield or Scrier's Gaze or Health Boost (M)

16.2 Second Layer
Solidity
Increases Quell Speed by 30%

Requires: Peril Resistance (L)

  • Only affects manual quelling speed.

  • This is 30% faster quelling in time.
Puppet Master
50% Radius for your Coherency Aura.

Requires: Peril Resistance

Warp Rider
Up to +20% Damage from all sources, based on your current Peril.

Requires: Health Boost (M)

  • Additive damage bonus is 0.2 * peril

  • This stacks additively with the Brain Rupture bonus, resulting in around 13% damage increase at 100 peril for Brain Ruptures.
Crystalline Will
Overloading through Perils of the Warp no longer knocks you down, but you still take the appropriate Corruption Damage.

Requires: Health Boost (M)

  • Causes POW animation to play approximately twice as fast.

  • Not affected by corruption resistance, this will always cost a wound.

Kinetic Deflection
While below critical Peril, Blocking an attack causes you to gain Peril instead of losing Stamina. Gained Peril is 25% of the blocked attacks stamina cost.

Requires: Critical Chance Boost (R)

  • Critical Peril is 97%.

  • The Peril on block cost is affected by Peril Reduction.
Tranquility Through Slaughter
Non-Warp Ranged Critical Hits Quell 4% Peril.

Requires: Critical Chance Boost (R)

  • Procs once per attack

16.3 Third Layer
Toughness Damage Reduction (L)
+5% Toughness Damage Reduction.

Requires: Solidity or Puppet Master
Toughness Boost (M)
+15 Toughness.

Requires: Warp Rider or Crystaline Will
Movement Speed Boost (R)
+5% Movement Speed.

Requires: Kinetic Deflection or Tranquility Trhough Slaughter

Research needed:
  • Stacking?

16.4 Fourth Layer
Empyric Resolve
-40% Peril Generation. -30% Toughness Replenished.

Requires: Toughness Damage Reduction (R)

  • Applies a 0.7 multiplier to toughness gained by talents & melee kills. Does not affect toughness gained by blessings or via the regular coherency regeneration.

  • Stacks multiplicatively with other sources of peril resistance.
Penetration of the Soul
+10% Rending on Warp-Attacks when above 75% Peril.

Requires: Toughness Damage Reduction (R)

  • BUGGED - Only works for Soulblaze and not for any other warp attack.

True Aim
Landing 5 Weakspot Hits grants your next Ranged Attack a guaranteed Critical.

Requires: Movement Speed Boost (R)

  • The stacks last until consumed.

  • The stacks can be consumed by Assail but not with Brain Burst or Smite. However, Brain Burst is able to generate stacks.

  • You can generate stacks against a scab captain shield by casting BB or landing melee hits on the head through the shield.

  • Only one stack can be gained per attack / cast. Therefore, this talent is noticeably more useful with rapid firing weapons.

  • The amount of critical hit chance on weak spots given by this talent is approximately 20% * crit string count.
Surety of Arms
25% Reload Speed while below 75% Peril. On Reload generate up to 25% Peril based on the Percentage of the Clip Restored.

Requires: Movement Speed Boost (R)

  • Reload speed increase is only given when reloading below 75% peril while the peril is always generated.

  • Cannot put you into POW even when reloading at 100% peril.

  • The peril is generated the moment the weapon is actually loaded, not when starting the reload animation.

16.5 Fifth Layer
Toughness Boost (L)
+15 Toughness.

Requires: Empyric Resolve or Penetration of the Soul
Toughness Boost (R)
+15 Toughness.

Requires: True Aim or Surety of Arms
17. Talents - Keystone: Warp Siphon

17.1 Warp Siphon

Killing an Elite or Specialist Enemy gains you a Warp Charge for 25 seconds, stacking 4 times(s). Your next Combat Ability spends all available Warp Charges to reduce the Cooldown of that Combat Ability by 7.5% per Warp Charge.

Requires: Tougness Boost (L, Bottom Passives)
Locks: Other Keystones

  • The stacks drop one at a time.

17.2 Warp Siphon Modifiers
Inner Tranquility
-6% peril Generation Reduction for each Warp Charge

Requires: Warp Siphon
Locks: Essence Harvest

  • Stacks multiplicatively with Peril Resistance Operative Modifiers.

  • Seems to stack additively with Reality Anchor but this is hard to confirm for sure.
Essence Harvest
Replenish 30% Toughness over 5s on gaining Warp Charge. Gaining a new Warp Charge during this time resets the timer.

Requires: Warp Siphon
Locks: Inner Tranquility

Empyrean Empowerment
Increases all Base Damage by +4% for each Warp Charge.

Requires: Warp Siphon

  • Stacks additively with Brain Rupture bonus for Brain Burst

In Fire Reborn
Killing an Enemy with Soulblaze has a 10% chance to grant you a Warp Charge.

Requires: Empyrean Empowerment
Locks: Psychic Vampire

  • Does not require the Soulblaze effect to kill the target, it is sufficient that the target has Soulblaze when killed.

Research needed:
  • Does this yield charges if the Soulblazed targets are killed by other players?
Psychic Vampire
Whenver you or an Ally in Coherency kill an enemy, you have a 4% chance to gain a Warp Charge.

Requires: Empyrean Empowerment
Locks: In Fire Reborn

Research needed:
  • Is the proc rate shared with multiple Psykers?

Warp Battery
Can store up to 6 Warp Charges.

Requires: Empyrean Empowerment
18. Talents - Keystone: Empowered Psionics

18.1 Empowered Psionics

Kills have a 7.5% chance to Empower your next Blitz.

Empowered Brain Rupture:
100% Peril Cost Reduction
50% Cast time Reduction
+50% Damage

Empowered Smite:
+200% Damage
50% faster spread between enemies

Empowered Assail:
100% Peril Cost Reduction.
Base Damage increase from 100 to 150.
Does not consume any charges.


Requires: Toughness Boost (M, Bottom Passives)
Locks: Other Keystones

  • Casting a free spell will not cause you to enter POW but it will pause your automatic quelling.

  • Bonus Brain Rupture damage is an additive modifier to the Brain Burst damage and guarantees one shots on Ragers now.

  • The 50% cast time reduction is a lie. It is actually +50% "animation speed", so the total time spent for the cast (charge + after cast) is 1/1.5 = 0.6667 of the original, so around 33% faster in time.

  • Stacks additively with Kinetic Resonance, resulting in 1 / (1.0 + 0.75 + 0.5) = 0.4445 of the original total cast time, so around 56% reduced cast time.

  • The increased spread rate seems to only affect the RMB mode on Smite

  • Casting Smite at just below 100% will go into the quick quell animation, ending the cast while consuming a charge.

  • Assail will also gain the potential to hit double the targets (4, 6 with Ethereal Shards) when empowered. Stacks with Warp Splitting but it is hard to gain more than 7 targets due to the lifetime and behaviour of the projectile.

  • The increase to Assail is actually 1.5x to the base damage value, therefore, this is a multiplicative bonus for Assail.

18.2 Empowered Psionics Modifiers
Bio-Lodestone
Increases the chance to gain Empowered Psionics on Kill from 7.5% to 12.5%.

Requires: Empowered Psionics
Locks: Overpowering Souls (Mod R)
Psychic Leeching
Using your Blitz while Empowered Psionics is active replenishes 15% Toughness to you and Allies in Coherency.

Requires: Empowered Psionics

  • Triggers once per cast.

  • Brain Rupture applies this when it hits.

  • Smite LMB appiles this immediately on cast start.

  • Smite RMB applies this on cast start after the charge time.

  • Assails apply this whenever a shard is thrown.
Overpowering Souls
Guaranteed chance to gain Empowered Psionics on Elite Kills.

Requires: Empowered Psionics
Locks: Bio-Lodestone

  • Does not work on specials, so working as intended.

Charged Up
You can now hold up to 3 stacks of Empowered Psionics.

Requires: Bio-Lodestone or Overpowering Souls
19. Talents - Keystone: Disrupt Destiny

19.1 Disrupt Destiny

Every second, Enemies within 25m have a chance of being Marked. Killing a Marked Enemy Replenishes 10% Toughness, grants +20% Movement Speed for 2.5s, and adds a Precision Bonus for 4s.

Each Precision Bonus grants +1% Damage, +2% Critical Damage and +2.5% Weakspot Damage. Precision Bonus Stacks 15 times.


Requires: Toughness Boost (R, Bottom Passives)
Locks: Other Keystones

Maximum buffs from this: +15% Damage, +30% Critical Damage and +37.5% Weakspot Damage.

  • There can only be 1 marked target at a time.

  • The actual marking range is 40m.

  • Cannot target specialists, monstrosities, bosses, groaners, poxwalkers nor ogryns

  • Valid targets can only be marked if they are within a 120 degree cone in front of the player (+/- 60 degree from crosshairs, not affected by FOV). They can be marked through some objects.

  • A mark on a target will be removed if they are approximately 5 seconds out of the cone. If you need to reset your target, look into some other direction!

  • The stacks are dropped one by one and the timer reset according to your choice of talents.

  • The timer is reset without dropping a stack if you stagger the marked target.

  • You need to land the killing blow, have Soulblaze on the target or stagger it just as it is killed to get the stack.

  • The targetting prioritizes adjacent enemies if possible, allowing for quickly chaining marked kills.

Research needed:
  • Does the movement bonus stack with other movement speed bonuses?


19.2 Disrupt Destiny Modifiers
Perfectionism
Maximum Precision Bonus stacks are increased from 15 to 25.

Requires: Disrupt Destiny
Locks: Lingering Influence

Maximum buffs from this are modified to: +30% Damage, +60% Critical Damage and +75% Weakspot Damage.
Purloin Providence
Killing Enemies Marked by Disrupt Destiny have a 20% chance to instantly Quell 15% of your Peril.

Requires: Disrupt Destiny

  • This is a separate roll, so with Battle Mediatation there is a 10%*20% = 2% chance you will quell 25% of your peril by killing the marked enemy.
Lingering Influence
Increase the duration of Disrupt Destiny from 4s to 10s.

Requires: Disrupt Destiny
Locks: Perfectionism

Cruel Fortune
Weakspot Kills grant 2 additional Stacks of Disrupt Destiny.

Requires: Perfectionism (Mod L) or Lingering Influence (Mod R)

  • Only works on weakspot kills against the marked targets.

  • Killing a marked target with a weakspot hit will yield a total of 3 stacks with this talent.
20. Current Meta

Here you can view the current meta as in Most Effective Tactic Available. It doesn't mean that you cannot be effective with other things, but simply means if you want to use the most performing weapons and talents, these are the ones that give you the greatest value. I have separated this into Havoc (35+) and Regular (Auric Damnation), as the game plays very differently at high Havocs. In the end there is also a list for Very Srong and Weak talents in general.

PATCH 1.6 META

Havoc

Notice that Havoc is a "puzzle" mode. If you want to "solve" this on your own, stop reading and do not take a look at the example Havoc builds.

If you are the only Psyker in the team, your role will be to bubble max and create a safe space for your team. During Monstrosity and Boss fights it is your job to keep the area clean, damaging the boss or monstrosity should be your last priority. If there is already a bubble Psyker in the team, going EP Smite with Creeping Flames provides great results even against the Moebian 21st. Notice that the havoc build examples can flex between Kinetic Presence and Seer's Presence. The CD reduction is more important but if someone already has it, bring the elite damage as the auras will not stack.

Havoc - Curios
  • One +3 Stamina and Two Health, or 3 Toughness
  • Max Health, Corruption Resistance, Combat Ability Regeneration

People will argue forever which one is better, HP or Toughness. The reality is that due to the stat penalties in Havoc both are irrelevant; get hit twice and you are screwed. Health has slightly more value as it will help with corruption and you get more of it. Having the extra stamina allows you to hold a chaos spawn in a corner if it focuses you, making it very easy for your team to come in for a quick kill.

Havoc - Melee Weapons
  • Maccabian Mk IV Duelling Sword

The best melee you can get for Havocs. Good mobility, high defence, stop charging Mutants and Overheading Crushers & Maulers. Having the best single target DPS out of Psykers melee weapons is also a nice bonus for the occasional chance you get to slap a monstrosity.

Havoc - Ranged Weapons
  • Equinox Mk III Voidblast Force Staff (Fire Trauma or Flurry)
  • Rifthaven Mk II Inferno Force Staff
  • Nomanus Mk VI Electrokinetic Force Staff (EP Smite)

Both Traumas work but Fire version is better for bubble maxing. However, you have to be mindful of bursters. Inferno is a safer option if your team can handle the Crusher packs. Electro should only be considered with EP Smite when you already have a bubble in the team, as the LMB is a decent ranged attack with infinite ammo and the RMB can help to catch specials to save your EP stacks for the mixed horde.

Havoc - Mandatory Talents
  • Battle Meditation
  • Psykinetic's Aura
  • Solidity
  • Telekine Shield with Telekine Dome & Sanctuary (one in team is sufficient)
  • Empyric Resolve

Because the passive defences are gutted, defensive abilities are extremely strong. This is why you should bubble max and get that Psykinetic's Aura as well so that your veterans can shout more and zealots can tome more often. Manual and automatic quelling is also heavily reduced, therefore, Battle Meditation has a huge value in Havocs. If you bring in a gun as a Psyker you are griefing your team as ammunition is very limited in Havoc. Be a friend and bring a staff.

Regular

In regular play you can bring pretty much anything you want. However, there are certain weapons that are the top of their class so I have them listed here, so this is not a complete list of viable things, rather a list of high performers for a certain role.

