#psyker-class
1 messages · Page 277 of 1
Yeah, this is why lore-wise the Shuriken/Splinter weapons used by the Aeldari are so deadly, just basically a watergun of razorblades. No need to aim, just hose down the area and it'll find all the weakspots for you
thoughts?
is that 40% damage to Crushers?
crushers are carapice
Reroll that ranged damage to +5% to crit chance and you're in business
Arent they both?
no
ty
Unyielding are Reapers, Bullwarks and the monstrosities
The quell speed is a little low, so you'll have to watch your peril a little more but high warp resist means you'll just generate slightly less peril anyways
I hoped to do more damage to crushers I hate them the most lmao
was wondering more about the blessings combination, seems like a nice combo
The best you can do is 10% to elites + 20% to carapace
Thats my sword
deflector has saved me when caught with my pants down so many times
my bad, I get it now
That's a great combo, the supression will help in tight spaces and warp nexus is BIS for nexus
Sword is kinda the wrong weapon to be going after crushers with. as a psyker you should just be BBing them
It kills them so quick tho and sometimes if ones too close the sword is faster
Sword + activate is really meant for mid-tier elites like ragers
the force sword activate attack, interrupts the enemies attack
Yes, in a pinch it's fine, but BB is ideal since it bypasses the armour
so crusher cant even hit you
Crusher packs on Damnation come in groups of 2-3 frequently
You can't fight them in melee in a pack like that
yeah on that id be more careful. I cant ever find a team for Damnnation so ive only done it once
On Heresy, you can finish them in melee fine, and on Malice and lower you just annhilate them anyways cus they are like a two shot with BB or less
But yeah on Heresy or Damnation a crusher/bulwark pack is no joke
oh ya the bulwark always bodyblocks well
unless you have a trauma staff
😄
BACK IN THE CORNER TRAUMA STAFF DAVE! NO ONE CALLED YOUR NAME! 😛
lmao
I actually tabbed over to post the most tragic purgatus
1% off
I really wanted to test run n gun on this too
but melk wants all that currency for it
hows block effeciency with force sword with deflector?
It's pretty great
i'm playing right now and i'm seein the surge and purgatus bein kinda situational compared to the voidstrike
Yeah, I'd put either block eff, flak or maniacs
I wish I could use VS well but I am bad with aim and playing on low graphics until I upgrade lol
both are better with a good team, if your teammates are fish brained then void is good generalist weapon
Given you locked carapace, I'd say 25% to flak is actually best, gives you an anti-armour sword
Although void is useable throughout all difficulties
does purgatus also drop the framerate for anyone else?
Surprisingly no for me. Although again. Low graphics lol
If you are used to the void yeah, surge is gunna feel brain numbing and fustrating cus dumb teammates think you're frying everything with lightning, not just stunning it for them to mop up
exactly, surge is insanely good if your team knows to kill things you are shocking
So we're some sort of Suicide Squad.
+1 stamina is slightly better for blocking if you wanna spec into that
imo better to have +3 stamina and block efficiency on curios, leave damage increases to weapons
I mean, 1 curio with +3 stamina, other 2 with health or toughness
bro melk is so stupid
Aren't the stam curios bugged or something?
well theyre bugged and only give 1 stam anyway so kinda not that great
lol, well still I'd rather have the stam on curio than weapon
i wouldnt but up to you
god i fucking love checking every hour and not seeing one staff
i absoloutely adore having to gamble to get a better weapon
one day we will have crafting
how good is this?
Looks good to me, hopefully they eventually patch Warp Flurry to work with Surge staff
Disgustingly good. If you don't own it, buy immediately and reroll the unarmoured to carapace then laugh
does this mean max of 2% or max of 10% with stacks then
10% total
that text doesnt explain too well lol
Literally all of Darktide
Crucian Roulette
another funny wording, if you look at the staff details on critical bonus is says "melee attacks" get the bonus

he owns it, he bought it as a green and maxed it
some staffs can melee... but i doubt it means that
yeah it works on ranged attacks, they just have no ability to accurately say what things do
you'd think the people who made the game also made another similar game before
this is excellent
warp res is very close to meaningless
and a lot of the time literally means nothing
not because of any bugs, just a combination of it not affecting charge up peril gain and that you will be usually walling into 100% and therefore 'chopping off' the majority of the peril gain and far more than you'd be saving as well
this worth getting?
the only downside of that staff is warp flurry doesn't seem to do much for it atm if at all
20% hp is sweet
I'd say this is v good
extra HP always good
gunner damage res and block efficiency with health are useful
could just use as is if you buy a lot of things, or roll the dockets off
could put toughness or more hp again
corruption res is.... eeeeeehh
afaik it only works on the buildup over time portion
rather than the big chunk you get
if thinking grims
okay
health always helps v corruption though
and has the added benefit of always helping vs death in general
what should I try to get
health, toughness, ability regen spring to mind
hows this one? I got it as a drop a while back
Oooh, only thing that could make that worse is +%exp
main roll could be 3, toughness 5 nice secondary but curio is ??? and poxhound damage seems negligible anyway
reroll till you get a max roll of something that you want
it gets cheaper each time and eventually free
so then you can basically just roll till you get what you want
oh no
you ever think you've bought an item
but actually forgot to or got distracted and only realise when it's not in your inventory?
to be fair, it should be that, but you know.. fatshark https://forums.fatsharkgames.com/t/psyker-weapon-blessings-that-stack-based-on-peril-use-wrong-threshold-values/72325
Issue Description: Warp Nexus and Unstable power scale based on your current peril. They are supposed to stack five times, but it looks like the peril threshold values the game uses for psyker archetype are 30% (low), 50 (high), 97% (extreme) and 97% (critical). Extreme and critical should not be the same for the purposes of these blessing sta...
that's what happened to this
unfortunately realistically right now anyone should only ever expect 2 stacks of nexus
what why
see that link. the 5th stack appears to not even exist and 2 of the stacks are both at 97 for some reason

