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Warp Fire Warden - Auric Psyker (Guided)
KuroHei 6 months ago
 Warp Fire Warden - Auric Psyker (Guided)
 Psyker Build - Warhammer 40k: Darktide 

 Warp Fire Warden - Auric Psyker (Guided)
 Psyker Build - Warhammer 40k: Darktide 

Allrounder

Weapons

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Maccabian Mk IV Duelling Sword
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Maccabian Mk IV Duelling Sword
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10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Maniacs)
Uncanny Strike

Uncanny Strike

12-24% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.

Thrust

Thrust

Up to 5-20% Strength based on the charge time of your heavy attacks. Stacks 3 times.

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Rifthaven Mk II Inferno Force Staff
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Rifthaven Mk II Inferno Force Staff
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10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Blaze Away

Blaze Away

5-8% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.

Warp Nexus

Warp Nexus

Gain between 3.5-5% and 14-20% Critical Chance based on current level of peril.

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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

+1-4% Combat Ability Regeneration
+6-12% Block Efficiency
+5-20% Damage Resistance (Bombers)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+6-12% Block Efficiency
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+6-12% Block Efficiency
+5-20% Damage Resistance (Gunners)
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Talents

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Description

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[Description is a work in progress]

 

  This is a well rounded build aimed at people who are either struggling at psyker in higher levels or want a fun Inferno Staff build. The Build has full coverage -- Wave Clear, Special/Elite killing, Decent Damage, and a lot of Toughness Generation. The goal is to be completely self-reliant when it comes to threats, mostly for when the group messes up and you have to clutch out a bit, or get back to the team.

   

 

   This IS an Inferno Staff build but I feel like this statement is needed: Perilous Combustion and Wildfire ARE NOT NEEDED. Those 2 talents are better used as support on other staff builds that want to spread soulflame for Warp Siphon stacks via In Fire Reborn or to inflate damage numbers on scoreboards. You can already get Warp Siphon charges in the same manner without those 2 talents and they don't add enough damage for me to consider gimping ranged viability and some defense for them. We are leaning into crit to pad out some of our damage -- so it's worthwhile getting the crit talents. Charge speed would be nice, and I really like the brittleness of Penetrating Flames but Warp Nexus and Blaze Away is just too much free damage to ignore. It is overall the most dps I think, and it is possibly the best choice for Monsters. Bonus Flak Damage on this staff is a must as all the tankier chaff and specials that the staff can deal with in a fashionable manner. All Flak Armour Enemies: Renegade Ragers, Maulers, and all other Scab Infantry/Specials really warrant taking this perk.

 

  For the Duelling Sword MK4 we take Uncanny Strikes + Thrust specifically for Crusher, Mauler and Rager Killing. I like this combo because you can kite while being chased and charging thrust, instead of needing repeated strikes with Relentless Strikes.

 

   Together the weapons basically cover everything you would need for Melee ranged encounters. You will often find that you aren't required to swap often to your Duelling Sword. The one thing you might struggle with while using the Inferno Staff is Ranged Chaff, Specials and Elites. For ranged threats we have both Assail and Telekine Dome. Assail can pick off Snipers in 1 targeted strike and specials in about 2 while also amping our peril for our staff, and the Dome is just a safety net against them all together. While in melee just drop a dome and be carefree about ranged enemies until you have space to deal with them.

 

   Most other things are self-explanatory:  We really want toughness!

Soulstealer + Souldrinker + Quietude + Warp Expenditure + Mettle = All the Toughness Generation we will ever need/want, and we can get more from Telekine Dome. There will be moments when your toughness goes from 0-100 with the all of these working together.

One with the Warp is just passive Toughness Damage Reduction.

Warp Rider is just passive Damage which you can play around along with Penetration of the Soul.

Kinetic Deflection paired with Warp Expenditure provides both good defence and a small amount of toughness generation for sticky situations.

And lastly Mind in Motion is just nice movement while quelling, you can swap that out for Malefic Momentum but you do not melee often so you won't get much value from that talent.

 

   In my time playing Auric as a Psyker I have learned that damage is not everything in this game. Defense matters just as much if not more especially because you can't do damage if you are down or dead. Hopefully this set up can help ease newer and existing players into Damnation and Auric difficulties. I want this to be a stepping stone build guide that helps more players break into harder content. Past this i will be making another guide for the Surge/Electrokinetic Staff for more hardcore gameplay.

6 months ago