Regular - Curios
  • One +3 stamina with Two Toughness or Two Health
  • Toughness Regeneration Speed, Sniper Resistance, Gunner Resistance

In regular gameplay you can Toughness tank very easily. The extra stamina allows you to be super tanky with Kinetic Deflection. The Perks don't really matter for regular gameplay. Snipers can one shot you especially if you don't build for HP and Gunners can now reposition so picking these allows you to play more aggressively.

Regular - Melee Weapons
  • Maccabian Mk IV Duelling Sword (best all-around melee weapon)

  • Catachan Mk VI Combat Blade (best mobility and defence)

  • Deimos Mk IV Blaze Force Sword (best for mutant one shot)

  • Illisi Mk V Blaze Force Sword (horde clear, no lightning speed)

  • Covenant Mk VI/VIII Blaze Force Greatsword (horde clear, lightning speed)


Regular - Ranged Weapons
  • Nomanus Mk VI Electrokinetic Force Staff as LMB Electro (anti everything)

  • Equinox Mk III Voidblast Staff as Fire Trauma (best support weapon)

  • Vraks Mk V Infantry Autogun (best burst DPS, best monstrosity DPS)

  • Zarona Mk IIa Quickdraw Stub Revolver (the fastest specialist killer)


Very Strong Talents

These are talents that either have a huge impact at the moment, or provide a very large bonus considering how easily they can be accessed.

  • Soulstealer, very strong for staves and Assail
  • Perilous Combustion, the more difficult the mission the merrier it gets
  • Mettle & Perfect Timing, any crit build
  • Empyric Shock, LMB staff builds but especially Electro
  • Souldrinker, mainly for Fire Trauma
  • Warp Splitting, Assails only get full bonus but still good
  • Empathic Evasion, any weapon with high attack rate and crit chance
  • Creeping Flames, extremely good horde damage
  • Precognition, always pick this if you go Scrier's Gaze
  • Warp Unbound, when going staff or Assails with Gaze
  • Kinetic Deflection, major block boost and safe revives
  • Warp Rider, global damage boost
  • Puppet Master, scales well with in coherency things
  • Empyric Resolve, all staves except Voidstrike
  • True Aim, rapid firing gun builds
  • Surety of Arms, any gun build
  • Empowered Psionics, with Smite, use Overpowering Souls & Charged Up
  • Perfectionism, with Cruel Fortune, if you don't need stable stacks for breakpoints

Very Weak Talents

These are the talents that you should avoid at all costs unless you have to go across them. Don't waste your talent points on these unless you absolutely need to.

  • Mind in Motion, without Gaze just learn the techs
  • Kinetic Flayer, internal cooldown is too long
  • Charged Strike, garbage damage and no added stagger
  • Anticipation, bugged: no duration increase against ranged fire
  • Unlucky for Some, doesn't really help when things go sideways
  • Warp Rupture, inferior to Creeping Flames
  • Perilous Assault, saves around 165ms at best per swap to ranged weapon
  • Channeled Force, too weak effect to justify not spamming RMB
  • Reality Anchor, too weak and never justified as it locks Precognition
  • Crystalline Will, band-aid for a skill issue
  • Penetration of the Soul, bugged and even if it worked it's too little rending
  • Bio-Lodestone, Overpowering Souls provides better results even with Smite
  • Purloin Providence, on average it's a 3% quell for killing a marked target

21. Curios

21.1 Curio Blessings

Notice: this is for regular (Auric Damnation) play. For Havoc, please see the Current Meta section

One +3 stamina, then either two health or two toughness.

Psykers should always use one +3 stamina curio. They have a very low base stamina value, but good stamina regeneration delay. A single stamina curio boosts mobility and survivability regardless if you run Kinetic Deflection or not but more than one is not really needed.

The choice between health or toughness comes down to your build. If your build has a lot of toughness regeneration and control against melee enemies, stacking toughness is a very good option. However, if you are planning to fight a lot at melee range it is better to stack health as melee does extra toughness damage and you need to be able to sustain some chip damage to your health pool.

While leveling it is better to use health curios until you get that talent tree more filled up, in which case you can start to lean more towards toughness curios. If you are learning a new peril intensive build or are pushing for a higher difficulty, you can run one wound curio as well, but do not use more than that. Wound curios have diminishing returns the more you stack them and it's more beneficial to not get downed in the first place. When it comes to Auric Damnation, reviving is not always possible so the optimal strategy is to avoid getting downed at all costs.

The current maximum blessings are +3 for stamina, +1 for wounds, +21% for health and +17% for toughness. Don't be shy to pick up a curio that is a bit off from the maximum value, it's better to miss a couple % from the blessing and have a good set of perks straight away rather than to wait for that perfect roll.

21.2 Curio Perks

Tier list:
S
Toughness Regeneration Speed
A
Sniper Resistance (especially if no health),
Grim Resistance (only for running grims, no health),
Toughness,
HP,
Gunner Resistance
B
Flamer Resistance,
Bomber Resistance,
Combat Ability Regen
C
Stamina Regeneration,
Ordo dockets (for farming)
Garbage
Corruption Resistance, Mutant Resistance,
Hound Resistance, Experience

Note that the resitance perks have multiplicative scaling, therefore, stacking many of the same will yield diminishing returns, i.e. three 20% resistance curios result in 0.8*0.8*0.8 = 0.512, around 51.2% damage taken rather than 40% damage taken.

Psykers are a glass cannon class and having that extra Toughness Regeneration Speed is very helpful as not only does it give you more toughness but it also shortens the delay it takes for your coherency regeneration to kick in after taking damage. The faster you have your toughness topped up, the more frequent mistakes you can make without taking any chip damage. This is even more important if you are running Empyric Resolve which cuts your talent and melee based toughness regenerations.

Sniper Resistance is helpful in avoiding getting one shot by at times hard to detect sniper shots. Grim Resistance is only usfeul if you are doing grim runs and do not bring any health curios with you. The flat toughness and HP boosts are always useful for the one you are stacking.

Stamina Regeneration is not that beneficial on Psykers as it does not affect the stamina regeneration delay, only the regeneration speed. Extra ordo dockets can be handy when you are kitting out your fresh Psyker or farming dockets for rolling new gear.

Corruption Resistance is not really useful in regular play as it is generated by things which you should learn to avoid in the first place. Same goes for Mutant and Hound resistance. There is no use for experience after you have leveled up to 30, which comes rather fast without the small experience bonus from curios. Flamer and Bomber resistance can be somewhat useful if you are still learning how to properly position yourself in the game.

The Combat Ability regen is a rather low benefit for regular play, we have a lot stronger ways to reduce cooldowns for ourselves and for the team via talents so my recommendation is to pick something with a bit more impact. Yes, it's nice for bubble maxing but why are you bubble maxing for regular play when you could just be more offensive and get forward a bit faster? However, if you are running EP Smite, it is completely fine to stack the Combat Ability Regen as a couple seconds can be the difference of dropping your Smite or continuing the rave.
22. Melee - Catachan Combat Blade

Recommendations
Variant
Mk VI
Blessings
Uncanny Strike + Flesh Tearer
Perks
Maniac, Unyielding, Carapace
Stats
Penetration 60 or Mobility 60, the rest 80

Blessing Tier List
S
Uncanny Strike
A
Flesh Tearer, Riposte, Mercy Killer (with bleeds)
B
Executor
C
Lacerate, Ruthless Backstab, Precognition, Haymaker
Garbage
Smackdown

Attack Strings


Combat Blades are extremely mobile melee weapons that have increased critical hit chance and are best used as a mobility stick with good single target damage and self-defence. The Mk VI is a direct upgrade over the Mk III for Psykers due to Psykers being able to spam the push attack freely and often. The stab attack on Mk VI is a lot easier to land consistently on the weak spots of larger opponents even from the side or from behind and the light and heavies have that much needed better cleave compared to the Mk III.

The Dump stat on the combat blade should be either Penetration or Mobility, depending if you need the speed or not. Penetration only gives some minor extra damage against Carapace and Flak targets and it does not scale that well. You should anyways go for Uncanny Strike, which gives you some actual damage against the armoured targets.

The very short stamina delay on Psykers allows the user to spam the push attacks which deal the same amount of damage as the heavies with the knives but have twice the attack rate in addition to staggering all enemies in front of the user. Combined with Kinetic Deflection you will also be able to block as you need despite spamming the push attack. Note that you do not count as blocking when you perform the push attack but you do block during the push, so carefully time your attacks when fighting Crushers, Ragers and Maulers.

Executor is a decent choice for a blessing, however, the stacks are often dropped when fighting the horde or if the enemy moves a lot. Lacerate is not bringing any proper value on Psykers as we have nothing that scales with bleeds and the knife does a lot more damage on weak spot hits, which is further improved by Scrier's Gaze and Disrupt Destiny if you choose to pick them up. Haymaker has too low of a proc chance to gain any edge in horde DPS while completely throwing the single target DPS bonuses out the window against ogryn sized enemies and monstrosities. Precognition is only really useful when fighting the Plague Ogryn.

Psykers should not skate a lot behind the enemy lines so Ruthless Backstab does not get that much use either, making Uncanny Strike the superior choice of rending. Flesh Tearer is able to hit the bleed cap on push attack spam, and thus is the best choice for the second blessing, providing you with similar single target DPS to Executor and better horde DPS than Haymaker.

The combat blade Mk VI has decent horde damage, safe and good single target DPS and decent monstrosity DPS. Pairing a bleed Blessing with Mercy Killer seems like a straightforward choice but Uncanny Strike actually provides better damage against monstrosities and especially against armoured targets as well as when rapidly killing multiple targets.
23. Melee - Cadia Assault Chainsword

Recommendations:
Variant
Mk IV
Mk XIIIg
Blessings
Bloodletter + Savage Sweep
Rev it up + Bloodletter
Perks
Unyielding, Flak
Unyielding, Flak
Stats
Mobility 60
Shredder 60

Blessing Tier list:
Variant
Mk IV
Mk XIIIg
A
Bloodletter, Savage Sweep
Bloodletter, Rev It Up
B
Shred, Rev It Up
Shred, Savage Sweep
C
Wrath, Rampage
Wrath, Rampage
Garbage
Devastating Strike, Bloodthirsty
Devastating Strike, Bloodthirsty

Attack Strings

The Cadia Assault Chainswords have decent horde damage while being able to deal heavy single target damage against soft targets, they can also be built to provide some mobility boosts. This is as close as you can get to an all-rounder mobility stick. The original Mk IV has better horde clear while the new Mk XIIIg gives up horde clearing power for even more powerful heavies, which also result in more damaging special heavies as well.

The special is a power up move which makes your next attack to stick on the enemy and saw for a while, with a bigger chunk of damage applied right at the end. You can end the attack early with a dodge for the cost of 3 stamina bars.

The special damage has trouble dealing with Crushers for the Mk IV, but the XIIIg is able to reach two shots with the +Carapace perk for special heavy attacks. Unfortunately, the crusher does not get staggered unless the special crits which makes it very unsafe. If this sword or the Psyker class will get their hands on +impact bonuses this could become a somewhat usable strategy but for now it's a very poor idea.

The special heavy can easily one shot Mutants for both variants even without the maniac perk and rip huge chunks of monstrosity health off with it as well but mind the animation lock. Since Bloodletter applies the bleed damage on the first damage tick, it is possible to apply bleeds on an enemy by using a special light into a dodge cancel immediately after the hit, although the majority of the special damage comes from the last tick.

A perfectly rolled XIIIg will only be missing 4 damage on a regular heavy versus a flamer head, so any minor damage boost (i.e. Warp Rider, Warp Charge, Disrupt Destiny, Malefic Momentum) will allow you to one shot flamers with the first or the second heavy.

If you are going to pick a Chainsword as a Psyker, there is not really any other blessing combination that you should pick other than Rev It Up and Bloodletter and use the XIIIg, since you want to mainly pick it for the mobility and the bleed. Psykers have better alternatives for melee weapons for dealing all-round horde damage such as Duelling Swords or the Illisi Force Sword, where the Duelling Swords also bring exceptional and much easier to access mobility.

XX. Melee - Catachan "Devil's Claw" Sword

Recommendations:
Variant
Mk IV
Blessings
Savage Sweep + Shred
Perks
Critical chance, Maniac, Flak
Stats
Mobility 60

Blessing Tier list:
S
Savage Sweep
A
Shred
B
Rampage
C
Skullcrusher, Wrath
Garbage
Trauma, Thunderstrike,
Devastating Strike, Hammerblow,
Vicious Slice

Attack Strings

Devil's Claw family are horde clear weapons with rather high mobility that excel against soft targets but have trouble dealing with Carapace armour. They have a unique special with the parry, which together with Kinetic Deflection can be spammed quite liberally. This is a bit of a niche but makes fighting rager packs rather trivial, as long as you have the peril for it, and it is the best weapon to tank a Chaos Spawn since you can deal effective damage while tanking the barrages of strikes from it.

The Mk IV is the best variant due to the faster swings and the superior move set. It has the safest horde clear and best single target DPS of the swords. The Mk I variant has purely horizontal heavies, however, they are too slow to be completely safe. After the targets in front of you die from a heavy swing, you need that quick light attack to stagger the new front and get yourself just enough time to safely do an other heavy swing.

The strikedown heavy attack of Mk IV does good single target DPS against anything else than Carapace, although the monstrosity damage is a bit lacking. It is easily possible to two shot mutants to the head with the Mk IV, and with enough DD bonuses you can even one shot them to the head. Note that sprinting resets your string and allows you to directly access the first strikedown heavy on the Mk IV, making dashing for important targets very natural.