I would like to thank @blazing oak and @west stream for their noble sacrifices in the pursuit of GOWAB
warp nexus is the crit one, need to do some tallying I guess
I suppose it's also possible that you always have at least 1 stack in which case expect 3, but that wouldn't follow his testing with unstable power
All that's left is another twelve missions
unstable power doesnt have a a listed stack limit so technically 4 isnt wrong
he shows his work in there, the damage increases for it follow the peril thresholds set in the code
i know ive seen it the 3rd tier and 4th tier are overlapping
yeah
so youre just missing the 3rd tier of +9% damage
but you still get the "intended" maximum of 12%
the two overlapping tiers of 97% aren't realistic to maintain though unless you are just like riding the precise line on bbs for it or something
I wasn't trying to say they don't exist at all just rather you won't be getting them the vast majority of the time
it should increase in like 15% tiers instead or something
i know i just have a bone to pick with the "they are supposed to stack 5 times" line
It's weird as plasma gun has a different table with normal values
Melk this is an interesting sword you brought me
I think he is only referring to warp nexus with that line but maybe I misread it
Oops all cleave
0.2,0.5,0.8,0.97
What do people mean when they say Stamina is bugged?
well only warp nexus has the 5 stack wording but he lumped them together cuz they are "supposed" to function the same since they both scale with peril
Oh yeah I see now, you're right he does say 5 for unstable
Curio +Stamina always only gives +1 stamina.
So, 1, 2, and 3, all give 1?
Disgraceful tbh
it could just be you have one base stack of nexus too like I said kind of like how psykinetics wrath always gives you 5%. in that case expect 3 realistically
it's the two 97 ones that are the real problem. so weird
must be a leftover from that patch the day or so after the pre order beta launch when the BB threshold was all messed up and they "fixed" it
okay
I just
shot a reaper in the face 200 times
with a voidstrike staff
for science

