Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Then take all of the feats across the top row (or swap out the extra damage one with the extra peril resist), and for melee use the new Illius sword.
I don't know if this is min-maxed or meta (or even an effective build) but I'm having a lot of fun with it.
And, honestly, that's what matters for me.
Traits 113313, try to maintain your WC above 5 and you'll oneshot rager with 1 BB
Revolver traits on unarmed // reload or any other, blessings doesn't matter much
dmg should be above 70%. with that, unarmed dmg allows one-bodyshot dregs
(their heads are not visible as scabs)
if you're damn aimbot then it doesn't matter
Managed to get the 'quell on weakspot' for the staff so firing low charge shots into the hordes means almost continous fire. Recently learned that if you quell just as you fire you skip the, for lack of a better term, recoil, and can immediately start charging again without that half second delay (hold RMB, click LMB, tap R, immediately hold RMB again).
Biggest benefit of the VS over other staves is being able to suppress across the room. Couple low charge shots into the distance can get that Mobian squad to cover so you can advance without their firing line shredding your toughness. Also highly effective to protect yourself as firing charged shots at your feet will stagger mooks near you. A full charge can even knock a crusher on his rump.
I'd imagine this build is weak against bosses but your team should be able to cover that aspect if you work together, hopefully.
edit: it was on heresy with hi-intensity.
For ranged weapons, Gunpsyker has made a return recently after the changes. It's really a modification of an old build that slapped Infernus on a Recon Lasgun, which itself still works, but the new one that's going around revolves around the Autopistol with Pinning Fire and Blaze Away, with Pinning Fire being the more critical blessing.
All of the Staves are viable in my opinion at this point. Purgatus you know, you act like a slightly-crappier Zealot with infinite ammo... main Blessings to make Purgatus as good as it can be is Warp Flurry and Terrifying Barrage. One trick not a lot of people know with the Purgatus is that its flames will stagger anything that isn't a Monstrosity, like the Zealot's flamer, but rather than continuous stagger it only applies on the initial hit... so a good strat when you really need control more than you need damage is to switch from the holding-M2 streams to a rapid succession of M1 spurts... it won't build up enough Soulblaze to kill things effectively like the M2-stream does, but it's very effective at locking down things that need to be controlled.
Trauma became viable after they massively reduced its perils cost to use. It's good damage mixed with very good control... while it's best at blowing up clumped hordes it's pretty much always useful. It's only issue can be that it can be hard to tell where you're aiming it, especially when things get dense or elevation differences are involved.
Surge is pure control, the point that it kinda feels like overkill on anything below Damnation, but on Damnation things can frequently get so hectic that this staff will save lives. It arcs up to five targets a shot, will chain to basically anything on your screen that's remotely in the direction you're pointing, and will stagger anything that isn't a Monstrosity. So, if you like being an excellent support and freezing every dangerous thing in place so your allies can kill it, it's an excellent pick.
Voidstrike I used to think was fun but not really efficient on Damnation, but it's recently become my personal favorite. With Transfer Peril on it as long as you can hit heads you can fire this thing pretty much constantly without stopping. Some interesting quirks... it has an explosive-trigger radius larger than the size of the projectile itself, so if you fire it over cover it will detonate on the heads of the person hiding behind the cover. The blast of the Voidstrike is directed in a cone behind the point of impact, so you don't really want to target the ground, you want to try to target it in such a way that the impact will keep going and affect as much as possible behind the target (so a ground-level shot to the head is generally idea). It's level of stagger scales up dramatically with how far you charge it up, so slowly you get a feel for how charged a shot "needs" to be to stagger whatever you're blasting.
For melee weapons... the MkV Combat Axe with Brutal Momentum is an incredible choice for Vets, Zealots, and Psykers. This weapon with this particular Blessing is so incredibly good that there are very few alternatives on these classes that really compete with it for general utility... it essentially turns what was meant to be a single-target weapon into also being exceptional at horde clear.