Shred increases the damage output tremendously and scales extremely well with the right side talents that benefit from critical hits while Savage Sweep increases your damage and control against the horde. The impact blessings are currently very underwhelming and not worth considering for Psykers.
XX. Melee - Maccabian Duelling Sword

Recommendations:
Variant
Mk IV
Blessings
Uncanny Strike + Shred
Perks
Maniac, Unyielding
Stats
Cleave Damage 60 (II, IV)
Defences 60 (V)

Blessing Tier list:
S
Uncanny Strike
A
Agile, Shred
B
Riposte, Rampage
C
Precognition, Relentless Strikes
Garbage
Thrust

Attack Strings
*Any attack from the swords flows into the special which can be used to start the CC combo. Against enemies others than Ragers, it is not necessary to spam the special combo but you can throw in the optimal single DPS string between the special stabs.

**The second heavy can be released as soon as you see the hand rise up. Holding the second heavy for longer will lower your DPS, but even when perfectly executed, the DPS is similar to the Mk II single target DPS, which in return is a lot behind the Mk IV single target DPS.

The Maccabian Duelling Swords excel at single target combat and are designed to easily find enemy weak points for damage and control, providing also a good amount of mobility with excellent dodges.

The Mk IV is strongly recommended as it has superior heavies compared to other variants, they are both stabs which are easy to land on a weak spot and deal a lot more damage than the other types of heavies on the other variants.

The quick special stab deals low damage but has very high stagger, allowing you to interrupt a rager attack string if you cannot dodge out of the situation. It can alsobe used to stop a Mutant mid charge with a weak spot hit, interrupt overheading Crushers and Maulers as well as opening Bulwarks if you manage to get past the shield.

Unlike the combat blade, Duelling Swords have a good reach and can utilise that Riposte better, although if accidentally interrupt an enemy instead of purely dodging it, Riposte will not trigger. Uncanny Strike and Shred are the best choices for the blessings due to how strong rendng currently is and you can keep Shred permanently up as long as you have enemies to hit. Relentless Strikes are immediately dropped if you hit any other target, so it is only useful when tanking a Monstrosity, which you should not aim to do. Thrust is completely useless as you lose more DPS by spacing the heavies out than what the blessing will give you in return.

Agile is a very powerful defensive blessing allowing you to skate among the horde and on the edge for days. It can be also used in a clutch to tank a Daemonhost as you can trigger it with a quick special attack as well to reset your dodges. However, in my opinion, these swords operate best by utilising offence as your defence.

The monstrosity damage from DS4 (Mk IV) is among one of the highest of Psyker's melee weapons and you can easily reach two shots with heavies against Crushers within realistic buffs. If you have no idea what melee weapon you should use, you can never go wrong with a DS4.
24. Melee - Blaze Force Sword

Recommendations
Variant
Obscurus Mk II
Deimos Mk IV
Illisi Mk V
Special Illisi Mk V
Blessings
Uncanny Strike + Slaughrerer

Uncanny Strike + Deflector
Uncanny Strike + Slaughterer

Uncanny Strike + Deflector
Uncanny Strike + Slaughterer

Deflector + Slaughterer
Slaughterer + Bloodthirsty
Perks
Maniac, Unyielding, Flak, Carapace
Maniac, Unyielding
Maniac, Flak, Infested
Maniac, Flak
Stats
Warp Resistance 60
Warp Resistance 60
Warp Resistance 60
Mobility 60

Blessing Tier list
Variant
Obscurus Mk II
Deimos Mk IV
Illisi Mk V
Special Illisi Mk V
S
Uncanny Strike, Slaughterer
Uncanny Strike, Slaughterer
-
Bloodthirsty
A
Deflector,
Unstable Power
Deflector,
Unstable Power
Uncanny Strike,
Deflector,
Slaughterer,
Unstable Power
Slaughterer
B
Shred,
Riposte
Shred,
Riposte
Bloodthirsty,
Shred,
Riposte,
Executor,
Exorcist
Shred,
Riposte,
Executor,
Exorcist,
Unstable Power
C
Precognition,
Superiority
Precognition,
Superiority
Precognition
Precognition,
Uncanny Strike
Garbage
Bloodthirsty,
Blazing Spirit,
Executor,
Exorcist
Bloodthirsty,
Blazing Spirit,
Executor,
Exorcist
Blazing Spirit,
Superiority
Blazing Spirit,
Superiority

Attack Strings (steam has image size limit, open it for better readability)
*The CC start can be used to open Bulwarks and interrupt a Rager mid attack string. The follow up Heavy will knock them down. For the Mutant one shot on the Deimos see the table below.

**The Carapace combo can also be used for No Peril single target DPS, it's not far behind in DPS to the optimal version but saves your neck muscles a lot and is easier to land perfectly.

The Force Swords are the most defensive weapons in the Psyker's melee kit, providing single target, horde or mixed damage models with a strong push stagger and a knock down push attack that works from a surprisingly far range. They all have access to Deflector, which is a very handy tool especially for new Psykers who are learning their ropes to have some safety with a glass cannon class that requires active defence in order to survive. Additionally, Deflector may be useful at higher tiers of Havocs where the ranged fire becomes quite deadly. The special attack does more damage when activated with a heavy attack rather than a light attack for all swords, however, the special on Deimos and Obscurus should never be used as the regular attack strings do more DPS. The only exceptions are a Mutant that you see is going to drive by you or when going for a burst on a scab Captain after the shield goes down.

Deimos can reach Mutant one shot headshot kills with the 2nd heavy if it deals 1064 or more Maniac weakspot damage and you put the +25% Maniac perk on it without any additional buffs. This can be performed from any side of the mutant as the stab prioritises the head hitbox. Notice that the inspect UI seems to round values with default rounding so if the table shows exactly this value it is not certain you can reach the one shot. Obscurus is quite close but does require additional buffs. However, even without additional buffs, H1 L1 combo is very fast and kills it quickly assuming the H1 lands on the head, just make sure to dodge out of the way.

Slaughterer is the recommended perk for Deimos, but in some builds you can use Unstable Power instead, especially if you have another solid horde clear option. In general, do not use the special attack since the optimal single string does not force you to sit through an animation and deals better DPS. The special does have a niche use case though, with Uncanny Strike and Unstable Power you can realistically eat around 20-25% off from the Scab Captain HP bar once the shield is down if you have your perks and buffs right. You can also quickly stack up Uncanny Strike with the special after you are done with Purgatus staff to increase the Soulblaze damage even further, however, this is a very risky move.

The Illisi Mk V is a very good anti-horde solution with decent single target damage, best paired with Uncanny Strike and Slaughterer for any regular use. The special on Illisi simply increases the damage and cleave of your next swing and it is possible to build around the special spam, however, this is a rather risky playstyle and reguires constant footwork to avoid getting hit.

Differently to Deimos and Obscurus, the special activation on Illisi is actually spammable. In case you have an illisi with a warp resistance roll of around 30% or less, you might want to consider Slaughterer + Unstable Power for creeping Flames. The actual threshold depends a bit from your talents but 32% is too much if you are running all three peril generation reduction nodes. With a correct roll, you can quickly pump yourself up to 6 stack blaze with only three special strokes in a row and then top yourself to full with a couple more during the Venting Shreik knockdown, allowing you to stack a lot of power for those Soulblaze ticks.

If you want to go for a fire sword build, Shred + Blazing Spirit on an Illisi is your best option as you need to hit as many targets as you can and you need them to survive the critical hits in order to catch on fire. However, this style of play is being held back a lot by the Wildfire quirks as well as Blazing Spirit being unable to trigger on a killing blow. You are always better off by going into a more direct damage approach.

Obscurus Mk II is the hardest to use of the three since it requires careful camera management for the optimal combos. Obscurus sruggles a bit against mixed hordes compared to Illisi, but it does reward the user with a lot improved single target DPS while taking care of the trash units.
XX. Melee - Blaze Force Greatsword

Recommendations
Variant
Standard Covenant Mk VIII
Assail Weave* Covenant Mk VIII
Blessings
Wrath + Shred or Momentum
Unstable Power + Shred
Perks
Carapace + Unyielding or Maniacs
Carapace + Unyielding or Maniacs
Stats
Warp Resistance <= 60**
Warp Resistance << 60**
*For the Assail Weave it is highly recommended to pick the talents: Soulstealer, Perilous Combustion, Mettle, Perfect Timing, Assail, Ethereal Shards, Quick Shards, Malefic Momentum, Lightning Speed, Warp Splitting, Warp Rider

**If you want to quickly build a lot of peril for Creeping Flames, it is worth it to have a super low warp resist roll assuming the other stats are near max. For Assail Weave you want as low peril resist as you can comfortably get with other stats very high. For reference, a 27% warp resist roll results in 51% peril gen on special, which is still safe to cast at 99% peril!

Blessing Tier list
Variant
Covenant Mk VI
Covenant Mk VIII
S
Wrath (no Weave), Unstable Power (Weave)
Wrath (no Weave), Unstable Power (Weave)
A
Shred, Momentum
Shred, Momentum
B
Riposte, Deflector,
Wrath (Weave)
Riposte, Deflector,
Wrath (Weave)
C
Unstable Power (no Weave),
Precognition,
Murderous Tranquility
Unstable Power (no Weave),
Precognition,
Murderous Tranquility
Garbage
Blazing Spirit, Warp Slice
Blazing Spirit, Warp Slice

Attack Strings
* On a perfect roll, you will be missing very slightly damage from a Mutant one shot. The one shot is easily achieved by having any minor damage buffs up. However, if you need to guarantee the one shot at all times, it is justified to grab the maniac perk. Note that this causes Bulwarks to take an extra hit to kill.

**The Crusher Combo requires you to dodge around the second push attack or slightly after it. As soon as you see the crusher to take a move, dodge to the left while loading up your stab. This will avoid a quick melee from the Crusher, but if it goes for an overhead instead it will not have the time to land it before you kill it. In case the Crusher is knocked down, the head will be on the left side, so panic dodging towards left will simply move you to an easier location to land the killing blow.

The Covenant Blaze Force Greatswords have a high critical hit and weakspot multiplier and are primarily meant for heavy horde damage and control with the ability to deal respectable single target DPS while having a very slow movement speed as a drawback. They are essentially Illisi+ but require some minor talent investments to work properly. You should only pick an FGS over Illisi if you can afford to pick up the Lightning Speed talent, which gives a much important +10% melee attack speed. Most often you want to bring a mobility ranged weapon to allow faster repositioning from enemy AOE abilities.

The Mk 8 is the recommended variant over the Mk 6 because the Mk 6 has slower attack speed and a harder access to the stab directly after wielding, sprinting or sliding. Furthermore, the Crusher DPS is a lot better on the Mk 8 on top of being safer as well since the Crusher combo applies CC to both the Crusher and the surrounding trash units with a chance to knockdown the Crusher. Both versions have a bit of trouble against packs of Ragers, therefore, it is recommended to have a plan for that moment with your Blitz or your ranged weapon of choice.

The special attack on the Force Greatswords is currently more of a stagger tool and a pretty VFX rather than for damage and it has a severe damage fall off at range. A fully charged special is able to kill shotgunners and bruisers but it has a hard time killing Elites and most of the Specials. The uncharged version does stagger all human sized enemies while the first charge often does not stagger ogryn sized enemies. However, the fully charged version is guaranteed to stagger them, opening Bulwark shields as well, but it takes a long time to get the charge up there. Note that if you get staggered after pressing the special button you will lose the special attack completely. The decay and rounding down mechanic also make it hard to land the max charge on an incoming wave and often it ends up being used after the fight is already almost over.

Wrath is S tier if you don't build the sword for weaving with Assails. The amount of horde control you obtain with Wrath allows you to go all blender mode for optimal damage on the horde. This is especially useful if you are using Scrier's Gaze. If you go for Assail Weave, Unstable Power should be used instead of Wrath and the goal should be to keep your peril around 70-90% at all times. Both build paths benefit greatly from the Disrupt Destiny, especially the left side when taken all the way to the bottom. Assail Weave is a lot harder to play than the standard version, however, it rewards the player with greatly improved damage.

The second blessing is a choice between Momentum and Shred. Momentum gives you high survivability, so if you plan to use your FGS as a back up weapon to defend yourself from the horde, it is a very good choice. Shred offers more offensive power and scales better with damage oriented talents. With the attack speed and the reach of the FGS, you can quickly build up Shred and have it up and running permanently during a horde. If you are going to miss a swing, keep holding the attack button to not release the attack and swap into Assail, throw a shard and swap back to melee. This allows you to spare your stacks and continue the Shred spree with a good chance of obtaining a Malefic Momentum stack as well.

Riposte is B tier as it requires an enemy to successfully complete their attack swing at you. FGS naturally staggers and cleaves a lot, making it less likely that the enemies are able to finish their string. This is furthermore emphasized if you are using the sword near other players, especially Ogryns, Zealots or Smite Psykers, as they will essentially deny you from triggering the Riposte. Note that Riposte does not trigger from dodging ranged attacks, only on dodging a melee attack.

Deflector is a nice blessing overall but it belongs to B tier due to the slow movement speed of the FGS. If you want to use Deflector, consider using Illisi, Deimos or Obscurus instead, as they also allow you to get out of the bad situation faster with their better dodges. Precognition has too weak of an effect and suffers from similar problems as Riposte. Murderous Tranquility is not needed, the FGS actually has a bit of trouble keeping peril levels up due to the slow special attack.