waiting between each shot to keep it at 99 peril
warp nexus lvl 1 for 10% in theory
5% base
I crit 31 times out of 200
you get the full amount
I've tested shred previously (checking how many stacks we actually get via cleave etc, first hit, second hit, so on)
you'd have to test the other thresholds I guess, that would support the you start at one stack theory
and that also gives the right amount
well I don't really care much about 1 stack 
I play at high peril as much as possible
the main problem is if two of the stacks are at 97% they are still functionally not very useable the majority of the time
More usable on a force weapon with slower passive quell, at least
not for purg and surge at least. it's a liability for your team to stay that high and have to quell because they are depending on your cc
T4 Blazing Spirit, I want it
absolutely for purg
Exactly what I'm thinking
Yoinked it. Thanks Melk.
the problem isn't that you can't make it work it's that having to quell can translate into damage your team takes so it isn't optimal to camp that high for some minor bonus
for purg is fine since you can keep flaming at 100%
if you quell yourself low you are maximising your peril generation
this is true of every staff except for void with peril transfer
if you quell all the way down, you spend more time quelling overall
because you are creating (and quelling) more peril
Ah damn got a T1 blessing but Rampage is nice, so
I disagree I guess, you're discounting the small quell windows as not existing but that is when people will get hit. it's not bad to stay high, but staying at 97% and above isn't great imo
but for the others idk cuz if the crit is at cast time (which will likely be below 97) then youre not going over 97
My question is how long you have to be in combat to notice an appreciable difference
I pre-built peril sometimes, but yes you will be
this could be yeah
but the two mechanics mean this is not really a disagreement matter
one is that when you start a quell, it builds momentum
but that doesn't stop when you let go
and it doesn't stop when you start casting eitehr
yeah, you quell to a certain amount and it takes a moment for it to "catch up". that's seen with everything, even exorcist and stuff
when you quell so that you go down to ~80%, if you do a full charge, it will finish charging at about 95 or so %, and then you cast - the cast literally can only cost 5% at that point, because of the hard wall
so you have magically deleted like 10-20% more peril
without spending the time to actually quell it
because you've been casting
and if you do a shorter quell, this also works for when you know you aren't going to do a full charge
you do a very brief quell to about 91% and then charge and fire
so long as you're not literally at 100% you're fine when you click left after charging
this way, you are deleting a lot of peril without spending the time to quell
while also getting the very most from quell momentum
I understand it can be more peril efficient but there is that on paper stuff and then there is the "i'm at 95% peril without psykinetics wrath up and I need to keep staggering the horde and also now need to spam left click to stagger a group of ragers" real experience
that's what dodging, F, and knowing waht you're doing in advance is for
but even if you quell all the way to 70
you'll still functionally be operating at near max on most casts
a lot of it becomes muscle memory - it's very doable
dodging doesn't do much for your team, that's not even my point. you still take on the CC role with purg, it's just less than surge
???
you said you need to spam left click to stagger a rager
either it's on you and you need it that urgently, and dodging works and you keep maximising how much you're doing for the team, or it's not, and you can continue doing what you need to
a group of ragers actually but yeah. it's ok, I should have specified I guess. most of the time it's a group coming in that you are ccing for your team, not yourself
but the long and short of it is - if you quell all the way down, you are spending more time quelling and less time casting - left clicks, right clicks, whatever
it's easier to quell down
Quelling takes on an important role in quietude builds though, so I wouldnt say it's always optimal.
but then that's teh whole point of blessings and feats that push you and further benefit you to ride high peril
true, I like quietude - though it's not the only way you can fit it in
i dont think anyone quells all the way down in a middle of a fight or has time to
e.g. hit max, swap to non force weapon
smash ssomething
get passive quietude while also gaining from melee
switch back
I agree, I was going to say something to that effect but I wanted to see how this convo played out lol
etc
Most of the time youre going to intuitively quell down to do whatever you need to do in the moment
because combat is fast paced
I'm not even disagreeing that being highish peril can't help just that I don't see the point of being 97% for some on paper gain that can lead to you needing to quell more when you need to not be quelling
