Refreshed Dodge Efficiency on Weak Spot Hit. {melee_weakspot_damage} Melee Weakspot Damage.
12-24% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.
Enemy gains 1-4 Stacks of Soulblaze on Critical Hit.
Gain between 3.5-5% and 14-20% Critical Chance based on current level of peril.
Infernal Gaze I Psyker I Voidblast Force Staff I Scrier's Gaze I Auric
The concept of this build is to rack up your Crit Chance % and spread Soulblaze as far as the Scrier's eye can see. A lot of the talent perks are totally optional and can be moved around.
PLAYSTYLE
- Activate Scrier's Gaze and use your staff's Secondary attack to delete hordes & kill/stagger packs of ragers, maulers, crushers, and nurgle-baddies that you don't want to deal with. Use your primary attack and melee weapon to deal with everyone else, or just spam boom-boom, you do you.
PERIL'S OF THE WARP
- You can continue spamming your warps attacks even after you have hit the 100% PERIL limit with Scrier's Gaze. I was able to consistently make 5 consecutive fully charged Secondary attacks after hitting 100%. On either the 6th or the 7th attack (it varied) my psyker would succumb to the Peril's of the Warp, so I recommend stopping after a fifth attack and letting your peril cool down. I recommend testing it out in the Meat Grinder if you want to see how long that window is for yourself.
OPTIONAL WEAPON
- The melee weapon that you use is completely up to you. I recommend something that can quickly deal with charging Mutants and something that gives you a lot of mobility.
OTHER PERKS
- METTLE - Critical Hits replenish 5% Toughness. Also grants +5% Movement Speed for 4s. Stacks 3 times. (This perk does not trigger on the Trauma Staff's explosive Secondary Attack. For this reason I do not recommend this perk).
- SOULDRINKER - Killing an Enemy with Soulblaze restores 5% Toughness and grants 5% Critical Hit Chance for 5s. (I've played with this perk and it does work on this build. If you want to move around some points to get Souldrinker then I say go for it!).
- KINETIC FLAYER - All Attacks against Specials, Elites and Monstrosities, have a 10% chance on Hit to Brain Rupture the target. This cannot occur while at critical Peril, and has a cooldown of 15s. (I like this perk. It's not on the build but if you want to put it on the build then I appreciate you. This perk pops off for free (potentially) every 15 seconds. If a game is 25 minutes long, that's up to 100 free head bursts. If 20% of you game is just a running simulator with no combat then we can say that's only ~80 free head bursts, but I still think that's good. HIGHLY RECOMMENDED).
- SMITE & LIGHTNING STORM - You can drop Brain Rupture and Kinetic Resonance / Kinetic Flayer for Smite and this build works just fine. You do give up a ranged option to take out snipers and deal decent simple damage to Monstrosities, but Smite is Smite. It's good and whatever. You do you.
CURIOS
Those are my curios but feel free to use whatever. In fact, sometimes I switch out a Toughness curio for another Stamina Curio, so really, do what feels good. If your a Martyrdom Wound Psyker then by all means rock on. I will be judging you though.
Have fun and good hunting!