Warp Slice makes the ranged portion of the special crit, where as the actual swing itself will not, dealing only very little extra damage. The actual swing can randomly crit when Warp Slice is not up. The special cannot currently trigger Blazing Spirit when it crits via Warp Slice or through RNG. Therefore, both are garbage at the moment.

If you need recommendations for a ranged weapon to pair with the FGS, it pairs nicely with any Heavy Laspistol, any Revolver, Shredder, Electrokinetic Staff and Voidstrike Staff. Note that if you go with a staff you should consider picking Scrier's Gaze with the movement speed upgrade for the much needed mobility.
XX. Melee - Orestes Assault Chainaxe

Recommendations:
Variant
Mk IV
Mk XII
Blessings
Headtaker + Slaughterer
Bloodletter + Opportunist
Perks
Carapace, Flak, Maniac
Carapace + Maniac / Unyielding
Stats
Shredder 60
Defences 60

Blessing Tier list:
Variant
Mk IV
Mk XIII
S
-
Bloodletter, Opportunist
A
Headtaker, Slaughterer
Headtaker, Slaughterer,
Thrust
B
Bloodletter
-
C
Opportunist, Rev It Up
Rev It Up
Garbage
Bloodthirsty, Thrust,
Thunderous,
Bloodthirsty,
Thunderous

Attack Strings

The Orestes Assault Chainaxes provide more control and damage with a bit slower attack speed compared to the Chainswords. They still remain as generalist weapons but they should not really be used as dedicated mobility sticks. The Mk IV variant is more of a tool towards the horde where as the Mk XII variant is your more single target option while both are still versatile enough to handle both situations while both have the animation lock special that can be aborted with a dodge.

The Mk IV special heavy will be 340HP off from one shotting a mutant with the special heavy regardless of your shredder % roll. Having headtaker on it will put the mutant to 172 remaning HP, so additional buffs are needed to guarantee a one shot i.e. having the +maniac perk. The light attacks on the Mk IV are capable of staggering even crushers but they will have enough time to do their quick attack between your swings. Ragers and maulers can be simply killed by spamming lights, stunlocking them until they die.

The push attack on the Mk IV is very safe to spam against the horde due to the access to Kinetic Deflection. It deals moderate DPS while being extremely safe.

The Mk XII is able to always one shot a mutant with a special heavy using the recommended stats. It is also capable of one shotting mutants with a short bleedout using the recommended blessings. The mutant will bleed out in approximately 4 seconds without the +maniac perk and with +maniac perk, the bleedout will be around 1 second. The special heavy is also able to one shot reapers with the +unyielding perk, however, with the the recommended blessings the reapers will bleed out in around 2.5 seconds even without the +unyielding perk.

The Mk XII can also be built to one shot crushers with the special heavy using +carapace, fully stacked thrust and opportunist. The window for this is quite narrow though and it does require you to stand still a bit for the special. With bloodletter + opportunist and +carapace, it is possible to quickly kill a crusher by simply doing one special heavy into one regular heavy.

The push attack on the Mk XII can stagger even crushers on a body shot but it cannot open a bulwark. Do note that this stagger is bound by the CC immunity window for enemies. The heavies on it seem to ignore the CC immunity window on headshots, therefore, it is possible to always interrupt the crushers using regular heavies as long as you hit the head.

The Mk IV variant has a bit narrower viable blessing pool as the special heavy on it is noticeably weaker and cannot meet the same breakpoints as the XII variant. Therefore, Headtaker and Slaughterer are the choice as they improve everything the weapon does. Rev It Up should not really be picked as the chainswords are better for that and Bloodletter is a lot better to be used with the Mk XII. Note that Opportunist works also on the Scab captains when they get to their downed state upon loosing their shield.

The chainaxes are very capable and viable weapons, unfortunately they don't see much use because they get overshadowed by blaze force swords, which kind of fill a similar role but have even greater versatility in their kit.

25. Melee - Combat Axe (outdated)
Recommendations:
Variant
Rashad Mk II
Blessings
Brutal Momentum + Decimator
Perks
Maniac, Flak, Unyielding
Stats
1. Damage
2. Finesse
3. First Target
4. Penetration
5. Mobility

Blessing Tier list:
S
Brutal Momentum
A
Headtaker, Decimator
B
Shred, All or Nothing
C
Decapitator
Garbage
Limbsplitter, Thrust, Thunderous

Where Duelling Swords are the nimble all-rounders, the Combat Axes are the brute force all-rounders providing decent horde clear and single target DPS with strong staggers while being a bit slow on the mobility department. Their niche is the ability to deal damage while stagger locking a single enemy, making them very straight forward and easy to use.

In short, you should use heavy attacks only against Carapace and Unyielding targets. You can open on a Flak target first with a heavy and then continue with light attacks, but for anything else just use the light attacks. Rashad Mk II is the best one out of the three and Brutal Momentum with is a must as it greatly improves your horde clear while also boosting the single target damage. Remember to mix in a couple push attacks and you can pretty much hold your ground against a horde, unless you get completely overwhelmed by Ogryns.

Headtaker and Decimator are your best options for the second blessing for some increased damage and cleave. Shred also scales somewhat with Mettle but due to the lower attack speed compared to swords the effect is not that great. All or Nothing is somewhat usable if you like to spam a lot of push attacks but it is hard to gain any proper benefit out of it due to the short stamina regeneration delay Psykers have and because the push attacks do not do any real damage.

Decapitator is very weak in effect, Decimator does everything better while also increasing your damage against bigger targets. Limbsplitter and Thrust are garbage on Psykers because we have very little to boost our melee damage to stack with these. Thunderous gives very little benefit to the actual axe and takes up an important spot for boosting horde clear, which is a must on these axes.

Combat Axes greatly benefit from Warp Siphon with a Warp Battery due to how Brutal Momentum works, so if your build already has those talents you should definitely give Rashad a try.
XX. Melee - Tactical Axe (outdated)

Recommendations:
Variant
Mk II
Blessings
Decimator + Shred
Perks
Maniac, Flak
Stats
1. Damage
2. Penetration
3. Finesse
4. Crit Bonus
5. Mobility

Blessing Tier list:
S
Decimator
A
Shred, Headtaker
C
All or Nothing
Garbage
Limbsplitter, Brutal Momentum

The worst melee weapons you can pick for a Psyker at the moment, not because tacitcal axes are bad but because Duelling Swords are just the better tactical axes in every way. Compared to Combat Axes, Tactical Axes give away damage against hard targets and cleave in return for faster attack speed, better crit chance, faster and stronger special stagger and more mobility. Tactical axes can stagger any non-monstrosity enemy with their special attack on a headshot, including a charging mutant, but so can the Duelling Swords.

The Mk II Variant has the best move set and the special is purely vertical which is easy to land on a head. The heavies are for cleaving while light spam is your top DPS no matter the enemy you are fighting. Special light and special light light can be used to keep enemies permanently staggered, including a mutant at a major cost for your DPS output.

Blessings wise, Decimator is a must and you should pair it with Headtaker or Shred. Due to the attack speed, Shred is the recommended way as it scales better with Mettle, which you definitely should pick if you decide to go with a tactical axe. All or Nothing can be somewhat useful if you want to do the Combat Blade way and spam push attacks. Limbsplitter and Brutal Momentum are absolute jokes on Psyker for the tactical axes. Brutal Momentum works a lot better on Zealots and Veterans.

If you like Tactical Axes on other classes, you should check out Duelling Swords. You might find your true love from DS4 as it is basically a Tactical Axe on steroids.
26. Melee - Shock Maul

Recommendations
Variant
Agni Mk Ia
Indignatus Mk III
Blessings
Lightning Reflexes + High Voltage
Lightning Reflexes + High Voltage
Perks
Maniac
Maniac
Stats
Mobility 60
Mobility 60

Blessing Tier List
Variant
Agni Mk Ia
Indignatus Mk III
S
Lightning Reflexes, High Voltage
Lightning Reflexes, High Voltage
A
Overwhelming Force, Skullcrusher
Overwhelming Force, Skullcrusher
B
Falter, Thrust, Hammerblow
Falter, Thrust
Garbage
Opportunist
Opportunist, Hammerblow

Attack Strings
*Succesful weakspot hits have a chance to apply shock and extend your combo, 2 loops are always guaranteed.
**Only with Lightning Reflexes successful timed block.

The Shock Maul is a very defensive oriented weapon with having a moderate weakspot multiplier especially for the H2 and L3 and being a bit less effected against Carapace than most weapons, however the Crusher DPS for them is nothing to brag about. The Shock Maul also deals bonus damage to Flak units but has a very slow movement speed.

The Indignatus Mk III has the better overall move set as it can effectively deal with single targets and horde, however, the Agni Mk Ia deals significantly more single target DPS and stagger while it struggles a bit against the horde as the PA on it is garbage. There is never a reason to use the PA on Agni. For both weapons the special can be cancelled early with a dodge, however, this also dramatically reduces the shock effect duration.

The Shock special can stun any non-monstrosity enemy except Mutants, and in order to kill a Mutant from full health before it charges again, you absolutely need the +Maniac perk and you need to hit them with the first heavy while you dodge the charge, this becomes less of a neccesity with high enough buffs. If the Shock Maul was able to stun or even briefly interrupt Mutants with the shock effect it would definitely be a top tier self-defence weapons for Psykers and Indignitus would be a lot better than Agni.

For the Blessings, Lightning Reflexes is a very unique blessing in the game and currently the best counter for a rager in your face. It gives you the ability to parry (time widow ~0.5s from the start of the block) and this has no internal cooldown. This means you can stun multiple enemies that strike you within that window and you can also drop the block to reset the window at any time you want. Do note that while you drop the block there is a brief window where you will be vulnerable to enemy attacks.

Lightning Reflexes is able to proc from any melee attack in the game, including a Mauler and Crusher overhead, Mutant grab, Dog leap and a Bulwark shield push. Do note that the parry does not negate any stamina damage nor any damage that ignores your block, therefore Mauler and Crusher overheads will still kill you and blocking the Bulwark shield push should only done if you are using Kinetic Deflection as well. However, it will prevent you from getting corrupted by the Dog leap.

High Voltage is the go to damage perk since you can set up individual enemies with the special or multiple enemies with the Lightning Reflexes block. Weakspot hits also tend to apply the shock effect on the enemies, therefore High Voltage increases both your single and horde DPS. Skullcrusher is also decent but it requires you to stagger an enemy and has a build up, therefore, it is better against horde additional targets but less effective againts single target as they will often be dead before high stacks. Overwhelming Force is also an interesting blessing, however it requires you to actually deal damage to a unit that also staggers it, therefore, it will not proc on push and doesn't help you by itself against the sturdier enemies.

Falter doesn't really make any difference except when you are trying to knock out a rager off their attack string, which is a lot safer to do with Lightning Reflexes that also makes them safe to kill. Thrust can give you a very tiny boost for dispatching Mutants as it will boost your first 2 heavies, however, in order to reduce the hit to kill value Thrust is not enough on it's own, you need DD stacks, Warp Charges or Warp Rider bonuses as well. The Top DPS combo cannot also utilise Thrust so there are very little benefits from running that blessing over the higher tier blessings for Psykers.

Opportunist only really affects Crushers which you cannot really stagger unless you special them or block their regular attack with Lightning Reflexes, High Voltage by itself provides the same bonus there and much more. Hammerblow doesn't help you to open up Bulwarks with few enough hits and the staggers on Crushers are not consistent enough for it to provide any value. For weaker enemies it just starts to throw them on the ground making it hard to quickly combo their head except if you simply spam lights on Agni which is inferior DPS to the optimal string that staggers a lot.

Overall, the shock maul is a viable weapon and if it could even interrupt a Mutant's charge with the shock effect rather than completely stun it, it would definitely find itself in the meta. Currently you are better off by simply picking a DS4 except for maybe Voidstrike builds where the ability to stun ragers at your face is quite valuable and movement is not as vital as for the other staves and guns.

XX. Melee - Heavy Sword (soon TM)
27. Staff - Voidblast Force Staff (Trauma)

Recommendations:
Fire Trauma
Flurry Trauma
Blessings
Blazing Spirit + Warp Nexus
Warp Flurry + Rending Schockwave
Perks
Crit Chance, Flak
Flak, Maniac, Carapace
Stats
Warp Resistance 60
Warp Resistance 60

Blessing Tier list:
Fire Trauma
Flurry Trauma
S
Warp Nexus, Blazing Spirit
Warp Flurry
A
-
Rending Shockwave
B
-
Warp Nexus,
Focused Channeling,
Surge
Garbage
Everything else
Transfer Peril, Sustained Fire,
Terrifying Barrage, Run 'n' Gun, Blazing Spirit

The Voidblast a.k.a Trauma staff provides heavy area control with moderate damage, only lacking against Mutants and Monstrosities. However, that lack is easily fixed with the choice of a correct melee weapon. The Trauma staff can be played both front and back line.

There are two ways to build the staff, you can go for either more direct damage against elites (Flurry Trauma) or more AOE pressure on the mixed horde (Fire Trauma). Out of the two, the Flurry Trauma is easier for new players as playing with Fire Trauma effectively does require mastering the Quell Cancel tech. However, this does come with the added benefit of you becoming unkillable by the melee horde as you will have enough time to quell for next cast before they will be able to hit you.

Regardless of your Trauma build, it is of utmost importance that you do not place the epicentre at your Melee Ogryn or Zealot member's feet. They require to hit mobs in order to keep their toughness up and avoid chip damage. Traumatizing their feet results in toughness starvation for your melee members and YOU will be the reason why they go down.