the 97% thing for top bonus to me is the max risk max reward - you really need to be on your game to consistently get it
I'm okay with that
Lucky me :3
very nice!
has anyone seen deflector t4 yet btw? not seen anyone post one
anything better than melee crit chance for perk?
the gain is minimal though for the risk. it should just be 15% tiers for nexus. 15, 30, 45, 60, 75
well it really only works with purg
nope
Ive seen it posted, my best is T3 though
good to know it exists
Honestly Im not going to quibble over 3% effectiveness either
though I bet it'll be from rebless for most of us
I wish that the feats worked this way though
ive seen 12% posted here a couple times
rather than literally sliding scale to 100 after the minimum
yeah it's 12%, I have one
I hope it does start at 1 stack now, though thinking about it
damn ... i need to totally rebuild my character based on the sword i got
its just too good not to use it
it was 15% but they nerfed it silently on the official release
but would imagine from that post it starts at 0
I've got a T2 Deflector but that's my best sadly
and double stacks at the top
the post doesnt know if it starts from 0
I got this earlier today but I don't know if I can even be bothered to upgrade it
but it does specify two at the same value
so we can make a good guess
oh wait
4 in total though
I see I see
and thats 4 thresholds not 5
yeah that's what started my you start at 1 stack speculation but that's all it really is
has anyone a soulblaze Force Blade build ?
if u have a fs with identical damage and first target as another one with unstable peril you could test it
like "alright you with the brass neck"
at t4 nexus that'd 10% be
game keeps spitting good mk 12 at me
one refresh before was
i like max ammo
yeah they keep giving me good guns too
that reminds me, I didn't check melk yet. time for more guns
well, the regular armoury first..
I saw a Force Staff in Melk's inventory for the first time in days
having no ammo is kinda lame especially 30-40% i wouldnt even consider those
319 Purgatus with Run 'n' Gun and Warp Flurry lol
what Mk. of dueling sword do you guys prefer?
run n gun? does it work on staff?
melk actually has a 363 surge for me but it has a t2 blessing
and also it's terrifying barrage
I dont use Purgatus enough to comment on it, specifically, but on staffs like surge it literally only affects the left click attack
I think for purg it's just left click too
Sounds about par for the course, so many useless staff blessings =/
thanks fatshark

So many useless blessings FTFY
whats the most important stat on purg staff? burn?
and cloud radius
Burn + radius are the two most important
Burn youre looking for 76%+, radius get as high as possible
Actually, are there any benefits for Burn% above 76?
I seem to remember looking at one with 80% burn and not seeing a stat difference, but I havent checked in a while
maybe extremely minimal tick rate increase, but I don't have two that close to compare
As long as the points arent just literally wasted I'm satisfied
this chainsword on melk isn't bad but I have a decent one already
Not really happy with any of these. But what would you take for now? Siblings help
is there a pamch
how do you get this format? 😮
4 is a bit cut off on the left
3?
From what I can see Id do 3 or 4
yeah 3 or 4, agree
whoops!^
its 60 dmg and 79 cloud
That seems good, TB is worse than nexus but its still a decent staff
Someone who uses purgatus more than I do should comment on whether the increased radius or crit % from Nexus matter more
i never eally put a lot of thoughts into surge staff
So i just bought and put them away what looked kinda ok
infested is probably better overall than unarmored too depending on what next perk you get that you may want to replace instead
not sure if i want to gamble craft any of these
okay, thanks everyone
guess i will go with 3
yeah it's kind of hard for me to quantify without testing them, they feel like potential sidegrades to me
guess it depends: if you have a single target dmg focused team then maybe radius is better to compensate and vice versa?
@west stream @north cradle actual freaking legends helping get going out with bang
And getting it ourselves
can you tell me the difference in radius by inspecting them both?
the 3:
the 4:
man the max range, how nice would it be to be able to get a 100% one with 17.5
the radius and range difference is pretty good actually. i'm actually leaning more towards 4 now since the 3 warp nexus is t1
dual wield 
if there was any dual wield I'd like it'd be ogryn with dual shields
and let ogryn hold shield up while charging and just explode any horde schmucks into red mist if it hits instead of knocking out the way
actually looking over it again, maybe 2 if you're forgoing nexus anyways. let me see
oh wait nm thats right, 2 doesn't reach the last burn stack
unfortunate
grats on clearing it 😄
it's actually a fun thing to try with non-randoms
that would be hilarious
Saruman Style
it would have been cool if they did duelling sword and laspistol like victors setup
we can dream
Gandalf breakin it down

