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Psyker: Storm Witch
seventhcodex 2 months ago
 Psyker: Storm Witch
 Psyker Build - Warhammer 40k: Darktide 

 Psyker: Storm Witch
 Psyker Build - Warhammer 40k: Darktide 

Crowd Control
Support
Allrounder

Weapons

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Deimos Mk IV Blaze Force Sword
Transcendant
Deimos Mk IV Blaze Force Sword
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Warp Resistance
[76/80]%
First Target
[76/80]%
Finesse
[76/80]%
Damage
[76/80]%
Mobility
[76/80]%
10-25% Damage (Maniacs)
10-25% Damage (Unyielding Enemies)
Uncanny Strike

Uncanny Strike

12-24% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.

Deflector

Deflector

This weapon Blocks both Melee and Ranged attacks. Additionally, Block Cost is reduced by 22.5-30%.

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Nomanus Mk VI Electrokinetic Force Staff
Transcendant
Nomanus Mk VI Electrokinetic Force Staff
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Warp Resistance
[76/80]%
Quell Speed
[76/80]%
Charge Rate
[76/80]%
Critical Bonus
[76/80]%
Damage
[76/80]%
10-25% Damage (Flak Armoured Enemies)
4-10% Ranged Damage (Elites)
Warp Nexus

Warp Nexus

Gain between 3.5-5% and 14-20% Critical Chance based on current level of peril.

Warp Flurry

Warp Flurry

-8.5--5.5% Charge Time on Chained Secondary Attack. Stacks 3 times.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+7.5-30% Toughness Regeneration Speed
+2-5% Toughness
+5-20% Damage Resistance (Snipers)
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+7.5-30% Toughness Regeneration Speed
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+1-3 Max Stamina

+1-3 Max Stamina

+7.5-30% Toughness Regeneration Speed
+2-5% Toughness
+6-12% Stamina Regeneration
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Talents

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Description

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Support Psyker build that comes with the strongest crowd control kit of all my support builds. While slightly lacking in more consistent damage compared to Soulblaze builds or braindead Assail slaves, it's my favorite build to run in pugs (and even with friends) because the ability to make and control your space will almost always 'noob-proof' every auric/maelstrom run.

 

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BLITZ: SMITE

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Our main defensive tool that should be used while fully charged (RMB) for maximum damage potential. Smite's power is practically unlimited, no cooldown, and moderate peril generation, but with smart peril management comes unmatched CC that is always at the ready. While the power is not entirely limitless, the amount of targets that a charged Smite can chain into is more than enough to stop every ambush dead in it's tracks. That said, Smite is still too incredibly slow to be considered a main DPS option even when building into it, but is above all the safest DPS to dish out when faced with a horde, because what you're smiting also ain't trying to turn you and your team into the past tense version of yourselves.

  • While Lightning Storm does not appear to affect the amount of chained targets for the charged RMB as it does the LMB, it does affect the speed at which it will spread. In high pressure fights, and especially when caught with enemies quickly closing the distance, this faster spread can mean the difference between gaining control of the fight before it gets messy and getting absolutely steamrolled.

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ABILITY: TELEKINE SHIELD

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Another great defensive tool that comes with a few options depending on team comp and playstyle. Most obviously used to prevent damage, though the exact method can differ based on the type of shield being used.

  • Telekine Dome is the recommended pick for a true support playstyle, and comes with a longer duration, stronger shield strength, and toughness regen/damage reduction bonuses while within - all this coupled with 360 degree coverage means it's an ability that can help anchor a team where they choose to hold a fight, or in making safer pushes through more dangerous and risky spaces.
  • Enervating Threshold is the flex pick for teams who are smart about positioning and take much less damage throughout runs, though requires much smarter placement and timing. This version primarily benefits from better uptime thanks to a secondary charge, and the special function of stunning some enemies that try to pass through it, which can act as decent insurance when used to close off chokepoints and/or to cover the team's flank. It can of course be used to stun specials or block incoming ranged attacks in a pinch, though try not to rely on it holding up for too long considering it's shorter duration and weaker shield strength. 

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ALT ABILITY: VENTING SHRIEK

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The 'offensive' pick for this build that's easy to switch in; what you lose in defensive coverage for shooter heavy missions, you gain in more consistent horde control. Venting Shriek's simple utility of high stagger and peril cleanse comes with one additional quirk for this build: it doesn't interrupt your Smite channeling. Lucky procs of Battle Meditation and Psykinetic's Aura while using an empowered Smite can effectively increase the uptime you're spreading the pain. 

 

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KEYSTONE: EMPOWERED PSIONICS

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This keystone is the primary damage buff for Smite, taking what is normally inconsistent and pitiful damage often incapable of killing even the weakest fodder, and elevating it into a weapon that can guarantee a clear of all horde units and even some elite and special enemies, all while applying a respectable amount of damage to tougher threats that allies can more easily finish.

  • A combat stim can take Smite to the next and final level, reducing peril generation to grant Smite a ~10s total channeling duration (without bmed procs) so as to make better use of that 25% damage buff. This is a surprisingly substantial DPS increase alongside an EP charge, and while this combination still isn't enough to take out some of the toughest threats like mutants, maulers, and ogryns, it now gets very, very close! Instead, Smite will now be able to clear several mid-HP elites like ragers, gunners, shotgunners, and all other special units.

 

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LOADOUT

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First and foremost: Nothing wrong in using what you like.

 

RANGED: 

 

Aside from the obvious lack of Gunpsyker and Soulblaze talents, it's the dealer's choice on the Force staff they wish to bring into missions.

 

  • Surge Staff | Warp Nexus & Warp Flurry | +Flak +Maniacs
    • A thematically appropriate pairing for the Storm Witch build, and though it lacks the raw AoE damage of it's counterparts, it functions as a more focused, burst-damage version of Smite. It is also slightly faster at stunning individual enemies, making it an effective anti-special tool in preventing damage to yourself and teammates. Boasting the fastest charge rate and relatively lower peril generation out of all staves, it is also the easiest Force Stave to manage peril with.
  • Voidstrike Staff | Warp Nexus & Warp Flurry/Surge | +Maniacs +Unyielding +Carapace.

 

MELEE:

 

With a build that is already strong in horde control, it's best to supplement your kit with a melee weapon that can handle tougher elites and bosses.

 

  • Covenant Mk VIII Blaze Force Greatsword | Unstable Power & Shred | +Flak +Maniacs
  • Deimos Mk IV Force Sword | Uncanny Strike & Slaughterer/Deflector | +Maniacs +Unyielding
  • Mk IV Dueling Sabre | Uncanny Strike & Shred/Riposte | +Maniacs +Unyielding
2 months ago