The correct way to place your secondary cast blast is either under your ranged Veteran, in front or behind of your melee front line such that you throw enemies at them (preferably directly in front of them) or then far away such that you thin the incoming horde before it can even touch your melee line.

For these reasons, Fire Trauma provides superior damage as the critical hits set ablaze everything on the outer radius as well, allowing you to keep up decent DPS while performing crowd control especially when combined with the left side Soulblaze talents. Creeping Flames greatly increases your DPS potential, however, it is not mandatory and you can pick the stun shield or the bubble as well.

Be aware of poxburster sounds and switch to LMB spam if there is a risk that a pox burster you cannot see is nearby the team. Pox bursters take extra explosive damage, therefore, they easily explode when hit with the RMB cast, where as LMB applies good stagger and doesn't kill them as easily, often resulting in pushing the pox burster on an accidential hit.
XX. Staff - Voidstrike Force Staff (Void)

Recommendations:
Generalist Void
Big Target Void
Blessings
Warp Nexus + Warp Flurry
Warp Nexus + Surge
Perks
Flak + Maniac or Crit Chance
Carapace + Unyielding, Maniac or Crit chance
Stats
Warp Resistance 60
Warp Resistance 60 or Blast Radius 60

Blessing Tier list:
Universal Void
Can Buster Void
S
Warp Nexus
Surge, Warp Nexus
A
Warp Flurry
Warp Flurry
B
Surge, Transfer Peril
-
C
Blazing Spirit (with Nexus), Focused Channeling
-
Garbage
Sustained Fire, Blazing Spirit, Run 'n' Gun, Terrifying Barrage
Everything Else

The Void staff is a generalist of the staves. It has good staggers against everything else except Monstrosities and Mutants, however, it it is able to stagger Monstrosities and bosses on Surge procs that are fully charged and hit a weak spot.

The Voidstrike staff does not have infinite cleave. There are some notes that the cleave value is around 12, however, the cleave is very inconsistent from shot to shot even when only performing fully charged shots and hard to verify other than it's not infinite. Nevertheless, it is definitely sufficient.

Warp Nexus should always be used and you should always run the talents Mettle and Perfect Timing as this scales your damage extremely well while providing a lot of toughness regeneration. The second blessing is a choice between Warp Flurry for sustained damage or Surge for more RNG burst against bigger targets.

If you go with Warp Flurry, Battle Meditation is something to consider as it allows you to shoot the horde without quelling as long as there are enough things to kill. Since True Aim now triggers only once per cast, the Generalist version is a bit ahead of the Big Target Void.

With the Voidstrike staff, you need to position yourself in a corner of the room or on a big hallway to maximise the enemies that are in a straight line. Try to always have your back against a wall when playing with Void to avoid enemies sneaking up on you.
28. Staff - Electrokinetic Force Staff (Electro)

Recommendations:
Regular Electro
LMB Electro
Blessings
Warp Flurry + Warp Nexus
Surge + Warp Nexus
Perks
Flak + Elites or Crit Chance
Carapace + Crit Chance
Stats
Equal or Critical Bonus 60*
Quell Speed 60

Blessing Tier list:
Regular Electro
LMB Electro
S
-
Surge
A
Warp Flurry, Warp Nexus
Warp Nexus
B
Surge, Focused Channeling
Run 'n' Gun
Garbage
Run 'n' Gun, Terrifying Barrage
Warp Flurry, Focused Channeling,
Terrifying Barrage
* See Section 4.1 for why Critical Damage is bad, the benefit is so much lower than you would think. Any decent total stat Surge staff will have high enough Critical Chance through Critical Bonus to keep Perfect Timing running and make use of Mettle.

Known potential bugs/quirks:
  • You can skip the RMB cast animation by switching to your Blitz skill after the first damage tick which immediately delivers the full damage of the last hit.


The Electro staff is currently a lot more powerful than other staves due to Empyric Shock and access to the Surge blessing. Electro staff has bonus critical hit chance and damage, which really makes the LMBs hit harder than for the rest of the staves, allowing the Electro to contest the Voidstrike staff as a generalist staff. While the Electro staff lacks a bit on the horde power compared to the Voidstrike staff, it has much better single target DPS and the lack of horde damage can be filled with either your melee weapon or choice of talents.

The Electro staff is capable of interrupting a Mutant charge on RMB critical hit but cannot stagger monstrosities, your charge level has very little to do with staggering a mutant so it is often best to do a couple minimum RMB charges if you need to stop one on their tracks. It is highly recommended to pick Empyric Resolve when playing with the Electro staff as the staff has extremely high peril generation.

Even though the Electro staff cannot reliably hit good one shot thresholds without crits, it can reach guaranteed kills within two shots on fully charged shots on all human sized elites and specials when using +Flak and +Elite, fully stacked Warp Battery, a fully stacked Perfect Timing and using Warp Rider talent as well. Having a fully stacked Battery and Perfect Timing is completely realistic given the nature of the staff as well as the increased critical hit chance of it.

The two shot breakpoint is a bit dependant on the damage roll and can be assisted by picking either the Kinetic Presence aura or the 5% ranged damage node next to Gaze. Without a 5% boost, the two shot breakpoint is somewhere around mid peril levels (40-60) but with a single boost and a good damage roll you can reach the break point when starting to channel at zero peril. Notice that Electro RMB damage does have a small random component into it so it is hard to determine the exact break points.

The RMB has a 24m range and strikes a secondary target as well but only for a small fraction of the proper damage. It is very quick to charge and generates a lot of peril while being a surprisingly fast tool at removing specials and weaker elites quickly from your surroundings without the need to be very precise with your aim.

The LMB spam version deletes all targets so fast that it is best to invest into +Carapace. With Empyric Shock and +Carapace, you can debuff a crusher with a few LMB blasts and then finish them off with two fully charged RMB casts.
XX. Staff - Inferno Force Staff (Inferno)

Recommendations:
Blessings
Warp Flurry + Blaze Away
Perks
Flak, Maniac
Stats
Quell Speed 60*
*While going for 60 warp resist with Empyric Resolve allows you to guarantee a full RMB pump when quelling for 1 tick, it seems that 60% charge is the optimal single target DPS of the Inferno staff, which is possible to do after 1 tick even with 60 Quell Speed with ER. However, if you don't need the control of the inferno around the target it is often better to go melee for single target DPS.

Blessing Tier list:
S
Blaze Away,
Warp Nexus
A
Warp Flurry
B
Focused Channeling
Garbage
Run 'n' Gun, Terrifying Barrage,
Penetrating Flame, Showstopper

The Inferno staff (used to be called Purgatus staff) is an anti-horde and anti-monstrosity frontline weapon, providing very good horde control with decent damage and allowing to relatively safely deal decent monstrosity DPS while clearing out the ads, which is very important.

Critical hits with the Inferno staff apply two Soulblaze stacks, therefore, critical chance is a good way of quickly ramping up that Soulblaze damage due to the exponential scaling at lower stacks. Above 76% Burn you cannot increase the amount of stacks you can keep up with the staff, therefore, anything above 76% Burn gives very marginal gains for your damage output, so don't sweat if you didn't get the perfect roll.

The LMB on the Inferno staff has a strong stagger while the RMB has weaker stagger but applies burn stacks rapidly and more effectively in terms of peril usage. Do not let the after cast visuals of the LMB fool you, it will always travel instantly in a straight line upon casting.

Monstrosities and bosses may not always show the visual effect, however, they will get damaged by Soulblaze, even the shield on the Scab Captain will take damage from it. Be sure to use Creeping Flames only after topping up your staff stacks to get 21 stacks on the Monstrosity and switch to melee or BB for the next 15 seconds or so or focus on other targets as you cannot keep the extra stacks up with the staff anyways.

You should not put +Unyielding on your Inferno staff since Soulblaze is buffed by your currently active weapon, instead, you should have the +Unyielding perk on your melee weapon if you wish to get the extra damage on the monstrosities. This is also beneficial in case the monstrosity turns on you as you can defend yourself with the melee weapon while weaving in some quick Inferno LMBs to add some stacks to the monstrosity.

Blessings wise, Blaze Away and Warp Nexus greatly outperfrom the other blessings. If you do short casts and quell cancels, it is possible to keep Blaze Away permanently at 5 stacks while Warp Nexus greatly increases the amount of double Soulblaze stacks and procs Mettle more as well. However, you do not lose that much DPS if you allow the Blaze Away stacks to drop when you have not used Creeping Flames as they do build back up very fast. Due to how Strength stacks multiplicatively with +Armour perks, the 5% crit chance on the perk is not worth and additional armour damage perk.

Warp Flurry is not potent enough to contest the slot for Blaze Away or Warp Nexus, while Focused Channeling doesn't really serve a purpose as you should be throwing out LMB casts when pressured instead of trading hits with the enemies.

Run 'n' Gun is a bandage for a skill issue, you can achieve the same with the QC Slide tech without the blessing. Inferno has built in high Supression, so Terrifying Barrage brings nothing new to the table and Penetrating Flame is not strong enough to kill a Crusher in a reasonable time even with the +Carapace perk. You should have an Uncanny Strike melee weapon which does the job in no time. Showstopper deals around 100 to 50 damage based on the distance to the exploding enemy, note that this is approximately same as a single direct hit from your LMB, so an other extremely weak blessing.

With the correct talents, you can build your inferno staff such that you never need to quell by any other means than using Creeping Flames whenever you get it up again, making the Inferno staff one of the strongest frontline weapons in Psyker's kit, please see the example build for the Inferno staff. Note that as soon as you let go of the RMB channel and start the actual cast before 100% peril, it will be safe to finish your RMB cast and you will not enter POW by the end of it.

The Inferno staff also provides some decent very safe Monstrosity DPS while allowing add control at the same time. I highly recommend pairing the staff with a mobile melee weapon that has the Uncanny Strike blessing, such as the Combat Blade or a Duelling Sword.
29. Gun - Shredder Autopistol (outdated)


Recommendations:
Blessings
Inspiring Barrage + Blaze Away or Cavalcade
Perks
Flak, Maniac
Stats
1. Collateral
2. Damage, Stopping Power
3. Ammo, Mobility

Blessing Tier list:
S
Inspiring Barrage, Blaze Away, Cavalcade
A
Pinning Fire
B
Raking Fire, Powderburn
Garbage
Terrifying Barrage, Speedload, Sustained Fire

The Shredder is a very defensive short to mid range crowd control tool. It is able to quickly suppress and stagger enemies, however, do keep in mind most of the melee enemies are immune to suppression. In the current game state, the Shredder is best used as an on demand toughness regeneration tool and a "get away" tool and it can fit your build if you are lacking a lot of on demand toughness regeneration while needing a way to deal with Ragers or a horde swarm at your face.

Inspiring Barrage got buffed some patches ago and provides a lot of toughness regeneration after firing for a couple of seconds even if you fire on a wall. This combined with True Aim or Cavalcade (or both if you want to over do it) and the talents Mettle and Empathic Evasion makes you practically invincible as long as you can fire your weapon. Note that the 'continuous fire' is quite forgiving, you can tap fire your gun to keep up the buffs, but you should still just continuously fire to take advantage of the crit timing window for multiple critical hits.

If you are running True Aim, you should go with Inspiring Barrage & Blaze Away and without True Aim you should take Inspiring Barrage with Cavalcade. In any case, you should be running at least Mettle with this gun which is very easily accessed but preferably Empathic Evasion as well. Pinning Fire is a decent alternative to Blaze Away, but Blaze Away really helps to quickly remove a Rager off your face when you need to which is what you want from this gun.

Psykers should not be running behind enemy lines so Raking Fire does not see that much use. However, when you can use it, it does provide a considerable damage boost especially if you can find an angle for True Aim as well. Powderburn is also a decent option when diving packs of ranged units even though it is not the best of the bunch.

Shredder is built on bullet rain, so trying to use Sustained Fire effectively will gimp your DPS as well as interrupt your True Aim chain. Terrifying Barrage is redundant given how the gun naturally suppresses things and Speedload is hard to use effectively.

Currently, you should only build Shredder for defense. If you are looking for pure offensive power from this gun, it will be just a worse version of the Columnus Mk V Infantry Autogun.
XX. Gun - Quickdraw Stub Revolver

Recommendations:
Version
Zarona Mk IIa
Agripinaa Mk XIV
Blessings
Hand Cannnon + Surgical
Hand Cannnon + Sustained Fire
Perks
Flak, Unarmoured or Maniac
Carapace, Crit Chance
Stats
Mobility 60
Mobility 60

Blessing Tier list:
Version
Zarona Mk IIa
Agripinaa Mk XIV
S
Hand Cannon, Surgical
Hand Cannon, Sustained Fire
A
Crucian Roulette
Crucian Roulette, Gloryhunter
C
Trickshooter, Point Blank, Gloryhunter, Sustained Fire
Surgical, Speedload, Trickshooter
Garbage
Speedload, Terrifying Barrage, Run 'n' Gun
Terrifying Barrage, Run 'n' Gun


The Zarona Quickdraw Stub Revolver is the non-force equivalent of the Voidstrike staff, providing damage in a line with no ramp up time. However, it lacks the strong staggers and sustained damage that Voidstrike delivers but gives a lot more burst damage with higher down time.