dance battle nurgle
yah... umm just because im using void staff does not mean I can kill all the shooters... sorry vet your gonna have to use some of that super limited ammo on the XII to help unless you want to whipe
Late here but I would actually take #2 I think.
huuuu
im confused
Any pro strats for doing the penance where you push 7 guys off a ledge at once? so far I'm trying on the smelter restart mission at the last stage where you just defend but the F ability push range is kinda small
Use Force Sword push alongside your special
Ok will give it a try ty
several of the ship extractions are good for this
not 100% but ithink lore wise the plaque ogryn should participate
the water purification torrent one for example, you can walk around the side of the ship, put your back to it, block for a while until guys pile up, and push them off

the bridges in vigil station's last area are thin enough to yeet hordes easily
You can also just do it during the final event of Silo cluster
It features large groups of melee enemies crossing narrow bridges over a giant death pit in order to reach you
I value the quell speed and the minor drop in damage won't matter because burn controls the stacks maximum which should be the same.
isnt the blessing bugged or something on 2?
71 burn doesnt hit max stacks
what Mk. of dueling sword do you guys prefer?
okay guys, since the vet channel is shit, what do I reroll on this?
Bottom, right?
Are duelling swords worth it or stick with the axe?
Groaners and poxwalkers arent really what you should be targeting with plasma
Yeah but I'm not really caring about that. 70% burn is plenty enough damage stacks and the balanced other stats will feel nice handling wise.
Maybe, I dont have a lot of experience but I imagine you might also get some use out of Unyielding/Flak
Id stick with Mk.5 CAxe generally but that's always been my go-to non-FS option
Axe
@manic needle Any specific blessing?
Brutal Momentum and Limbsplitter
i'd say elite damage or just damage on whatever specific elite you want to hit, just test some breakpoints
my source for my advice is: i never use plasgun and just suggesting the usual rolls for lasgun
The second one of course
Try to get Reload Speed
Thanks, it was extremely cathartic to finally get it and the 2nd hood after like 80 hours since I got the first hood
8% on groaners ofc, you one hit them anyway
it's not really cut and dry unfortunately, these are all viable reasons to use these different ones
having a stage 4 perk on a weapon is already good enough, but that one is especially good
Yeh, Plasma Rifle has a reduced penalty against Carapace, right?
not too sure, but more damage against carapace is incredibly useful on heresy and above, also quite good on malice already
all the scab ragers, maulers and crushers
For weapons that benefit the most from it
which are the ones you mostly lose time on when trying to kill em if you dont have a psyker
Force Swords, Boltguns, Plasma Rifles, Kickback(?)
havent really bothered with it on force swords since i SUCC the soul out of them anyway
Also Eviscerator and Power Maul yeh
imagine using evicerator
this post was made by combat axe gang

does armor piercing damage and you can just use flame staff or flamer for everything else
combat axe + surge staff = best combo
surge is gigapog
actual teamplay staff
i use the force sword with it, quite peril dependant ofc but works quite well
I wonder when we're gonna get that Two Handed (maybe) Force Sword we saw in the Psyker Spotlight.
Me too.
actually
mate
you had me excited
do you mean this
No
I just hope they expand force weapons to things other than swords
Force spear
I want force pyjamas
Pretty sure there's a paid cosmetic for that :x

Serious comment here, swords are extremely overrated
thats just a heavy sword chief
yes
hmmmmm

Why'd they show it off in the Psyker Spotlight then when we can't even use it?
wonder how thrust does stacks, like during one charge, or sequential charges
I've never seen a Heavy Sword in the shop in my 100 hours of playing Psyker.
maybe im dented but its 100% not a force sword
no heavy sword for psyker atm
Heavy sword is zealot only
we dont have heavy swords lol
no funny contraption on the hilt
Cooler if it was something else
ooooh
Tons of axes and swords already
thrust IS based on just one attack
Force Pike?
force shovel
full length charge is full 15% power
Also, I wish they'd update the Force Staffs to have their own Unique Actions instead of just having Staff Strike
Yeah the stacking stuff is who knows

So lightning be what? Bolt that no stun but bounces for higher damage?
they probably changed it, its just straight up a turtolsky mk6 heavy sword
you can tell by the hand guard
Probably something like Smite, yeah
another angle
:(
Forgive the falchion in there, but look at these other options
So like two handed force maul? Two handed force glaive? Those can succ
man idk, but something two handed
idk what itd even do differently
man this axe is so weird
slower but more damage? higher damage but more peril per use?
even with 15% more damage on heavy charge
it wrecks somethings but does trash compared to lights on others
like look at it blast a dog into next life
youre not wrong tho, the sweep attack on the heavy pattern is kinda 
damnation difficulty testing, yes?
does a ton on succesful weakspot hit tho
Traitor captain? YOINK whoops there goes 1/4 of your shield
bit exagerrated but it still does a lot to them
Yeah
maybe 6 or 7 charged hits on malice
dunno about damnation, i was sitting behind the zealot cosplaying as the senate
surge staff my beloved

