Table of Contents
Psyker Build - Warhammer 40k: Darktide
Vordyn
Psyker Build - Warhammer 40k: Darktide
Class
Weapons
Curios
Talent Tree
Description
Welp, new patch increased enemy HP, and decreased Voidstrike damage against armor. This build sucks balls now, and will waste your time hitting the same enemies 3-4 times as much, even with charged attacks - which will further penalize your mobility. Without any changes to peril generation, the only good build for Void now will be exclusively crit builds, and that means no venting shriek so we can enjoy popping our heads more often since that also means peril reistance nodes are out of reach unless you want to forego being able to kill things fast in which case your options are Soulblaze. On top of that you can no longer afford to invest in the extra toughness nodes so welcome back to getting downed with ease on anything beyond difficulty 2. Fatshark, this is bullshit. If these changes dont gert rolled back or the build tree nodes arent made more flexible, I am done dealing with this idiocy. You have lost a customer and I will ensure my friends do not waste their money. You cannot be trusted to respect player's time investments to learn your game and grinding to build good gear. Despite claims to the contrary, you do not want your game to be fun for the most possible people, you want it to suck equally for everyone.
What once was good, now is ashes.
"You Shall Not PASS!!!!!!" - Gandalf
This build is similar to some other build that focus on the Voidstrike staff's charged secondary attack - the difference is that this build, while it grants very heavy artillery to the point of area-denial, is that it is focused on exploiting terrain/positioning.
You want fatal funnels and chokepoints with this build, preferably you want to be at medium range from the funnel/choke. Not always possible, but this build shines when it is possible. You want that little bit of distance to allow you time to address stragglers or missed shots. If done right, you alone can hold between a 30-45 degree firing arc, giving your team the ability to ignore that area safely.
Mobility can be a challenge, but if you can get your strike team to guard your back when you are holding/clearing an arc, then you will have time to move when things clear up. Since its not a fast-moving build, whenever you fall behind from teammates who are rushing ahead, you may struggle to shake pursuers and have to stand your ground and clear them (making you fall further behind). This obviously falls apart if you get assailed from more than 2 sides. So, as with any character, you need your strike team to help protect you from the areas where you are not able to focus your attention. On lower difficulties you might be able to get away with keeping your head on a swivel, but you will still fall behind if your team is not occasionally checking on you and waiting for you to catch up. However, if they do so, this build makes a phenomenal rear guard.
The other thing you may notice, is that since this build skips over the Telekine shield, it has a lot of toughness built into it - you should have around 170 toughness with this loadout and build (which also regens VERY quickly). This is to give you space and breathing room for mistakes or the occasional-insane-hordes-from-all-sides scenarios - especially when there are multiple ranged attackers. You still have to react quickly, but you are not as horribly squishy as most Psykers are.
You definitely will benefit from nailing headshots, but chest shots are more than adequate as long as you charge up the staff at least halfway before letting the shot go. You also have the option to quick-fire lesser charged bolts into the ground nearby or at enemies feet in order to stun and stagger them, whether to help buy time for an ally who has been surrounded, or for yourself in the same situation - as those moments of stagger can allow you to charge up a heavier bolt without being interrupted.
You want your Voidstrike staff to have excellent Charge Speed, Warp resistance and Quell Speed, as this will maximize the uptime you have for puking out Bolts of Penetrating Doom all over the Heretic scum. The Venting shriek is something you will ideally not have to use often, but the benefit it provides is for those cases where you are so tunnel-vision on blasting heretical filth, that you end up over-pressuring your Peril. You can fire the shriek off as a release valve AFTER your character has gone into the "head popping" animation. The Keystone is Warp Charges, to hopefully allow you to get past the Shriek cooldown ASAP (as well as boosting your bolt damage) so that you will rarely get caught without it in those crazy situations where you are blasting so much you over-pressure multiple times in rapid succession.
The reason for this over the shield is that, more blasting means freeing up teammates to deal with other threats, and less instances of your head popping like a melon means again, that your squad is not distracted by needing to help you back up (and less corruption for you, so less reliance on Medicae to clear your corruption). This conservation of resources, combined with your coherency buffs should provide your squad ample to reason to want to protect you and stay near you.
Whenever your squad is dealing with lots of specials and you don't have a lot of work, the Smite lightning is there mainly as a defensive measure to stagger/stun the enemies around them to give them breathing room and damage prevention. It is also invaluable for locking down pox bursters and hounds, to keep them at a distance and make them sitting ducks for your squad. You may need to make a point to your squad that just because they see your lightning hit a guy and he falls down, does NOT mean they can ignore the bugger - you will NEED the squad to finish the targets that you lock down for them. The lightning is also very helpful for "painting targets" for your squad that might otherwise be near-invisible in shadows.
You can do a hell of a lot with this build, but if you are not familiar with the danger of Peril from a staff-bound warp attack, be sure to practice and get a feel for it in the Psykanium Meat Grinder.
Lastly, the Deimos force blade is outstanding for both clearing hordes that have managed to surround you, neutralizing ranged gunners with your block, knocking down Ragers and Maulers with your block-push (hold down the push button after blocking), and wrecking Carapace and maniac enemies when you have the space to charge the blade for a warp strike.