With +Unarmoured and +Flak, Zarona is able to reach one shot head shot on Dreg & Scab gunners, shotgunners and all the specialists except Mutants with a critical head hit. With some Warp Charges, you can also easily body shot many of the specials even at further ranges, so going in all the way to Warp Battery is highly recommended. In case you are picking the revolver only for killing specials, having the +Maniac perk will allow you to reach one shot thresholds against the flamers with fewer Warp Charges or low Disrupt Destiny stacks.

Surgical and Hand Cannon are S tier for Zarona as Hand Cannon simply increases your damage to everything that is not infested nor unarmoured and Surgical can be used to stack a guaranteed critical hit while you are taking some time to aim. You can even effectively kill Crushers from far away with guaranteed critical head shots. However, Surgical is quite pointless for Agripinaa revolver and instead one should use Sustained Fire as you should not take your time to aim with the secondary attack. Investing into Disrupt Destiny and Scrier's Gaze allows the Agripinaa to reliably one clip a crusher acting as a tin can buster, but often less than a clip is sufficient. The gaze is only really needed when the Disrupt Destiny stacks are low.

Crucian Roulette acts in a similar way to Surgical but only gets more effective the less bullets you have left in the magazine, which is not ideal for Zarona as you want to aim your shots anyways. For Agripinaa, Roulette induces even more randomness into the crusher one clip, thus Sustained Fire is far better.

True Aim grants you guaranteed revolver shots during and after your melee spree, being able to quickly pull out the revolver and hipfire an elite or special down but the benefit of True Aim for both of the revolver variants is rather low. Psykers do not have enough ammo sustain for the Trickshooter and Speedload to be of proper use for both revolvers and Terrifying Barrage and Run 'n' Gun are too weak to be even considered an option.

With an ammo vet in the team, you can use your Zarona against ranged targets as well, but in case there isn't one in the team, you should save up your ammunition for those specialists and elites that need to go down ASAP. If you are using Agripinaa, you should only really fire your gun at Ogryn sized enemies or if there is a specialist near you that you absolutely need to get down as fast as possible.
30. Gun - Godwyn-Branx Pattern Bolt Pistol (outdated)

Recommendations:
Blessings
Puncture + Execution
Perks
Maniac, Unarmoured
Stats
1. Damage
2. Stability
3. Collateral
4. Reload Speed
5. Mobility

Blessing Tier list:
S
Puncture, Execution
A
-
B
Gloryhunter
C
Lethal Proximity
Garbage
Deadly Accurate, Surgical
Point Blank, Run 'n' Gun

Notable bugs:
  • Lethal Proximity does currently nothing else except increases the explosion effect radius.
  • Puncture also applies to landing Assails when having the Bolt Pistol out.

The Bolt Pistol is a special / Elite clear tool much like a revolver. In fact, it plays out exactly like the better version of the Agripinaa Revolver. It cannot cleave through enemies but you can aim down your sights for an accurate shot and with the correct build you can reach many sweet hit to kill values on different Elites and one shot all specialists but Mutants and Hounds on a head shot. While the Bolt Pistol can kill a Crusher, it is not ammo efficient to do so.

The bolt pistol causes a lot of stagger on hits, in fact, you can open a Bulwark shield with it. ADS will increase the fire rate of the gun as well as the stagger on hit. Do note that even when you can open Bulwarks with the Bolt Pistol it is usually waste of ammunition to do so as it requires 3-4 shots to the shield to do so and this deals no damage to the Bulwark itself.

Together with Warp Battery, Puncture allows you to hit many sweet hit to kill values on a high damage roll Bolt Pistol with +maniac and +unarmoured blessings, therefore, it will remain S tier even when they fix the Assail bug. Execution is also an important blessing to assist with body shotting flak targets without the +flak perk. Gloryhunter would be nice but there isn't simply space for it, luckily for the optimal performance you will take Essence Harvest anyway which more or less works like the Gloryhunter.

Lethal Proximity is currently bugged providing no explosions on near shots, therefore the only value it brings is a bigger AOE for the stagger. Deadly Accurate and Surgical is often a magical combo on weapons, however, the critical hit multiplier for the Bolt Pistol is so low that they are not worth the trouble. For the same reason Point Blank is even worse than Surgical. Run 'n' Gun is not needed, the damage bonus is only applied during a sprint where as you can use sprint and slide to fire while moving and be immune to ranged fire at the same time.

HTK values at Damnation with a full warp battery, +maniac and +unarmoured perks, T4 Puncture and T3 Execution:
One Shot (body)
Sniper
One Shot (head)
Trapper
Dreg & Scab Flamer
Dreg & Scab Bomber
Dreg & Scab Shotgunner
Dreg & Scab Gunner
Two Shot (body)
All from One Shot (head)
Scab & Dreg Ragers
Three Shot (body)
Mutant
Mauler
Four Shot (body)
Reaper
Bulwark

Note that by having Warp Rider you can achieve these breakpoints with even lower warp charges as long as you are high on peril.

Because of these HTK breakpoints, the Bolt Pistol is a very viable tool for Psykers, contesting the meta slot for Zarona for the fastest elite & special clear slot. However, it is mandatory to get the correct roll on the gun and to run Warp Battery. Please, see the Battery Gunner build example.


31. Gun - Heavy Laspistol (outdated)


Recommendations:
Variant
Accatran MG Mk II
Kantrael Mk X
Blessings
Dumdum + Infernus
Dumdum + Between the Eyes
Perks
Unyielding
Unarmoured, Flak
Stats
1. Damage, Stability
2. Stopping Power
3. Ammo, Mobility
1. Damage, Stopping Power
2. Ammo
3. Stability
4. Mobility

Blessing Tier list:
Variant
Accatran MG Mk II
Kantrael Mk X
S
Dumdum, Infernus
Between the Eyes
A
Reassuringly Accurate
Dumdum, Reassuringly Accurate
B
Ghost, Between the Eyes
Ghost
C
Raking Fire
Raking Fire
Garbage
Speedload
Speedload, Infernus

The Laspistols are mobile single target short to medium range filler weapons with accurate hip fire, increased critical hit chance, and good single target DPS against soft targets. The special on them is able to stagger hounds and human sized enemies, however, there is a slight delay in the cast so be careful with the timing. Like the other las weapons, these should not be used against Crushers.

The original Mk II has better DPS at short to medium ranges with better ammo economy as well. The faster fire rate will make use of Infernus against beefier targets, providing additional ammo efficient damage. The Mk X has greater alpha damage that remains more effective further down the range and amazing staggers on the shots. The Mk X is for example able to stagger a trapper on a body shot preventing it from firing the net.

Due to the more damaging shots and slower fire rate, the Mk X cannot effectively use Infernus and tends to have some ammo issues if constantly spammed, therefore Between the Eyes is really good as you will have better chances at making those shots count. No mark is purely better than the other, both of them are side grades compared to the other and perfectly usable.

Ghost and Between the Eyes improve your anti-shooter role, however, Psykers have access to 'Ghost' through talents as well via Empathic Evasion. Reassuringly Accurate interacts nicely with the right side crit talents while Dumdum allows you to get a good damage boost up close. Raking Fire is not that beneficial as you shouldn't be running behind enemy lines and Speedload gives very little benefits as the reload is already fast enough.

Laspistols are currently in a very balanced state. They work well but don't clearly over perform or under deliver so don't expect many changes to them in the near future. The only thing they are really missing is Run 'N Gun which could actually be put to S tier for Mk X if it was available, the hip fire on that gun is that good.
32. Gun - Infantry Lasgun (outdated)

Recommendations:
Variant
MG Ia
Blessings
Between the Eyes, Opening Salvo or Infernus*
Perks
Flak, Maniac or Unyielding*
Stats
1. Damage, Stopping Power
2. Stability
3. Ammo
4. Mobility
*These two should only be taken together.

Blessing Tier list:
MG Ia
MG IV
MG XII
S
Between the Eyes
Between the Eyes
Between the Eyes
A
Headhunter,
Opening Salvo
Infernus,
Headhunter
Deadly Accurate,
Headhunter,
Opening Salvo
B
Deadly Accurate,
Infernus,
Ghost,
Efficiency,
No Respite
Deadly Accurate
Ghost,
No Respite
Ghost,
No Respite
C
Falter
-
Falter,
Infernus
Garbage
-
Falter,
Opening Salvo,
Efficiency
Efficiency

These guns are currently inferior to the VId Recon Lasgun. I will still leave the entry here un-edited from the previous guide update in case someone wants to give them a spin.

Infantry lasguns provide an inverted damage model where shots further away deal more damage. They have excellent ammo economy and a good sight picture, making them excellent as an anti-ranged solution. All the three variants have very good maniac damage, being able to dispatch mutants from far away, but they lack a bit of power against armoured opponents, relying on headshots against flak targets in order to keep up the damage. None of them is good against Carapace. These guns are best fitted as all-around ranged weapons with focus on dispatching regular ranged units.

All of the infantry lasguns are a bit weak without additional damage buffs. However, with Warp Siphon and Warp Battery, they start to bring some actual value to the table. The MG Ia variant is the best one out of the three since the MG XII cannot be made to reliably one shot Scab Gunners with the currently available buffs.

With some warp charge damage bonuses, The MG Ia can two shot Scab and Dreg Gunners & Shotgunners and if you have Warp Rider with some peril and Opening Salvo active you can one shot Flamers and Bombers. Snipers, Trappers and regular shooters are easily one shotted on head even without the Salvo active if you have a full battery. MG IV is a lot behind in DPS compared to the other two and MG XII shares very similar "hit to kill" values with MG Ia while having more recoil and slower fire rate than the MG Ia. You should only consider the MG XII if you are shooting so much that you have ammunition issues with your MG Ia.

Regardless of the build you are running, you should always go with Between the Eyes. Since the removal of Assail weave the most effective tactic on these guns is to make sure you can land your weak spot hits as often as possible. Getting suppressed completely messes up your aim but with this blessing you can shoot even at a nearby melee enemy to get rid of that suppression.

If you are running Opening Salvo, the best tactic is to not care about it as it takes some time to reset causing you to drop a lot of DPS if you stay and wait for it. If you miss your one shot, just start shooting, as most specials and ranged units will be dead after two shot anyways. Opening Salvo will activate naturally when you switch to a new target and try to line up that head for the initial hit.

Using the Infernus with the MG Ia you can rack up some decent Reaper and Monstrosity damage with the MG Ia, where as the MG XII has too low fire rate for the blessing to provide any real benefit and you are better off with picking Deadly Accurate for that. In any case, your monstrosity DPS is highly dependent on your capability of landing those weak spot hits.
XX. Gun - Recon Lasgun (outdated)

Recommendations:
Variant
VId
Blessings
Infernus + Dumdum
Perks
Flak, Maniac
Stats
1. Damage, Stability
2. Ammo
3. Collateral
4. Mobility

Blessing Tier list:
S
Infernus
A
Headhunter, Dumdum, Deathspitter
B
Hit & Run, Stripped Down
Garbage
Sustained Fire, Punishing Salvo, Speedload

Recon Lasguns offer an all-around mobile ranged platform having good anti-horde and anti-ranged capabilties while being able to dispatch soft Elites and Specials in a surprisingly fast time. Recon Lasguns got a much needed boost to their ammo economy with patch 1.4.0. The Recon Lasguns cannot be used to deal with Crushers. Maulers can be dealt with using these guns but that does hurt the ammo economy a bit.

Out of the three options, the VId torrent firing one is the best since a major portion of the DPS from these guns comes from the fact that when they crit, they make multiple crits in quick succession causing the burn to stack extremely fast. Therefore, the faster the gun fires, the better the fire stacks and you also get more toughness back via Mettle.

I strongly recommend running True Aim with this gun as it makes the fire application extremely reliable. However, in case you cannot afford it, you can replace Dumdum with Headhunter at the cost of ammo efficiency. Notice that it is not that beneficial to run both Headhunter and True Aim as the Headhunter stacks reset whenever True Aim procs, resulting in very little extra benefit.

These guns have an extremely long reset time for Sustained Fire and Punishing Salvo especially when ADS and their weakspot and critical hit multipliers are nothing to brag about. Speedload is not needed as the reload is fast enough by itself and not a problem.

Perk wise, +flak is mandatory since these guns otherwise deal a bit too much reduced damage against flak targets. If you can choose, +maniac for the second perk helps to dispatch specials even faster and makes it reasonable to shoot down Mutants as well. The monstrosity DPS is not any note worthy so +unyielding doesn't really make the cut.

Overall, these guns are not the most effective tactic available but especially the VId is a very viable and usable gun at all levels of the game. Being able to move fast while using your gun effectively against almost any target feels refreshing as a Psyker. Currently, the VId practically outclasses the whole Infantry Lasgun family of guns.
33. Gun - Infantry Autogun

Recommendations:
Variant
Agripinaa Mk I
Vraks Mk V
"Boss killer" Vraks
Blessings
Punishing Salvo + Sustained Fire
Dumdum + Fire Frenzy
Dumdum + Raking Fire
Perks
Maniac, Flak
Flak
Unyielding, Flak
Stats
Mobility 60
Mobility 60
Mobility 60

Blessing Tier list:
Agripinaa Mk I
Vraks Mk V
Columnus Mk VIII
S
Punishing Salvo,
Sustained Fire
Dumdum, Fire Frenzy
Punishing Salvo,
Sustained Fire
A
Dumdum,
Deathspitter,
Hit & Run
Deathspitter,
Hit & Run
Dumdum,
Deathspitter,
Hit & Run
B
Raking Fire,
Fire Frenzy,
Stripped Down
Raking Fire,
Stripped Down
Raking Fire,
Fire Frenzy,
Stripped Down
Garbage
Terrifying Barrage,
Speedload
Terrifying Barrage,
Speedload,
Punishing Salvo,
Sustained Fire
Terrifying Barrage,
Speedload

Infantry Autoguns provide raw damage from short to mid ranges with their hipfire while still being able to provide effective DPS down range when aiming down sights, except for the Vraks Mk V which suffers from a more sever damage drop off. These guns have heavy recoil, making them harder to use than lasguns but they reward a skilled player with extremely fast time to kill for all except Maulers and Crushers. Even with True Aim, you should not empty your magazine into a Crusher head.