The Dueling Swords are all also extremely good choices for Psyker. They attack fast enough to ward off hordes, are efficient at dealing with dangerous single enemies, and have an incredibly wide and safe dodge, while also giving you faster Quell due to not being a Force weapon. I have come to prefer the MkV dueling sword personally, but I know people that prefer the MkIV and some even the MkII.
For Force Swords... the Obscurus Blaze did not suddenly become bad, but I think it is shown up by both the Illisi and the Deimos. Both of these new swords, incidentally, are currently bugged and always have the Deflector quality... but this will likely be fixed soon. The Deflector ability, incidentally, is a major strong point in favor of Force Swords, being able to block all ranged attacks (except Snipers for some reason), to a potentially ludicrous degree if you have the Feat that lets you block with Peril, should not be overlooked when it comes to saving your ass in rough situations. Illisi is really an extremely good weapon if you're eyeing the Vet's Power Sword and wish you had a not-as-good version of it... rather than the classic single-target-force-poke the Illisi's special will let you make a single really devasting cleaving slash, which you'll want to combine with the basic M2 heavy for a nice big horizontal sweep. This really is an extremely good horde-clearing weapon but sacrifices the Force Sword's usual extreme single-target capability to do it.
The Deimos Force Sword, though... I have rapidly grown to love this thing, and consider it an exceptional choice. It's a Force Sword that's so good at stabbing things that the special attack is basically superfluous and will actually lower your DPS on anything that isn't a Crusher. It's even surprisingly good at dealing with hordes despite having basically no cleaving attacks due to just how fast and damaging its attacks are. The single most powerful thing about this weapon, though, is just how insanely damaging the heavy poke is. The weapon has two attacks in its heavy cycle... the first of which is a slow, cleaving overhead that does little damage, we never want to see that, but the second of which is a big forward stab that does absolutely insane damage. So what you're usually going to want to do is Light-Heavy-block cancel-Light-Heavy-repeat.
Glad you liked it!
I call it the "zap all the things build."
Weapons
Surge Staff - Prioritize Warp Resistance/Quell Speed.
Mk IV Dueling Sword (dunno what stats are good, I just like the fast movement speed.)
Curios
% Max Health
- 4% ability regen
- 22.5% toughness regen
- (Any)
% Max Toughness
- 4% ability regen
- 22.5% toughness regen
- (Any)
+1 Wound
- 4% ability regen
- 22.5% toughness regen
- (Any)
Feats
I. Quietude - Regain toughness when quelling.
II. Inner Tranquility - Peril Resistance per warp Charge.
III. Psychic Communion - 4% warp charge whenever a target dies in coherency.
IV. Mind in Motion - Movement speed not reduced when quelling.
V. Warp Battery - Can store up to 6 warp charges.
Vi. Kinetic Barrage - 10s after ability-use BB's are 25% faster and consume 50% less peril.
Zap everything and never stop! XD
Use quickened BB's to bring down ogryns and other tough targets. :3
Try to maintain 6 warp charges, it helps a lot with peril resistance and makes you BB's pack a punch! XD
A frontliner style psyker, shreads hordes, specials and elites. Good survivability, decent at clutching also:
https://darktide.gameslantern.com/build-editor?id=98c98cac-2389-46c3-84e7-133ad6c4ed49
Surge staff mainly to melt flak and carapiece enemies, but I tend to deal with Crushers/other Ogryns with BB and Wreck and Ruin. Just fire up Kinetic Barrage and apply at least 2 BBs on enemies as SoulBlaze stacks. Really good for ambushes mixed with elites etc.
Curios perks are a matter of preference except maybe + stam and health. Toughness regen helps out in coherency, sniper defence is useful as due to latency, the way snipers work you often have no chance / warning you are getting shot at. Mutant def perks are useful in situations you have no place to dodge.
This build works well with any force sword really, I used to run it before all the recent content drops.