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Psyker: Storm Witch

Psyker: Storm Witch
Build for 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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+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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+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

Description

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 which should really only be used while charged for maximum damage potential. Smite comes with unlimited use, no cooldown, and moderate peril generation, but with smart peril management comes unmatched CC that is always at the ready. While 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.

  • With a total -15% peril generation from minor talent nodes, this adds about ~2s to Smite's channeling duration. This addition might not seem like much until you consider the amount of damage ticks that can be applied within that ~7s total period. That's not to mention any lucky procs of Battle Meditation, which will lower your peril and add even more time to Smite's channeling duration. 
    • Consider the amount of kills you'll be making in those endless T5+ waves, and by this point one realizes you're just killing enemies with straight math: the thicker a horde is with fodder, the greater your damage potential with just one channel of Smite.
  • Enfeeble will debuff all enemies currently being fried to take an additional 10% damage from all sources. While your lightning alone will be able to clear all nearby fodder, it's best to communicate to your team in focusing the toughest threats (elites, bosses, etc.) while you have the area locked down with the debuff you've now applied.
    • Enfeeble might technically increase Smite's damage output, but if used by itself, that 10% difference is very likely in the singular digits since the lightning damage ticks are so small (10% of 40 is only an additional 4 damage for example), and since the debuff is lost the moment Smite is no longer being channeled, it's a debuff that will primarily benefit your teammates, and those with high burst damage options in particular.
  • Lightning Storm should be considered a flex point as it does not affect charged Smite chains (or if it does, it's super difficult to measure and I ain't got time for that). If it does increase the total amount of chained targets, then this would effectively be a DPS increase. But until that can be confirmed, consider this an optional pick.

 

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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 preferred pick for a true support playstyle, and comes with a longer duration, stronger shield strength, and toughness regen/damage reduction bonuses - all this coupled with 360 degree coverage means it's an ability that can help anchor a team where they choose to hold, or in making safer pushes through more dangerous fights.
  • 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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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 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 empowered 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.
  • Psychic Leeching is a simple support talent that will top off 15% of your team's toughness every time you consume an empowered charge with Smite. With how often you're able to generate and use these empowered charges, it's a small but easy boost in aiding your team's survivability.

 

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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.
  • Trauma Staff | Rending Shockwave & Warp Flurry | +Flak +Maniacs +Carapace
    • A good alternative to the Surge that comes with armor penetration thanks to the Rending Shockwave blessing. 
  • Voidstrike Staff | Warp Nexus & Warp Flurry/Surge | +Maniacs +Unyielding +Carapace
    • A staple weapon for the current Psyker meta, and should still perform just as well so long as one is landing weakpoint hits.

 

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.

 

  • Deimos Mk IV Force Sword | Uncanny Strike & Slaughterer/Deflector | +Maniacs +Unyielding
  • Mk IV Dueling Sabre | Uncanny Strike & Shred/Riposte | +Maniacs +Unyielding
5 months ago