Infantry Autoguns serve an all-around damage role, being capable at handling horde, ranged units as well as soft elites and specials. Vraks Mk V being the more close ranged option and Agripinaa Mk I being the longer range option. Columnus Mk VII cannot currently effectively use the best damage boosting blessings available in the blessing pool, as it is far behind Vraks in the short range damage and has too fast fire rate to greatly benefit from the salvos on further ranges like the Agripinaa Mk I.

Punishing Salvo and Sustained Salvo have extremely short reset times on Autoguns, which makes it really easy to enjoy their benefits by firing 4 round bursts and then having only a brief pause before the next volley with the Agripinaa Mk I, making it the most ammunition efficient of the family at the cost of pure DPS. However, the Mk I is still perfectly usable and powerful at full auto should you panic at closer ranges even with the salvo blessings.

Dumdum and Fire Frenzy on the other hand shine the best on the Vraks Mk V as it can dish out a lot of DPS at short to mid ranges. On further ranges you can still hit your targets if you use ADS and crouch while firing in short bursts. This is effective for taking out trash ranged units at further ranges.

Raking Fire is rated a bit lower as Psykers should not be adventuring around the enemy backline. However, if you intend to blow up a Monstrosity, you can use it with the Vraks Mk V and Scrier's Gaze. If you manage to get the angle it is possible to pull off 6+k DPS chewing Beast of Nurgles and Plague Ogryns apart within seconds.

Terrifying Barrage is simply terrifying bad as you will tear everything apart close range anyways. The reload speed is not really a problem since you still want to be a bit conservative with your ammunition and there is a talent available for it.

The Vraks Mk V is best used as a quick burst at close ranges when you get overwhelmed by elites, specials or horde up close, while the Agripinaa Mk I is best used as anti-elite, anti-special and anti-ranged option from medium ranges.
XX. Gun - Vigilant Autogun (Headhunter)

Recommendations:
Variant
Columnus Mk III
Graia Mk VII Crit
Blessings
Deadly Accurate + Between the Eyes
Deadly Accurate + Surgical
Perks
Carapace, Unyielding
Maniac
Stats
Mobility 60
Mobility 60

Blessing Tier list:
Columnus Mk III
Graia Mk VII
Agripinaa Mk IX
S
Deadly Accurate,
Between the Eyes
Deadly Accurate,
Surgical
Deadly Accurate,
Between the Eyes
A
No Respite,
Ghost
Opening Salvo,
Between the Eyes,
No Respite,
Ghost,
Crucian Roulette
Deadly Accurate,
No Respite,
Ghost
B
Headhunter,
Crucian Roulette
Headhunter
Headhunter,
Crucian Roulette
Garbage
Flater,
Opening Salvo
Falter
Falter,
Opening Salvo

Vigilant Autoguns provide damage at medium to far ranges, rewarding players who are able to consistenly hit weak spots with exceptional damage while being rather punishing in the hands who only hit to body with them. Due to the sight picture they are a bit harder to use at short ranges and their bloom rapidly grows when hipfired. The Mk III variant excels at picking out beefier targets while the single fire VII variant excels at picking out enemy shooters and specials, as long as you can land those head shots. Infantry Autoguns tend to be more easy to use than these and provide better DPS. If you are taking more than 2-3 seconds to kill a target with these, you would be better off spamming Brain Ruptures instead and picking something else for your ranged slot.

The IX variant is pretty much a direct downgrade of the III and VII variants due to how True Aim scales with Columnus Mk III. The recoil becomes unmanageable quite fast, where as Vraks Mk III can just easily be kept on the target and the Graia VII is more forgiving due to the fire rate.

The vigilant 'headhunter' rifles have enough base critical weaskpot multiplier to make building for crits really rewarding. Therefore, Deadly Accurate is extremely good on these rifles. For the Mk III variant you always want to pick up True Aim in the talents. Between the Eyes blessing is also extremely important for Mk III if you want to challenge those Gunners and Reapers that are firing at you.

For the single fire Mk VII variant you should always invest in the Disrupt Destiny keystone with the duration and weakspot kill upgrades as you need some stacks to guarantee one shot kills on Flamers headshots in additon to having Deadly Accurate and Surgical on the gun.

The burst rifles do not benefit as much from Headhunter due to how often they proc True Aim, instead, one should use Between the Eyes to make it easier to chain headshots in a fire fight. Falter is not worth it as it can make landing follow up head shots rather difficult. Opening salvo only boosts the first shot of the burst, therefore, it's only good on the single fire variant, for which it resets extremely fast, allowing you to enjoy the benefits on pretty much every shot you make.
XX. Gun - Braced Autogun

Recommendations:
Variant
Graia Mk IV
Blessings
Fire Frenzy + Inspiring Barrage
Perks
Maniac, Flak
Stats
Mobility 60

Blessing Tier list:
Vraks Mk II
Graia Mk IV
Agripinaa Mk VIII
S
-
-
-
A
Fire Frenzy,
Inspiring Barrage
Fire Frenzy,
Inspiring Barrage
Fire Frenzy,
Inspiring Barrage
B
Deathspitter,
Hit & Run,
Stripped Down,
Speedload
Deathspitter,
Hit & Run,
Stripped Down,
Speedload
Deathspitter,
Hit & Run,
Stripped Down,
Speedload
Garbage
Terrifying Barrage,
Ceaseless Barrage,
Roaring Advance
Terrifying Barrage,
Ceaseless Barrage,
Roaring Advance
Terrifying Barrage,
Ceaseless Barrage,
Roaring Advance

Braced Autoguns provide a lot of bullets at with a high spread. Only the Graia Mk IV variant provides some meaningful DPS for Psykers as having the highest firerate it benefits the most from the Psyker talent tree.

Braced Autoguns provide the middle ground between the defensiveness of the Shredder and the offensiveness of the Infantry Autoguns. However, at the current state of the game, they are much worse for their defensive capabilities than the Shredder and much worse for their offensive capabilities than the Vraks Infantry Autogun, which essentially outclasses all the braced autoguns at the moment.

However, if you want to give them a spin, the Graia MK IV plays out similarly to the Shredder as a toughness replenishment tool with a bit less mobility but added firepower instead. Bracing the gun greatly increases your firerate, which allows you to stare at a ranged firing squad and mow them down without having to sweat.
XX. Gun - Shotgun (soon TM)
34. Gun - Ironhelm Assault Shotgun (outdated)

Recommendations:
Blessings
Speedload + Both Barrels
Perks
Flak, Maniac
Stats
1. Damage, Stopping Power
2. Range
3. Reload Speed
4. Mobility

Blessing Tier list:
A
Speedload, Both Barrels,
Man-Stopper, Scattershot
B
Deathspitter
C
Full Bore
Garbage
Flechette, Hit & Run,
Run 'n' Gun, Terrifying Barrage

The Ironhelm "Hacker" Mk IV Assault Shotgun is a weapon that can be tuned for horde clear or dealing with soft Elites and Specials up close while having trouble for dealing with Carapace armour and dealing extremely poor monstrosity DPS. For Psykers however, it lacks the ammo economy for horde clearing and it lacks the proper punch to reliably one shot the most dangerous enemies, not to talk about the difficulties of dealing with packs of Elites.

The secondary fire that unloads both of the barrels deals around 30% more damage than firing two individual shots, however, it also has a greater spread. Therefore, it is often better to use the two individual shots for anything that is not at a very short range as you can connect more pellets on the enemy dealing more damage. The double shot doesn't also get any additional cleave.

The Assault Shotgun deals a bit reduced damage against flak targets so having the +flak perk helps especially against Scab Ragers. The +maniac perk helps to get the one shot against Mutants but it does require additional buffs as well.

Man-Stopper causes the weapon to have infinite cleave on crits until you hit carapace armour or an object. This naturally pairs well with Scattershot. Unloading both of the barrels doesn't significantly increase the damage drop off when cleaving through targets, so it is better to unload individual barrels when mobbing. However, as stated, the ammo economy is really bad on Psykers and your team will hate you for cosplaying a kickback Ogryn with half the damage.

Speedload and Both Barrels are the most useful blessings for Psykers on this gun, this is because you can only really afford to dispatch dangerous Specials and Elites, for which you often pop a shot or two, then reload and swap to your Blitz or melee. Speedload causes you to reload faster after a succesful single or double shot while Both Barrels helps you to reload faster on double shots and is your only hope for dealing with a Rager pack. Even still, you need to be on top of your dodge game to survive the Assault. The key is to use single fire as much as you can and only use the double shot when you need it in order to conserve ammunition.

Deathspitter is nice but the problem is it only benefits your follow up shots. It can help for dealing with Rager packs when combined with Both Barrels, however, due to the ammunition problems you often take one or two shots here and there, therefore, the blessing rarely gives you any real benefit. Full Bore is not good as the weapon has a very wide spread. In order to properly benefit from Full Bore you would need to be at the melee range and at that point it's just better and safer to pull out the DS4.

Flechette would require both Man-Stopper and Scattershot to properly function. The hit registration for True Aim is very weird for this gun, therefore Flechette + Man-Stopper cannot be properly used. For bleeds, you would need many hits in quick succession so it also suffers from the ammunition problem as well. Hit & Run also requires a higher fire rate and constant firing to really give benefit to the user, Run 'n' Gun bonus damage is only in effect while sprinting so you cannot use it to amplify the double barrel unload. Terrifying Barrage is bad since most melee mobs are immune to suppression anyway.

The gun doesn't have great critical hit or weakspot multipliers, therefore, it doesn't really benefit from DD and the best way to beef up the damage is to go for the Warp Battery. At that point, you should just run the Bolt Pistol which honestly is the better (slug) shotgun. The Assault Shotgun is playable but any time you use it you can feel it struggling and holding you back.
35. Example Builds - Part 1
These are some exmaple builds that do not exploit any current bugs. This is such that if you learn and like a build here, it will hopefully have a longer life time than a single patch and I don't like to encourage bug exploiting.

There is no right or wrong way to build out your Psyker. It all comes down to personal preference and what your team needs. Here you can find an example build for each very different Psyker "styles": Electro, Inferno, Void, Trauma, Gunker and Psylot, with talents and loadouts that are capable of dealing with whatever enemy you will be fighting against, making them a good fit for Quick Play matches when you don't know what you are going to get paired with. I regularly run these at Auric Damnation Quick Plays while the stronger ones get also some time in Auric Maelstroms.

Because Havoc is a very specific and restrictive environment, I have added the example Havoc versions of suitable builds as a separate image while the guide text focuses on the regular version of the build.

35.1 Electro - LMB EP Smite
This build is currently overtuned and I am expecting this to get nerfed at some point. The gameplay is super simple: LMB with Electro staff everything but Crushers, Bulwarks and Monstrosities to death, Smite the horde when you have EP stacks and use Creeping Flames to extend your smite or stagger an enemy that was about to interrupt you.

For Crushers, Bulwarks and Monstrosities, throw 4 LMB to apply the debuff even through the Bulwark shields and then kill with RMB. If you have +Carapace on your Electro staff you only need two fully charged RMB casts on a Crusher to kill it. If it still lives it will die in a single LMB after the secondary casts. On Monstrosity fights, apply 1 LMB every time you have to quell to keep the debuff up on it. However, if there is also horde present, your priority should be to smite the horde.

Weapons:
  • Electro staff (Surge & Warp Nexus, 60 warp resist)
  • DS4 or Combat Blade 6

Mandatory talents:
  • Everything in the image, there are no flex talents here

Full example talent tree:




35.2 Inferno - Infinite Pump
A simple yet very effective build, allowing you to spam RMB pumps without ever having to manually quell. Blaze Away gives an extremely strong boost to your Soulblaze damage, and while it is mechanically possible to keep it permanently up even through quelling, this build obliviates the need to do such a thing.

Due to Wildfire and the nature of the fast pumps, you should try to flame two fronts simultaneously or spread your RMB casts around. Blaze Away will also increase the stagger you do, making it possible to push poxbursters with your RMB fire. However, LMB cast is still recommended as it is a guaranteed way to push back a poxburster. On a shotgunner, mauler or rager pack, you should focus on LMB casts to control the group and prevent them from attacking your team instead of focusing on the DPS.

Weapons:
  • Combat Blade 6 (recommended), DS4 or Deimos
  • Inferno Staff (Blaze Away & Warp Nexus, 60 quell speed)

Mandatory talents:
  • Mettle
  • Perfect Timing
  • Perilous Combustion
  • Battle Meditation
  • Brain Rupture
  • Wildfire
  • Creeping Flames
  • Warp Siphon
    • Empyrean Empowerment
    • In Fire Reborn

Full example talent tree:




35.3 Void - Support Flurry
The Voidstrike staff is a nice all-around staff. However, due to the absurd nature of LMB Electro with EP Smite, the Voidstrike staff is greatly outclassed by the Electro staff.

You want to roll the optimal staff for this build as it will allow you to drop Solidity. Your basic casting combo is to cast three quick RMB casts and then start to build your peril. Once you get to full peril, you only need to quell one tick in order to perform a full RMB cast. Then all you need is correct positioning with dodges and to keep an eye out for where to place your bubble for the team.

