2.5-4% Bonus Critical Chance on Chained Hit. Stacks 5 times.
12-24% Rending on Enemy Weak Spot Hit for 3.5s. 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 a continuation of the surge psyker traditions from before talent trees were added and the surge was reworked. That is to say that you are looking to provide useful CC in addition to dealing with your preferred threats.
The surge should be in you hand most of the time being charged to take down specials and elites (We'll talk about lesser enemies and monstrosities in a moment.) The charge attack on the surge is easy to use and has useful CC with strong single target damage that is accentuated by this build. In particular, your warp charges, the "Perfect Timing" talent, and the "Warp Flurry" blessing all stack to achieve high damage.
Speaking of warp charges, a full six warp charges provides -36% peril generation and and +24% base damage. These are massive buffs that you are reliant on while using this build. Without your warp charges (and other stacking buffs) you do so much less damage that enemies take more attacks to kill. Therefore, you must be careful to use venting shriek either:
This way you can keep the buffs from warp charges at max for as long as possible. That said, this build is great at stacking warp charges so don't be afraid to shriek a pox burster away if you really need to.
What about lesser enemies? You are trying to avoid getting into melee range of anything generally. But if you have to, your force sword can take down lesser enemies quite easily. Just by spamming heavy attacks and dodging back and forth, you can hold you own without needing to activate it in many cases. Otherwise, to kill a horde by yourself, you can channel smite on them and then use venting shriek's creeping flames to burn them down. Using up your warp charges and ability is risky and it's your call if it's worth it or not.
Monstrosities? Simply spam your surge staff's charged attack at them (make sure to fully charge it.) I have verified with the scoreboard mod that this does a damage that is on par with my teammates on the hardest difficulties (as long as they don't have a thunder hammer, bolter, or plasma gun.)
CC? Walk with your team in front of you. Watch your teammates and make sure that they have the space they need to work. For example, stun enemies before they can reach your veteran so he can scope-in, shoot-up, and go crazy. Or, stun tough melee enemies so the priest and ogryn have an easier time. Also, the auto-targeting of the surge makes it easy to attack in front of you while doing 180s to look behind. Watch the rear and keep it secure using all your tools.
Smite? Smite is a hard tool to use. On one hand, it can save your team from being overwhelmed in a way that only the big ogryn grenade can match (and it's always available!) On the other, it does essentially no damage on it's own, so your teammates must make the most of it to make it work. You must be proactive in spotting times when smite is needed, and be careful not to overuse it. You can just as easily cause your team to be overrun as you can save them if you overdo it!