Warhammer 40,000: Inquisitor - Martyr

Warhammer 40,000: Inquisitor - Martyr

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Endgame-worthy psyker build
By SanityIsOverrated
The build I've been using for the past year or so on every single one of my psykers, capable of doing +18 difficulty and above with minimal effort.
   
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The Build - Gear, Passives, Perks, Attributes and Psychic Powers
Simple showcase of the build if you don't care about the hows and whys of it all

Video showcase

With Harbinger of Judgement

Without Harbinger of Judgement

Item showcase























How It All Works
This build relies on getting enough damage to still be viable at the -99% damage taken penalty while also having enough sustain and damage mitigation to survive the damage of the higher difficulty enemies

Keeping that in mind, the crux of this build is this:
  • Additive damage modifiers
    • Enrage tokens
    • Berserk tokens
  • Multiplicative damage modifiers
    • Vulnerabilities
    • Damage against
    • Critical strikes
  • Sustain
    • Life drain
    • Shield drain
  • Damage mitigation
    • Damage reduction/resistances
    • Invulnerability armor
Now let's break down our gear/perks/passives/attributes and see what they offer us
Gear Breakdown

This is the source of Enrage Token generation as well as some much needed resistances. Since we cap out our critical hit chance, this stacks 20 tokens pretty much instantly. Psy Focus isn't necesessary and can be replaced with warp heat/item quantity


One of the two items needed to reliably generate Berserk Tokens, it gives us tokens for killing enemies fast


The other item we use for Berserk Token generation. Once again, Psy Focus is not needed, roll damage reduction instead


Attributes/resistances here as well as Fear Aura that we use for stacking General Vulnerability instantly(more on that later). Must come with at least 3 yellow components, which we fill with Murderlust. This will help us cap out on critical hit chance. If you don't have a Harbinger of Judgement belt, swap the relic enchant to this


Since Fear Aura only affects targets with yellow supression, we have to use this to stack General Vulnerability. Again, more on General Vulnerability stacking later.


Harbinger of Judgement is a BIG damage boost for any build on any character. As in, "you'll start to oneshot elites" big. If you can't get it, replace with this


First of the two reasons to go Puritan, this is more than enough to keep us alive when damage bonuses get too high for our damage reduction to handle. The enchant description is lying/bugged, it has no cooldown whatsoever. Doesn't need to be a Warpbound variant, but you will need to swap to a second set of weapons if it's not Warpbound
As far as doctrines go, we choose damage against Slowed here, with the DoT tree providing the slow


All damage here. If you get a version with 6 enchants, add effectivness of Vulnerability debuffs


This signum is how we get the so-called General Vulnerability, which is a Vulnerability that applies to all damage types. We stack this on regular mobs by having a Fear Aura, which works by constantly and rapidly applying Fear to nearby enemies. The rate is something like 100 times a second, so it stacks the General Vulnerability instantly. On elites, we have to make do with bleed and burn, so the stack rate is much slower.


This is the second of two reasons why we go Puritan. Two weapons with supreme critical hit chance along with 3x Murderlust on inoculator and a passive node allow us to cap out on critical strike chance. If you get a 5-6 enchan version, add effectivness of Vulnerability debuffs and/or item quantity. Can be any kind of rod as we do damage with Psychic Powers.
We don't use any doctrines here as these individual codes are more powerful than any 3-code doctrine. One Resistor V shard along with supression damage resistance on other gear slots is enough to keep up our supression for most encounters.


Life/Shield Drain here, our main source of sustain. It is more than enough to keep us topped up most of the time. It is also our main source of mobility and the reason why we don't stack movement speed, Aether Strike is how we move around the map. If you get a 5-6 enchant version, add criical hit chance and/ strength
Heat aura is a very strong psalm doctrine because it allows us to basically get another damaging skill that requires no input
Breakdown of Psychic Powers

This is our trash-clearing tool. It is unique in that it is not restricted by its casting animation and thus is one of the few skills in the game whose cooldown can be lowered below 0.5s, which allows us to spam this more than 10 times per second if we stand in a big enough group of enemies.


