12.5-20% Critical Chance for 6s on successful Dodge.
2.5-4% Bonus Critical Chance on Chained Hit. Stacks 5 times.
Gain between 3.5-5% and 14-20% Critical Chance based on current level of peril.
-8.5--5.5% Charge Time on Chained Secondary Attack. Stacks 3 times.
This build is discontinued, Staff and Scrier's Gaze are deemed to hard to control together in Auric missions.
"Everything* is a one hit kill at full stacks"
*Except Monstrosities and Bosses.
A psyker build leveraging Scrier's Gaze for its crit chance and damage boost, and Surge Force Staff for it's unique critical bonus stat and fastest charge speed to fulfill the role of dps in a strike team, with a solid base of survivability.
Dueling Sword: Mobility is max dump stat, everything else as high as possible. Used for high mobility and is your main tool against Maulers/Crushers and Mutants.
Surge Staff: Dam, Crit, and Quell are priorities. Warp Res is a soft dump stat. Core of the build, your single target damage, at a safe distance and without a need for ammo. The stun, which jumps once too, is amazing against Maulers/Crushers and Ragers, also useful against packs of dogs, basically a small Smite but with high damage.
Important note: Surge staff can be replaced with Voidstrike staff with surge blessing instead of warp flurry, but this needs testing.
Top of the tree is the most efficient pathing for toughness regeneration, we're skipping Warp Expenditure because of its weakness. Mettle is an absolute first pick because our builds dependence on crits, Quietude is mandatory and well supported as well, and Soulstealer is great with a staff.
Smite is our big crowd control when things get beyond the capacty of our duelling sword like in the case of mixed hordes. In tight spots like this smite gives invaluable time to your team to regain a foothold on the battlefield.
Malefic Momentum is another damage point we grab on the way down, it's also our incentive to balance staff and sword use. By making sure we use the sword for chaff we can target specials and elites with more damage.
Psykinetics Aura and Seer's Presence are your cooldown reduction and your best contribution to the team, immense power is gained by being able to use more abilities in a duration of the mission. An absolute must in any package, which makes Assail hard to justify. One with the Warp is a great node with the strongest damage reduction on the tree which I grab for survival.
Scrier's Gaze and Disrupt Destiny are the main package of the build, they provide a majority of the builds damage, both base and crit bonus that stack with themselves and each other for a total of over %250 damage increase for critical hits at max stacks, this is not counting weakspot hits that they both upgrade and can be taken advantage of by our melee wepon.
Solidity is the necessary final point of our build, it is also the main Force Staff support, with it we can quell enough with Gaze on to fire off a few shots with our staff and keep going. Also increases the speed at which we regain toughness with Quietude.
General Strat:
Stay behind Tank, but don't be afraid to engage Maulers and Crushers in melee.
Gaze is meant only for melee, Staff use is just too tricky while it's active and generating peril.
V1.0: Had Brain Burst, and Gaze with only Precognition subtalent.
V1.1: Switched to Smite to save points and add an area denial tool. Extra points were put into Gaze to maximize its potential.
V1.2: Took extra points except Preconition off Gaze and instead added Malefic Momentum for higher damage ceiling. Switched from Lingering Influence to Perfectionism in parallel to our idea of increasing the damage ceiling of the total build.
V1.3: Revered previous changes.