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Your staff options are tactically stronger, and that's before talking about ammo economy. Nothing you have synergizes much with guns. You end up being a poor man's vet who's better at handling armor when you switch to BB. The most interesting thing you have is 18% extra damage when you're dancing to brain burst.
Gun psykers talk up the playstyle in an effort to convince themselves they're worth the ammo they're spending. They're not. It's not TERRIBLE, but the difference in between a staff psyker and a gun psyker is not enough to justify gun psyker using the ammo.
-A Damnation psyker main
Trauma: The aiming is weird. I have +Rending on mine and it destroys but don't like the gameplay
Void: I don't like aiming. I got Blaze stacks for days on mine and it shreds as well but if I want to aim for weak points I'd just play Veteran
I prefer Purg for fun and kill everything but my best staff I'm good with is Surge because I lock everything down so my team can murder everything. It's been working really well but I'm bored of zapping everything and wanted to try a different style of gameplay
I think from a purely min-maxing perspective you have probably three options: Purgatus, Trauma and Autopistol. Purgatus if the team has very bad wave clear because it's just excellent at it. Trauma or Autopistol if you have a balanced team. Voidstrike is fun, but I never felt like it's the best option. Surge staff is a crutch. CCing things is nice, if your team is bad - otherwise the best CC is just killing things.
The basic idea behind Gun-Psyker is to find that one niche they are bad at, which is burst damage at short to medium range. This would imply braced autoguns would be good, but everything besides the Agripina MkVIII sucks currently and the Psyker has no access to it. Fortunately the Autopistol is also available to the Psyker, and this weapon is extremely strong.
My build is Autopistol + Dueling sword MkV. Dueling sword because of the absurd mobility primarily, but it has decent wave clear potential too. It's basically the cooler knife. Use autopistol for situations like close range muties, hounds, trappers, flamers or against shooters in a pinch. You can also spray into hordes with it if ammo is plentiful. Use BB for shooters in cover and armored enemies or monstrosities.
Feat build can be found at the start of this video:
https://www.youtube.com/watch?v=SskhcICe-CU
https://www.youtube.com/watch?v=sGqkUNa1j1M&ab_channel=telopots
You still cannot compete with a veteran in volley fire stance (50% increased ranged damage + another 25% on weakspots if using counterfire feat or another base 50% against ogryns/Monst with the other one). You might aswell pick veteran if you want to play with guns mainly.
What this and other examples using Zealot made me realise is that Veteran can make almost all the guns he has access to seem viable and powerful despite a lot of them being kinda garbage on damnation outside Volley Fire and without the Vet's extended ammo pouches passive.
Ever wondered why zealots primarily play flamer and a bit of bolter? Because they are the only ones that seem significantly powerful on their own and outside CTW buff... MGXII Lasgun is great regardless of stats and class aswell but boring to play.
Of course I'll come out and say this is obviously an issue affecting the higher difficulties because the damage scaling is way off but on malice and under I'm sure any gun works just fine on any class without buffs.
I think Macrallex quoted it best: Just don't.
You don't like aiming but you want to use guns?