Force Halberd:
4 Hit Light String - > Thrust > Thrust > Thrust > Strikedown
2 Hit Heavy String - Sweep > Sweep
Unique Action - Warp Slash
Charge your weapon with Warp Energy, and the next time you make an attack, it launches a wave of Warp energy matching the type of attack that initiated the Warp Slash. (Sweep would launch a wave, whereas Thrust would launch a bolt)
That's what I want from a Force Halberd.
huh, so for some reason, this axe just does garbage damage against trapper and rager
but not tox flamer or mutant
despite all being maniac
which axe are you testing?

making me feel funny
So like the special thrust would warp hit multiple enemies in front of you deeper into the horde while the heavy is a sweep warp hit
yea i noticed that too
the axe is racist

Thrust would launch a longer range bolt of energy, and Sweep would launch a shorter range but wide wave of energy.

"Understood, we can't do that though because it's immeasurably complex, instead you get this cool cosmetic that costs aquilas"
So like the Zelda master sword
Never played Zelda, but sure
Oh boy, I can't wait to see how tall they made the Psyker's neck brace this time!
We heard you guys wanted crafting, so here's some perfectly-crafted pair of striped pants
When at full hp the master sword in Zelda games would have a ranged attack
My theory is that they won’t add crafting until the rest of the game is better because if they add any crafting that makes the pursuit of loot easier, players will reach that loot faster and therefore will realize there is no endgame after that and they will leave
Also: Mourningstar-pattern Morningstar weapon when
mk V, VIII and II are the only combat axes right?
yes but there's also tactical axes
ye, rest is tactical axes
we are one mind, one soul
but also joke answer is that mk V axe is the only real axe 🙂
the other 2 classify as poopoo bad stinky garbage
and the tactical axes classify as a funny joke
the emperor's little gag gifts
i remember doing a mission as a psycher and i got a gift of a pistol was like what should i do with this XD
laspistol or revolver?
tac axes kinda rock though
revolver
Revolver slaps, I've actually been running a revolver psyker build that really works for my playstyle
like why would i use a gun when i can lessen the ammo burden on my team with a staf....
staff
fun
but yes
not needing ammo is a big bonus
for the team as a whole
I've heard that too, datamined stuff
What's considered a class feature vs a subclass feature? do we know?
the psycher one makes me kinda excited if its real
i mean you can look it up their been dataminded stuff floating around
can you elaborate pls, I do not know what that means
Like what will the psyker classes share?
both flamer and mutant take 3x melee dmg
aaaah
in verminetide all the classes get new abilities and stuff in that game
this link is pretty useful for that - https://imgur.com/a/Selj5nI/layout/grid
So it's just thematic basically?
kind of yes
like the archer in vermintide can become a sister of throns
which make it more of a elf druid
yea I mean I don't really think there's anything that's the same across classes if it's gonna be the same as VT2
Do we know if they need a new character slot?
We know very little.
not in verminetide
I was a really good Mercenary Kruber and a terrible Hunstman Kruber. they were both kruber but they were completely different classes
so if they're sticking to that same theme, things are gonna get a lot more interesting as more classes come out
all i can say
If it's like VT the subclasses will share a common weapons arsenal while having different core abilities. Some feats may be the same/similar while others are completely different
I just now realised
what the difference was between brutal strike and this
I just brainholed it till now
Brutal Momentum you mean?
i got a nice gold sword
buts the psyher sword
Trigger method.
yeah
critical hit vs weak spot kill
Crit super easy to trigger every 3.5s
Perfect strike exists too
i want the ranged block skill....
also, I sort of just took ignore hit mass to mean "don't get stopped -> good for cleaving" but
I see now it's a good deal better than that
basically you point cursor at weak spot when active, it hits weakspot
Is it better than that? I honestly don't understand half of the keywords in this game
even if the swing would get caught earlier
oh man, that does sound nice
you can even
hit weakspot of crusher from his back, right through, to his head
targeting his middle chest
for example
so then perfect strike is worse since it needs to crit before it ignores hit mass?
to be fair i am not sure
Perfect strike ignores mass on the crit hit itself
which weps have perf strike?
Evisc, and it's horrible
this is my sword
Basically your revved crits will not latch lmao
Same thing with chaninsword with devastating, if you have it active then try to shred they will just pass through
it's not, trust me
I don't think it shreds if it passes through
awww
anyone tell me if this is good for a staff
shame
I assume it's the same effect as if you hit a poxwalker while revved
but i dont actually know
well no, but it's levelling so
Any level you buy level 30 is just a trial test
yeah finding high rank staffs are hard to fine
that'a why if you run shred + devastating on chainsword as psyker for hordes, you have to make sure you didnt crit before you try to shred a mutant or something lmao
and even then maybe not a great trial for some
purg with its nerfed range without bar, trauma with its nerfed everything without all the bars
surge and void are pretty representative though
It's probably good for your level. Or, if you're level 30 that is very bad.
Use it by all means but don't start throwing plasteel at it or anything
RIP
Check the armoury, shouldnt be too hard to find an upgrade once it rolls a staff
best part about work from home is I can check the shop w/ the extension and if I find something I like "go to the bathroom" and buy it
hell yeah
gotten me some pretty good snags
the extension unintentionally increases your copium tho
Guys I might be stupid, maybe everyone already knows this but I just realized that regular Force Sword attacks benefit from damage bonuses to both force damage and non force damage
alright i keep looking
What gives bonuses to "non force damage"?
CL seems to make enemies take +15% damage, period
but it also benefits from this
that one is weird
psykinetic's wrath i think is checking for that force weapon keyword
in the bottom right right here
the top pinned thing is good for checking feats like that
Its hilarious to me that Surge Secondary attack isn't affected by the Psykinetic's Wrath talent
Because... logic?
alright so maybe psykinetic's wrath is more complicated than I thought
No, the game code is more spaghetti than you thought, probably
good lord i thought i was just imagining things with wrath
No, RMB
It 100% works
Thats just a damnation meat grinder with surge
I'm not sure if it does either way but the rmb has damage variation doesn't it? so a small sample of tests isn't great. even the math there doesn't add up
Im not going to aruge when people have datamined this
damage number I just checked with each buff and with both on my force sword. every attack is Heavy 1 to a Crusher's head.
No buffs: 178 DMG
No CL / PW at 100% peril: 193 DMG
CL / PW at 0% peril: 205
CL / PW at 100% peril: 222
just thought that was interesting that force sword counts as both a force weapon and a non warp source
Did they bring a fork for the spaghetti?
New Psyker melee weapon announcement: Force Fork
yeh testing is further you are right Lev, it appears that surge just has a huge variance in damage, and PW doesnt seem to effect it.
the damage variation is the same thing that spawned the rumor that crits weren't doing extra damage on surge
yeh that would make sense
Yeh the numbers are all over the place and definitely do not scale with PW for Surge RMB
too dangerous, forks have tines
force soup spoon
I'd run comically large spoon psyker
"My spoon is too big"
big bonk means big win
thats basically a force shovel
2001 Academy Award nominee for Best Animated Short Film. This is the 2015 restoration of "Rejected", remastered from the original 35mm film for Blu-ray: http://bitterfilms.com/bluray.html
Sus
fire

