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Tier 1: Quietude. Free toughness per peril lost, not just peril specifically quelled with R.
Tier 2: Inner tranquility. You get 3 pops before venting on first activation, even more as you gain stacks. Super good if you run staves, but awesome for both damage and BB spam.
Tier 3: psykinetic aura is really good support, cerebral lacerations is the response to "b-but psyker takes more than one BB at higher levels!" (Provided you have a competent team backing you up)
Tier 4: Deflection saves stamina and gives free toughness (from tier 1) in the form of peril. Shield's super good against ranged. Really, take your pick from those 2.
Tier 5: Warp Battery. For damage, and to feed tier 2 and 6.
Tier 6: Blaze ♥♥♥♥♥ with 6 stacks from tier 5. Barrage is hilarious but 10 secs and 25% reduction is eh. Doesn't remove stacks, but eh.
for a high difficulty force sword ( deflector ) and surge staff build :
Level 5-Essence Harvest. I know a ton of people use Quietude but in my opinion Essence Harvest is better overall. It works anytime you generate a Warp Charge even when passively gained from other talents. You can run Quietude if you really want.
Level 10-Psykinetic's Wrath. More Peril=More damage, simple as that. Mainly noticeable when using your Force Sword special to obliterate bosses. Warp Resistance is ok, but doesn't really contribute that much to the build.
Level 15-Psykinetic's Aura. Cooldown reduction for your team is great, note that this tooltip is incredibly bad and vague. This talent makes it so if an Ally within Coherency kills an Elite they get a 15% reduction on the CD of their skill. You don't have to get the kills to trigger this passive.
Now alot of people will argue for Psychic Communion, with proper play you can maintain all your Warp Charges relatively easily, also the only time you can net enough kills to make this talent consistent is during hordes. If you let your warp charges fall in the middle of a horde it's not that big of a deal. having your team able to use their skill more is certainly going to contribute more than you keeping your warp charges during hordes.
Level 20-Kinetic Deflection. This is a powerhouse of a defensive talent combined with the Deflector blessing. You can walk up to a ranged group pelting you while holding block and not give a single care in the world (assuming you have the Peril). The other talent's on this row are nowhere close to this talent.
Level 25-Kinetic Flayer. The random Brain Bursts this talent provides pairs extremely well with the level 5 Talent Essence Harvest giving you an insane amount of toughness over time in combat when it procs. Warp Battery seems like a solid choice, but often in the higher difficulties you just don't have the time to get 6 Warp Charges making the talent choice completely useless.
Level 30-Kinetic Barrage. First off don't play around this talent, using a sword or your staff is often better than spamming brain bursts unless the target you want to hit is far away. However this talent is very good for keeping your charges in combat. Pop it, use one brain burst on a small guy, swap back to what you were doing.
The other options in this row are quite frankly very undertuned and completely not worth spending Warp Charges on. Quicken makes your skill come back faster than you can gain the warp charges back and Soulblaze damage is absolutely horrendous in the current state (Fun Fact: 4 stacks of Soulblaze doesn't even kill a regular mob from full hp) making Ascending Blaze basically useless.