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Karina Voidstrike
Anti-Special
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 Karina Voidstrike
 Psyker Build - Warhammer 40k: Darktide 

 Karina Voidstrike
 Psyker Build - Warhammer 40k: Darktide 

Class

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Weapons

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Covenant Mk VIII Blaze Force Greatsword
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Covenant Mk VIII Blaze Force Greatsword
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Warp Resistance
[60/80]%
Cleave Damage
[80/80]%
Finesse
[80/80]%
Defences
[80/80]%
Damage
[80/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Maniacs)
Deflector

Deflector

This weapon Blocks both Melee and Ranged attacks. Additionally, Block Cost is reduced by -30%.

Precognition

Precognition

+60% Finesse Damage for 2s on successful Dodge.

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Equinox Mk IV Voidstrike Force Staff
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Equinox Mk IV Voidstrike Force Staff
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Warp Resistance
[80/80]%
Quell Speed
[80/80]%
Charge Rate
[80/80]%
Blast Radius
[60/80]%
Damage
[80/80]%
10-25% Damage (Flak Armoured Enemies)
4-10% Ranged Damage (Elites)
Warp Flurry

Warp Flurry

-8.5% Charge Time on Chained Secondary Attack. Stacks 3 times.

Transfer Peril

Transfer Peril

Quell 8% of your Peril on Weak Spot Hit.

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Curios

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Blessed Bullet
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Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+2-5% Health
+4-10% Revive Speed (Ally)
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Gilded Inquisitorial Rosette
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Gilded Inquisitorial Rosette
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+17-21% Max Health

+17-21% Max Health

+4-10% Revive Speed (Ally)
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Herald's Seal
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Herald's Seal
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+13-17% Toughness

+13-17% Toughness

+5-20% Damage Resistance (Snipers)
+5-20% Damage Resistance (Gunners)
+2-5% Toughness
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Talent Tree

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Description

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I'm sure this is not the best build out there, but it's something I enjoy playing and it can handle Auric Maelstroms, so whatever it is, it's not completely useless.

I would generally consider this to be a fairly all-round build, although it has some leanings as an anti-special build (mostly because Kinetic Flayer keeps exploding specials' heads, although the extremely long push distance of the Force Greatsword also means it can keep Bursters at a good distance).

To go through things in some kind of order:

~~~~~

The Equinox Mk IV Voidstrike Force Staff was chosen as the staff I get on best with; while the Inferno staff is doubtless the most popular psyker pick, it's short ranged and I don't really like short ranged weapons in games (particularly as I find Darktide's melee much more engaging).

I have however configured it with Transfer Peril and Warp Flurry, as this actually still makes it a pretty solid option for dealing with large groups if you can get the head hits (and can do so at very long distances if you're okay at leading targets). The choice of perks is to be able to bring things like Gunners into the range of being killed by a fully charged headshot.

The dump-stat is radius, because while that hurts its crowd control potential a little, maximising Warp Resistance and Quell Speed helps a huge amount with the uptime you can get on the staff (particularly in combination with the choice of blessings). This also somewhat improves the ability to use Scrier's Gaze with the staff (although with Warp Unbound, a viable option is to just use the overload immunity to spam bowling balls with maxed out Warp Rider ).

While it doesn't have quite the same power to pulp elites as the crit-centred Voidstrikes, I couldn't really find the room in the build to have many crit buffs, so that would end up pretty dependant on the vagaries of crit RNG - and as is, the Voidstrike still naturally has respectable damage against all armour types, so it's not actually bad in that respect (still entirely capable of knocking Crushers down with a head hit, which can buy a team-mate quite a lot of time).

~~~~~

The Covenant Mk VIII Blaze Force Greatsword was chosen because I prefer its more basic light attack pattern over the MK VI, I do like having an option for a heavy side swipe against hordes, and I think having the heavy stab as an option straight after a push attack is really useful as well - stagger enemy, poke them in the head really hard.

Deflector was picked as a decent utility blessing; there are times where you do just get caught in the open and being able to (briefly) have your own mobile cover helps a lot. Naturally, Kinetic Deflection helps get more out of this.

As the build is low on Crit synergy and is often trying to minimise Peril, Precognition was chosen as the other Blessing; this has reasonable uptime if you're dodging during a horde, and adds quite a lot to the effectiveness of the strikedown heavy blows of the sword (which will probably hit enemy heads).

Carapace damage helps with Mauler helmets (the most likely part of them your heavies will hit) and naturally Crushers too - particularly as the Greatsword has good Carapace damage already on heavies. Maniac damage puts Muties into one shot range (even if Kinetic Flayer is on cooldown), but Unyielding damage is also viable if you would prefer to finish off Bulwarks and Bosses faster.

Warp Resistance is chosen as the dumpstat because you're not using the Warp Slash that often, whereas the higher dodge distance and cheaper pushes of 80% Defence are valuable on a weapon that has relatively poor mobility and excellent pushes. 

