Psyker
12-24% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.
4.5-6% Critical Chance for each expended round in your weapon (resets on reload).
30-60% Rending on Critical Hit.
The most fun Psyker build you'll ever play. Auric Maelstrom tested. Leave your team in the wake of your destruction, sprint back to help 'em clean up backline trash, rinse and repeat.
Assail
Assail is not here to clear the room from a distance. Instead, you'll use about half of them when engaging to build peril, creating a bit of space, prioritising Gunners and targets marked by Disrupt Destiny. Press Q when the projectiles are still flying, and start running. One With the Warp and Warp Rider will aid your rage as you go berserk with blade. Got a little more than you bargained for? Dodge backwards, Assail half, engage again. Combined with Soulstealer, you'll be up and running non-stop.
Scrier's Gaze
Scrier's Gaze is your damage-dealing and damage-reducing trump-card for horde clearing, whilst also providing a ton of movement speed for quick engaging and disengaging. It allows you to replenish Assail projectiles when in a melee pickle. Mettle will provide toughness replenishment and additional movement speed. Perfect Timing lasts 10 seconds, so either you quell some peril when done Gazing and use a boosted Assail session (also using Malefic Momentum) to clean up leftovers, or you can make the odd exception to the general playstyle and Gazsail death combo everything before dropping to a new room area.
Disrupt Destiny
Mainly here for the movement speed. You can skirmish with your blade from one target to the next, or Assail them before engaging. With the speed buffs from Scrier's Gaze / Mettle / Disrupt Destiny / Blade move tech (they can be combined), the zealots in your team will weep with jealousy, though luckily you'll never have to see it. Also replenishes the occasional toughness, never hurts.
Weapons
Combat Blade: A must pick for this build. Makes you move really fast. Does most of the heavy lifting against all enemy types.
Revolver: To get rid of snipers, to give you one more option for those ~oops my peril is too high to take out the far away but infinitely annoying gunners with assail~ moments, or to soften up and stagger the Crushers / Maulers that you pulled with your high-speed enthusiasm.
Curios
Running at least two toughness curios is not ill-advised, as rangers might eat away at your toughness when they are sparsely spread in the room that you are frantically bouncing around in.
Have fun discovering some other synergies. Practice makes perfect.