Since Void is a capable ranged weapon by itself, Smite is the obvious choice for your Blitz skill. Smite will also help you with the only weakness of the void, which is getting surprised by a Crusher or a Bulwark pack up close. The RMB cast of Smite is also excellent at pushing poxbursters safely away from your team mates without the risk of blowing them up.

Weapons:
  • Voidstrike staff (Warp Flurry & Warp Nexus, 60 warp resistance)

Mandatory talents:
  • Mettle
  • Perfect Timing
  • Warp Splitting
  • Warp Rider

Full example talent tree:
36. Example Builds - Part 2
36.1 Trauma - Fire Trauma
This build revolves around creating a safe space for your team while dealing reasonable DPS at the same time.

The build will use Trauma staff for horde clear and for controlling elites and specials. You have the Brain Rupture for dealing with targets far away that are too hard to reliably hit with LMBs and finally you have a melee weapon for Monstrosity and Boss damage as well as dealing fast with Mutants which the Trauma cannot control. You also have the option to stun Mutants, Hounds and block Flamers and Bombers with the Stun Shield, giving an amazing control over the battlefield especially for Mutant trains or hunting grounds.

Use fully charged Trauma shots to fish for Blazing Spirit procs, use mid-charged Quell Cancelled Trauma RMB shots at your feet if your team gets pressured. When done right and combined with a sprint slides and dodges here and there, you should never have the need to switch to melee and block even if you were standing right in the middle of a horde. The key is to keep your nerves calm and tune your ears to the warning sound of a mob hitting you while staring at the floor.

When your team hunkers down, be on a lookout for Bombers and Flamers and tune in your ears for Mutant and Hound sound effects. Use those Stun Shields to prevent them for over pressuring your team's location. Do not be afraid to use that first charge pre-emptively. You have two charges so always use the first pre-emptively if you think it might be needed and save that second when it is really needed. The Stun Shields combined with your Trauma spam makes it impossible for anything else than a Monstrosity or Boss to reach your team.

During the moments of intense ambush by Gunners, always first prioritise making sure your team is in a safe position and only then start to work on those gunners using EP Brain Ruptures. Even though it is enough to have 1 point in EP to get the chain going, having the multiple charges allows you to effectively deal with some far away specialists or down a couple Crushers from extremely far ranges.

The Havoc build is the same as for Inferno infinite pump. In Havocs you don't have time to use Brain Ruptures outside of a couple funny snipers.

Weapons:
  • Deimos, DS4 or Combat Blade 6
  • Trauma (Blazing Spirit & Warp Nexus, 60 warp resistance)

Mandatory talents:
  • Perilous Combustion
  • Brain Rupture
  • Wildfire
  • Souldrinker
  • Prescience
  • Solidity
  • Empowered Psionics
    • Overwpowering Souls

Full example talent tree:




36.2 Gunker - Battery Gunner (outdated)
This is a very flexible and a more veteran like build that can be geared either towards anti-ranged or anti elite & special roles. The core of the build is to use the Warp Siphon charges to boost the damage of your gun shots that will then meet hit to kill values that wouldn't be otherwise possible.

The example build provided here is geared towards the Bolt Pistol for which you need the Assails to be able to carry that anti-ranged role as well without starving on ammunition. If you absolutely need Sanctuary, you can drop the point from Warp Rider to access it, however, Warp Rider helps a lot in meeting the important breakpoints even if you are low on Warp Charges when using the Bolt Pistol.

It is possible to run Smite instead of Assails with this build instead, which will free up a lot of points allowing you to access Psycinetic's Aura, Sanctuary and True Aim as you can easily access the Smite via the Perilous Combustion and drop Perfect Timing. Be sure to go via the Seer's Presence so that you can access that sweet +5% ranged damage node just before the shield. Note that True Aim is not mandatory for Bolt Pistol but it is a very good talent for the VId Recon Lasgun and the Mk I Infafntry Autogun.

In general, you should try to hold on to your Warp Charges but in case you feel something very dangerous is about to go down (a flamer or bomber surprising the team in the corner, a sudden pack of reapers and gunners) you should not be afraid to use that shield pre-emptively. Just remember that when relying on warp charges for your break points you need to gather them back before you can start to trust in the break points again.

Weapons:
  • DS4 (recommended), Combat Blade 6, Rashad Combat Axe
  • Bolt Pistol (recommended), Accatran Mk VId Recon Lasgun, Agripinaa Mk I Infantry Autogun

Mandatory talents:
  • Perilous Combustion
  • +5% Ranged Damage Node (just before the shield)
  • Telekine Shield with Telekine Dome
  • Warp Siphon, right side all the way to Battery

Full example talent tree:
37. Example Builds - Part 3
37.1 Psylot - Psycho Killer
Notice: This is a high skill floor build. Your effectiveness and survivability requires fast reaction times and mastering the movement and melee combat in the game.

This build revolves around using the high mobility offered by the Combat Blade and talents as well as the synergies for dealing increased damage with Assail after non-force weapon kills. It offers the best mobility out of all the Psyker builds and high burst damage up close, making it play a lot more like a Zealot, while still having enough Toughness regeneration to allow for the aggressive play.

The regular way of building peril is to use 2-3 LMB Assails followed by a couple shots from your gun to leverage Malefic Momentum and then reload. However, if you are low on ammunition or shards, you can cast an RMB assail in the end instead to build more peril.

The burst combo is to ult at 85 or more (default ui) peril with Creeping Flames, then switch to your Columnus and gun down enemies that you need. Alternatively, if you are not safe, you should throw a couple Assails more during the knock back of the ult and switch to the combat blade and be ready to escape or defend yourself. Any regular mob will die to the 6 stack ult flames as long as your peril stays above 50% or you have some Malefic Momentum going on, so you should focus on targets that are not soulblazed if you can. Only fight the flaming trash enemies for self-defence if you must.

While you are waiting for the Creeping Flames to refresh, alternate between your gun and Assails, throwing a couple shards here and there in order to keep your peril up and to utilise that Malefic Momentum and Surety of Arms.

When you see elites or specials, whatever you do, throw a couple Assail LMB shards to stagger them before you either shoot them with your gun or dive in with your knife. The safest way to deal with ragers is to block until they start attacking, then dodge back, throw one or two LMB Assails and then come in with push attacks or your Columnus. Repeat if necessary.

Utilise the sprint efficiency of the Combat Blade and the speed boosts of the heavies to dart around the map. Don't forget to slide every now and then for practically infinite sprinting stamina on longer stretches at a very minor cost of movement speed.

Do not be too distracted by the Disrupt Destiny highlights and do not sweat for the stacks. If the environment is safe, you can RMB cast an Assail or two on the highlighted target, which usually gets the job done but this is not a priority as you will get easily topped up without paying attention to the stacks.

If you need to regenerate toughness, your best option is to switch to Assail, start dodging and throw your shards at the ranged units that are firing at your or some trash mobs if you are not pressured.

Weapons:
  • Vraks IAG (Dumdum + Fire Frenzy with +flak)
  • Combat Blade 6

Mandatory talents:
  • Soulstealer
  • Perilous Combustion
  • Mettle
  • Perfect Timing
  • Assail with Ethereal Shards and Quick Shards
  • Malefic Momentum
  • Empathic Evasion
  • Kinetic Deflection
  • True Aim
  • Disrupt Destiny

Full example talent tree:




37.2 Gunker - Sail Gaze EP (outdated)
This build revolves around using high finesse weapons, popping that gaze often to either boost your melee, Assail or gun damage as needed. There is no need to try to stress over the Gaze stacks for this build, it's more important to use it often mainly for the crit chance. That finesse boost will quickly stack up by itself when you have some enemies to kill and it's completely fine to let it go into cooldown when that boost is not needed anymore. After all, the finesse and damage bonuses will still linger for 10 seconds.

The gameplay on this build is very straight forward but you have to be careful as the build is rather fragile. Swapping Warp Speed into One with the Warp can help with improving the survivability if you need that. You should alternate between your gun and Assails or melee and Assails and when you find the need, pop Scrier's Gaze. The reasons to pop the Gaze are:
  • Additional horde clear for melee
  • Dealing with a pack of elites with Assail spam
  • Bursting a Monstrosity with your ranged weapon

Don't be afraid to pop Gaze even at 40% ish peril for Assail spam, the beginning will have so mild peril generation that you can quell in between more than what you generate peril. However, towards the end of the Gaze you should give up completely on using Assails outside of EP stacks and move to your melee or ranged weapon instead. That being said, you should always make sure your gun is loaded before you enter Gaze.

Weapons:
  • Combat Blade 6 or DS4
  • Agripinaa or Columnus IAG, Heavy Laspistol

Mandatory talents:
  • Mettle
  • Perfect Timing
  • Assail with Ethereal Shards and Quick Shards
  • Malefic Momentum
  • Scrier's Gaze with Precognition
  • True Aim
  • Empowered Psionics with Overpowering Souls and Charged Up

38. Example Builds - Part 4
38.1 Revolver Gunker - Chandelier (outdated)

This is a very straight forward do it all build. Abuse your Revolver and Brain Ruptures to get your Creeping Flames back faster and abuse your Illisi Special to quickly let out a 6 stack Creeping Flames, repeat. All you need is correct rolls for the weapons and you will be good to go:
  • Crusher, Bulwark or far away Elite or Specialist? Brain Rupture.
  • Lined up Elites? Revolver.
  • Elite or Specialist hiding within a horde? Revolver.
  • Ranged units? Creeping Flames.
  • Horde? Creeping Flames and melee.
  • Mixed Horde? Creeping Flames and Brain Ruptures.
  • Monstrosity (with horde)? Creeping Flames and Brain Ruptures.

It is even better if you have a Purgatus staff user in your team, as you can boost the flames already applied by the staff user since all the blaze applied by this build obeys only the global cap of 31 stacks.

The key is to get an Illisi Force Sword with around 30% or less warp resistance so that you can simply press the special button on it three times in a row to get a guaranteed 6 stack Creeping Flames going on. I have not yet found a sword at the exact limit so if you have near 30% warp resist roll, test if you can get to the 6 stack threshold with three strokes. In addition to that, you should really have Unstable Power and Slaughterer on it to maximize the damage output of your flames. Even that 4 stack Wildfire will do some decent damage when you have a fully stacked Slaughterer and you keep your peril high up by throwing in a Special or using the Push Attack every now and then.

For the revolver, the choice between Surgical and Crucian Roulette comes down to your personal playstyle. If you use hip fire more than ADS pick Crucian Roulette. If you ADS more than hip fire, pick Surgical. Remember to reload your revolver whenever you have the time for it.

If you are fighting a mixed horde, forget about boosting the flames with the Illisi and instead focus on killing the Elites and Speicals using Brain Ruptures and your revolver to trigger Perilous Combustions and gain back those Warp Siphon charges. This will also trigger Toughness regeneration for you.

Mandatory Weapons:
  • Illisi Force Sword (Unstable Power + Slaughterer, 30% or less Warp Resistance roll)
  • Zarona revolver (Hand Cannon + Surgical or Crucian Roulette)

Mandatory talents:
  • All except Quietitude and Seer's Presence, you can swap them into Soulstealer and Kinetic Presence if you prefer.

Full example talent tree:



102 Kommentare
dragon 14. Jan. um 10:26 
Has anyone else noticed you can aim which way smite pushes the enemies by turning your camera? It's really cool, especially near ledges, but also to push enemies to the side when trying to go through them rather than back and still in your way.
Sodom 25. Dez. 2024 um 10:11 
Any viable melee build revolving around Scryers Gaze using the FGS? I'm currently going off the one I found here, but I'm still not too sure about it, especially after reading some of your input on Curios blessings. These seem to be a bit off the mark here. Thoughts?

https://darktide.gameslantern.com/builds/9dae5131-947b-4ff5-ac5d-f71e7d5e6a8e/blaze-force-greatsword-scriers-melee-psyker
osiris 19. Dez. 2024 um 16:48 
hah i suppose you're right
Pygex  [Autor] 19. Dez. 2024 um 6:41 
@osiris roll an illisi blaze force sword with around 30% ish or lower warp resist and you can press the special a couple times (do not attack simply spam the special to stroke the sword) which will get you full peril in no time
osiris 19. Dez. 2024 um 6:17 
ah yeah, i did some field testing and you're totally right lol, haven't tried the assail weave strategy yet but i'll give it a go in the future. sometimes makes me wish psyker just had a "give me peril" button or something lmao
Pygex  [Autor] 19. Dez. 2024 um 5:26 
@osiris the special is too slow to be spammed when you are within horde, assail can be weaved in i.e. after a push or when switching targets. The low charge on the FGS will only really stagger at Damnation+
osiris 19. Dez. 2024 um 3:49 
not sure i understand the reasoning behind assail weave for the FGS... does it not have a peril-generating, trash-killing ranged attack built in? even at zero charges it'll still kill in ~two swings off the top of my head, right?
Pygex  [Autor] 19. Dez. 2024 um 1:17 
@tracedevils yes, the havoc build is the same for both
tracedevils 18. Dez. 2024 um 12:29 
Your example builds for Inferno Pump Havoc and Fire Trauma Havoc are exactly the same, is that intentional?
Pygex  [Autor] 14. Dez. 2024 um 12:16 
@Dank you go back and forth with Assails and your melee or ranged weapon, throwing 1-2 shards here and there to stack Malefic Momentum and keep your peril up