However, Warp Resistance has still been maxed out at 60%, as it's a poor way to build peril for peril-maxing - the power of warp slashes is heavily dependent on their available charge level, and you want to be making your decisions about when to use them based on that, not your available Peril. And as you will often want to be able to use your Warp Slash without ending your Scrier's Gaze, you still want its peril cost to be as low as possible, but it's still generally more important to maximise Defences here.

~~~~~

Curio choice:

With Kinetic Deflection, the demand for Stamina isn't that high on this build (the 6 points it already has are generally sufficient), so I've opted for two toughness and one health curio. The Health Curio (particularly with an extra +5%) will when combined with Sniper Resistance and Immaterial Focus put Sniper hits just slightly under one wound of health, meaning it is theoretically possible to survive them when on one wound (and it does indeed occasionally save me during missions).

I know lots of people love Cooldown reduction on their curios, but with Psykinetic's Aura and Warp Unbound , there really isn't usually that long between Scrier's lingering effect ending and your ult being recharged again, so I've chosen to ignore it in favour of more toughness.

Revive Speed is however generally good. I've not completely maxed it out, because this is already fairly fast and with the very high amount of block on this build you can actually revive under quite a lot of pressure anyway.

If you wanted to, then you could look at swapping out some of the Gunner Resist, although this all comes down to exactly what you consider your primary nemesis (I'm not beyond the idea of bringing Bomber Resist at times...)

~~~~~

Blitz:

Brain Rupture is the classic Psyker blitz, and with its capacity to lock on to distant, obscured or fast moving targets it has a lot of value. Since Kinetic Flayer got buffed to only work on high-threat enemies (and always work on them while not on cooldown), it became a very formidable pick, particularly in combination with the Greatsword's Warp Slash, allowing it to hit specials who are behind walls or a light horde.

I'll also cover the Keystone choice of Empowered Psionics here too, as that naturally ties into the Blitz. While you have stacks available, this also buffs all Kinetic Flayer procs, putting some specials into one shot range. Overpowering Souls allows it to be chained rapidly to clear out groups of gunners or ragers.

Kinetic Resonance isn't a must pick here, but having a panic button for large numbers of elites can help.

Note that with Perilous Combustion , one trick is to manually head-pop an incoming elite in a horde, which will spread soulblaze to another nearby, trigger Kinetic Flayer on them, and now the horde has six soul blaze stacks on it immediately. (In many ways, it gives Brain Burst an area of effect).

~~~~~

 

Aura:

I know Seer's Presence is the most popular choice for the most part, but as already said, this build doesn't much need more ability cooldown than it already gets from Psykinetic's Aura, so I've gone for Kinetic Presence instead, which helps buff damage against a lot of higher threat enemies (and as the least picked Aura for psyker, is the least likely to overlap with another psyker on the team).

~~~~~

Ability:

Scrier's Gaze works excellently with the Force Greatsword and Precognition allows it to build up a lot faster (as well as pairing excellently with a number of other headshot buffs such as By Crack of Bone or Transfer Peril to help sustain the Gaze  longer, as well the toughness regen of Warp Expenditure). The horizontal slashes of the Covenant Mk VIII Blaze Force Greatsword work very well here for maximum numbers of heads hit.

Note also the Peril churn of By Crack of Bone and Transfer Peril allows Quietude to generate a heap of toughness while Gaze is active.

Warp Unbound is very helpful for letting you continue to use your powers after the ult runs out, while maximising the bonuses of Warp Rider and One with the Warp

It can be argued that there's  a bit of anti-synergy between By Crack of Bone and Warp Rider , in that Crack of Bone is constantly trying to quell the Peril that the others want, but at the same time, it also allows you to maximise your chance of kills (and thus quelling) as your Gaze is in danger of running out, so it's not inherently bad.

~~~~~

Stuff I haven't mentioned enough yet:

Vulnerable Minds - good damage bonus against high health enemies, not really much to say.

Lightning Speed - The Force Greatsword is quite slow, so any attack speed bonuses are great.

Warp Expenditure - Solid Melee toughness regen for when you don't want to have your Gaze up yet 

Soulstealer - Good toughness regen with a Warp Slash and for the Voidstrike Staff

Immaterial Focus - Mostly here to help bring Snipers and Bursters down to levels that can be survived on one wound, but all around 10% DR really isn't to be sniffed at regardless. The stun immunity is less relevant, but not entirely useless.

One with the Warp - You could swap this for Just a Dream , but Just a Dream has the risk of ending Scryer's early, and is also ineffective if you are maxed out on Peril. (Although you can also argue that One with the Warp doesn't protect you against health damage. It's an either-or, I suppose, see which is the better defence ability for you).

Perilous Combustion - Just generally allows damage you do to elites and specials to be spread around. A good high-power Warp Slash can often wipe out lighter elites in a mixed horde and put enough soulblaze stacks on the Ogryns to finish them off pretty fast.

Kinetic Deflection - Naturally useful when combined with Deflector, but also does a good job of letting you revive in the middle of enemies, as long as those enemies are using attacks that can be blocked. There's a bit of anti-synergy with Scrier's Gaze, as it means that blocking during a Gaze can end up ending it, but it's not generally terrible.

8 hours ago