nice
thats nice
your opinion
is quell speed very importent
i found this
is it better than this
youre not asking me but the first one is probably better because of the warp nexus at 5%
although that second one is honestly kinda funny with having near perfect 4/5 stats and then 1 stat that's just terrible
also test out in the psykanium just how much slower the quell speed is in comparison
you may not notice and could also just switch to your melee weapon when you need to quell, but i'd still go for the first staff because of the 5% warp nexus
375 tac axe in the shop lets gooo
wait what blessing is on this one i didnt look
Headtaker lets gooo
i like the faster quall but it a lose of some stat
since it allows me to cast more
i heard void is more used than surge
it's easier to blow up a horde than expect randoms to do it while you CC things
the only time I wouldn't really want a high quell percent is when it's a void staff with transfer peril on it, cause then you dont super need it anymore when you're spamming into a crowd
yeah i've just gotten so used to stunning/locking down mutants and dogs and poxbursters with surge staff, not having it takes some getting used to
i'm also lucky that i legit love CCing with surge staff
i wish trama was better
we all do
the knock up can be fun
@warped kernel same, stunning mutants and pox hounds or running to a gunner and stunning them then switching back to melee to cave their face in feels good as hell
i know it's great
and the usefulness of the surge is so tangible when youre stopping mutants from ever grabbing your teammates
It's a super fun playstyle imo, but I eventually stopped because I keep having to carry most of the time because of the randoms' lacking kill potential
Fr
yeah that's fair
i prefer the surge staff otherwise, especially when playing with buds on comms
all I really want is more range on the trauma staff, so I can be more surgical with my explosion placement. it's happened too many times, where I see a hefty little patrol walking around, and my trauma staff is juuust short of removing them from the game
holding down dogs, trappers and mutants really takes the edge off in higher diffs
how DO you play with the trauma? genuinely curious, i've only tried it once and discarded it
I treat it like a purgatus staff, but with a bit more discretion. it's also perfect for getting rid of pox walkers, since they take way more explosive damage
Surge CC is overrated IMO. Voidstrike can stagger all on that list except for Mutants, which are easily dispatched with a Force Sword. Plus, with Transfer Peril, Void is much easier to pair with FS than Surge.
Now if we're talking scabs behind cover, surge has a clear advantage there
i mean discretion like, sure you can go wild with it, and explode a hoard in 2 shots, but you need to listen for specials too, since trauma is really good at interrupting trappers, flamers, all ogryn, pretty much everything but monstrosities and mutants
Yeah also the scabs thing for sure. And the FS can't actively stop the mutant from grabbing your teammates when they can't dodge haha, but taking surge for mutant alone is certainly not worth it
and since hoard density and special placement doesn't matter to trauma, you can interrupt them anywhere
hm. I guess I oughta give trauma another shot
I just like surge better than void but void is definitely my second favorite
it's VERY important to have a trauma staff with as much quell speed as you can get, even moreso than damage to me
A mutant holding someone is standing still, should make them easy to dispatch in most situations
cause you WILL go up to 100% in 2 explosions
Honestly I probably prefer melee push+ FS special for dogs, too. It's more reliable and honestly faster
but the good part of only taking 2 explosions to get up so high, is you just run quietude with it, and you get back 50% toughness faster than anything else
Yes but then they've been hit and grabbed and are taking damage. Though admittedly, mutants don't really do that much damage, more a problem when they don't die and keep grabbing in hordes. And I like stopping the dogs beforehand without needing to aim. Can you stop dogs mid jump with the push?
Yes
someone else explained it alot better than I could. Trauma is a staff thats great because it allows for a ton of skill expression
you explained it fine, i feel like. weird that I utterly forgot about it as a staff
purgatus is just so easy to default to, I guess
like, if you explode a rager right behind them, you throw them onto the ground directly infront of you and the rest of your team, same with maulers, making them easy pickings
I say, if you get a good trauma staff, give it a shot
yeah, s' why you need a high quell percentage on it, and run quietude
meaning you need but realistically
it deal with groups better
where you can toss large area of crowds
and it one reason i want it to be good
Trauma is the best staff for high peril gameplay tbh
quell down enough to blast, rinse and repeat as needed
hip fire's for melee psyker builds
dark technologies better left forgotten..
Left click only, I believe
yep.
Why it exists on staffs is a bit of a headscratcher
I guess they just needed a shit-tier perk to gunk up the RNG
Two perks that only work on left click, RIP
Xd
you run in, guns (staff) blazing, and pretend to be a knife zealot
i do know that quelling takes time, time which could be spent pulling a melee weapon out to deal damage and let passive quell do the work, but in that same kinda sense, it depends on the situation, the team, and your playstyle.
for stats on a trauma staff, most important to me is
- Area
2.Quell Speed
3.Damage - Charge Rate
- Warp Resistance
But that's just whats important to Me, it could be different to you
if you want to full charge, from 100% let it come down roughly to 80
thanks for the infomercial, dave
ty
charge rate is massively important on trauma, the range is huge not like other staffs
e.g. void 0-100 = 1.9-1.6s
realistically yeah quell and aoe is big on that staff
trauma 0-100 2.5-1.0s
that staff in video is 80 quell
you don't actually need that much probably, as you noticed I was not hitting 99 or close to at the cast
does the fire staff get a longer range stat?
be funny to lunch flames far away
Voidstrike you're going to be spamming it a lot more. It may be less per charge but it does add up over time
yes heartglow
It also depends on how much youre charging it and whether or not youre animation cancelling
yeah it's still important, but not "my casts take literally 2 and a half times as long" 😛
now I need a long range hip-fire purgatus..
just got this as a gift XD
also, since warp flurry works on void, it can massively counter the difference in cast time
Trauma in general relies on having big stat bars
Im trying to think if there's a true dump stat on that staff
wonder if we will get any more psyher abilities
Where you can have one stat at like 10% and be fine
10% on a void that's at 0%, 1.9s for example, that's now 1.71 on most casts
not that you'll have a void with any 0% bars at that point
like in warhammer lore
veterans everywhere seething
their some psyhers that have ability to boost their str
which has 61 quelling
and for the same quick two tick quell from 100 into a full charge
you cast at 98%
which is ideal if you have warp nexus
where the last two stacks need 97+
Hammerhand The psyker uses his mental powers to increase his strength, allowing him to tear apart adamantine plates with his bare hands.
this one 😛
I doubt they'll be pulling stuff like that from the ttrpg handbooks
seeing how staves essentially let you freely switch between psyker 'schools' already
that make it a bit weird yeah Xd
seeing most specialize
all in all i am excited to see how the expand on the game
okay yeah here's a number for you I guess
next patch: diviner psykers and astropaths, so you can clearly see when the zealot's about to Cowabunga
61% quell speed
i wish
and 77% charge speed
work out at bouncing to 84 with second tick of quell
then up to 98 for the end of the charge
with 80 charge speed, you might want perhaps even a little less quelling, for maximum max peril casting speed overall
max peril max charge