Cast this if whatever you are killing is taking too long to die from heat auras/Shockwave


Get up in the face of elites and cast this once, then spam Shockwave/Spontaneous Combustion




Second heat aura, the other two are there for the base damage bonus, though Misfortune can help if you roll armor on an intel/tarot. These don't need to be on your main set of weapons, they will stay active if you swap to another set, activate them, then swap back
Passives Breakdown
The skill trees will be listed by order of importance from most to least important


Not only does this provide us with cooldown reduction, equating to more attack speed, but it also contains what is perhaps the single best passive node in the game - Cerebral Feedback. It allows us to cast our Psychic Powers faster the more enemies we hit, which is very, very powerful.


The central node works similarly to Cerebral Feedback, but on kill instead of critical hit, which makes it markedly less powerful, but still extremly useful.


Some much-needed resistances and damage reduction. The central node is particularly useful when dealing with damage over time effects, it will often save you from dying to them.


This skill tree lets us apply burn, increasing stack rate of General Vulnerability on elites and allowing us to benefit from damage against burning.


Castigation node provides us with quite a bit of critical hit chance, even more than the skill tree dedicated to them.


Anti-knockdown measures ensures we never have to worry about getting stunlocked.


Critical hit chance/strength here, as well as some sustain and extra supreme critical strike chance, the reason why we only need 3 yellow inoculator components


Almost caps us out on cooldown reduction as well as giving us some additional sustain. Inoculator capacity nodes are not mandatory



I put these two together because they serve the same purpose, which is to give us supreme damage reduction. With those two, we are able to hit 80% damage reduction. Slow on the DoT tree also enables our armor doctrine.



Only take these for the armor-piercing and base damage runes.
Perks and Attributes


Blessing of Saint Victorius
Ensures we don't get oneshot on higher difficulties

Ad-Hoc Subjucation
Allows us to get Warp Vulnerability for Shockwave. With the amount of times it'll be going off, this the only source of vulnerability necessary

Cull The Weak
Single biggest 'damage against' modifier in the game. Best perk for damage alongside Ad-Hoc Subjugation.

Attributes
We focus on Force as this will get us the most damage possible by increasing our Base Damage, with some points going towards Resilience to get rid of self-damage from casting Psychic Powers. Note that "self-damage from casting Psychic Powers" does not include the damage from warp anomalies that spawn in at high warp heat
22 Comments
NeomanYouth Mar 10, 2024 @ 4:52pm 
@SanityIsOverrated Ah of course that makes sense, thanks!
SanityIsOverrated  [author] Mar 3, 2024 @ 7:47pm 
@NeomanYouth you can have the blessings in a second weapon set
NeomanYouth Mar 3, 2024 @ 5:22pm 
@SanityIsOverrated very nice guide, I like to way you give an explanation for each piece, but also how it all fits together. I'm a new player so this is a potentially dumb question, but how do you get 6 custom psyker abilities? Even two handed weapons have one slot allocated with a weapon ability, which would only leave room for 5 psyker abilities using Psychic Focus + Warpbound Armour.
Chaos Guard Jul 28, 2023 @ 1:22am 
All characters have the same build XD
Nathual Jul 14, 2023 @ 7:25pm 
Interesting Twist on my build. Gonna have to try it sometime.
36ggz Jul 5, 2023 @ 1:38pm 
How to get the Harbinger of Judgement?
Magarita S P Jul 4, 2023 @ 9:03am 
I dont have an aether blade because Im still prefer using 2x dmg per debuff stack warp rod (dont have an aether blade with this enchant right now if anyone can give me one much apreciated) since I found its dmg output still better than .33% warp heat to dmg,so I have to deal with warp anormalies and supression problem,especialy when you facing a high lv chaos knight
Magarita S P Jul 4, 2023 @ 8:51am 
How does it leech shield?I used to have shield leech too around 12k but after changed some perks I lost all my shields....
SanityIsOverrated  [author] Jul 4, 2023 @ 12:51am 
@C A F É it does work, but will be notably less tanky, especially in current season's noxious and smouldering missions. anomlies are never are problem because you'll just zip past them with aether blade
Magarita S P Jul 3, 2023 @ 4:39pm 
Because with this amount of warp anormalies spawning without that bugged armour we just cant have enough supression to avoid perma cced