what's the difference in blasting trauma at max peril, like 15% increase in damage, was it?
if you have warp nexus, the last two stacks occur at 97+% peril
the 5-15% thing is a sliding scale
If you take that feat, yeah. Although there are other abilities that work with high peril
if using nexus on trauma, you really want your 'automatic' quell->max charges or quick quell->small charges to be firing off at u97+
though you will still benefit all the way to 99 from the 5-15% damage bonus feat
does it one-tap the chaff, also?
if you have a force sword with unstable power, that'd also be to your benefit to hit cast as close to 100
trauma always one touches chaff at max with good damage, I think
lemme check
asking since I have literally 16 minutes of experience with it
weird how you unlock it so early
might be wrong
but it feels like the most difficult staff to use right
ah okay
By unlocking the one that performs the worst with low stats it encourages you to experiment with other weapons
Thats probably the reason
if you don't have some warp charges or other power boost, poxwalkers might live with a sliver
the one I use normally has 10% on groaners/poxwalkers
ah, so that's why I dropped it..
that said, that's at damnation
but yeah trauma really sucks without good area, charge speed, damage bars, and the right quell amount - though when you're learning you'll probably try and quell all the way down which ends up making it feel even slower
compared to this kind of pacing of full size nuke
some small ones mixed in for showing what to do with smaller quells/when you don't have time
I feel like peril damage buff is one of the worst feats out there
it's great
5% damage on most staff damage and all FS damage all the time, up to 15% is a big multiplier to get
I feel like it's a bit of a consolation prize type of a feat
really? wow
from all the RPG/ARPG playing I've done, I see a passive 15% multiplier and think "oh snap give me that"
Depends on whether or not you need to hit break points. I wouldnt take it on a surge staff even if it did work with it, for example
Its not really a multiplier, it just adds on top of other damage buffs much like blessings and void charges. So functionally its only up to 15% if you've got nothing else
all these things add up a huge amount
But going from not one-shotting horde mobs to being able to is a huge deal
Yeah it does matter for braekpoints
yeah but it doesn't sing. it doesn't Dance.
breakpoints are not the be all and end all when you're playing a game in a team
they're nice
but when every person in the team is invariably overlapping their targets a lot, each person doing a bit more is big
little things adding up going under the radar is how people thought dark souls was mega hard, looking at vigor at the level up screen "oh what it only adds like 10hp out of several hundred, pointless and weak"
when it was basically the difficulty slider of the game
many things like that in RPGs
the difficulty slider's the build in the souls series
I guess my gripe's that 15% just isn't flashy enough for me
MonHun is the same, only the poor wording of the crit boost skill tricks people into taking it (it's actually great but if it was worded normally many wouldn't take it)
(I absolutely 100% use the feat, still)
where crit boost is a 3 level skill that increases crit damage from 125%->130->135->140
in world it was worded on the first level "increases by 30%" instead of to at first
but yeah those skills increase damage by only overall around 4% each but along with your other things, it all piles up
now that's said
flashy skills are great
wrack and ruin needs a buff imo
it's such a cool feat in theory
they could remove the BB requirement but that'd probably break it and make it op, so if they'd just increase the stack amount a bunch that'd be great
would make it great fun when you find a gunner pack
I ran a setup with WnR and the lv30 feat that speeds up your BB
and LARPed as a veteran
aiming for specialists
veteran style psyker is pretty neat
brain burst also means you can take a braced autogun and still snipe things
Did they change how peril works?
I'm also still convinced that there's a hidden melee psyker setup with the hip-shooting staff blessing
and warpcharges and peril parry make things nice
If I'm going to play like a crackhead, I may as well look the part
run n gun on staff lets you move forward much faster while channelling your secondary
not full sprint speed, but a lot faster than normally
home planet: Florida
comparison
afraid I don't have runngun on the other staves but presumably it's similar
I'd like to see purg particularly, if it can continue sprinting while actually channelling flames
didnt work on surge nor void, so im gonna assume it doesnt work on purg
you weren't looking for full sprint though right? like in that video it's not full sprint speed you get, just a lot faster than usual
but purg m1 briefly staggers in a small AoE
Yet another Trauma staff W 
also rare void lack of W
inb4 "being able to run away faster is definitely a W for Trauma"
The commissar approves
other directions can't technically sprint so it makes sense
I have runngun on Trauma and I forget I have it most of the time
Since the optimal situation for Trauma is being backed into a corner
I kinda want it on my main trauma
I often end up wanting to keep firing and quelling forever
I ain't running anywhere, the poxwalkers just keep shambling into my bouncy house of pain
I decided to go back and double check R'n'G on VOid
Definitely no sprinting with the secondary
RIP
void has a bunch of stronger blessings though
so not like you want it anyway compared to those
I just want the void to blast through thin cover
Surge - also no benefit with RMB
Man it has been a week since I've seen a force sword in the shop
force sword dispenser broken
void secondary has that awesome hitbox though, can aim it basically clear above cover and it'll splat things behind it
Shits getting ridiculous lol
going to check and see if I have a Purg with it
correct this is god tier
warp res is basically meaningless on purg
you'll always be walling at 100 after casting
I take back what I said about Trauma not having a dump stat, thats pretty based
my purg is similar
OGRYN HERE, U SPARKIES ARE OKAY
Whoops. thats a purg staff
Run n gun and level 1 nexus
Thats what I get for splitting my attention

We're all fine, thank you sweet brute
thanks, big guy.
my purgatus
May the omnissiah bless me
speaking of ogryn. I'm never going to get tired of being able to shoot magic through ogre ass
Hope is the first step on the road to disappointment
Purgatus - RMB has no benefit from Run 'n' Gun, LMB does (as is standard)
I had a dream about this once
btw on laspistol
it can get run n gun but
as it happens
it can sprint and hipfire without it
Threw a void projectile directly into a shielded Ogryn's ass, and he burped it back up directly into a horde
The Wii Bowling strike sound followed
lmfo
so if someone gets a laspistol with run n gun please check if it can ADS or something
I will not be satisfied until we can ride on the shoulders of an ogryn
While tossing lightning
my favorite match of psyker yet has been with 3 ogryn
I just kept pissing white flame down hallways while never as much as seeing a hint of chaos forces due to my screen being full of ogryn ass
Out of combat is terrifying and you really start to notice how short you are
5'11" vs 6'0"
Surge staff just boring






