Table of Contents
Class
Weapons
Curios
Talent Tree
Description
Havoc 40 modifier -> Total Toughness = 120|| Total Health = 144
Defense: A- (High survivability)
[4 consistent sources of toughness generation]
[25% Toughness Damage Reduction at base]
[Increased Mobility from the Combat Ability]
[The Deflector Blessing makes fighting in melee safer into ragers and monsters]
Offense: B (Good coverage between Range and Melee engagements)
[Has good sniping capability on most Specials and Elites and is geared specifically to kill Gunners and Reapers]
[Monsters, Bulwarks and Crushers can be dealt with in melee pretty smoothly]
[Force Greatswords have good crowd control]
[The ability to fight Bosses is really good]
Difficulty: B (Fairly Easy to use)
[Input intensive but relatively safe to use due to being able to enter Scrier's Gaze back to back easily]
[The weapons requires accuracy to make good use of them]
[A decent chunk of the damage potential is locked behind the ability and the stacks that it provides]
Warp Siphon exists solely to make cycling Scrier's Gaze more smooth. 2 stacks can allow us to never fall out of the the Scrier state even if we overload early.
Wildfire is not necessary for anything we want to accomplish. In every situation we could benefit from Souldrinker in Havoc difficulty, Wildfire does not really add a whole lot of consistency to the cycling of toughness generation and crit chance from it.
The base damage from the staff will help kill most enemies at a decent pace in Havoc. Monsters, Crushers and Bulwarks will take a bit more effort to kill, but that's normal. You can poke at them with your secondary and engage them in melee as you see fit.
This is meant to be an introduction build for the Electrokinetic Staff that can comfortably get you through to the higher levels of Havoc without pushing too deeply into the damage aspect of the weapon. It supports a respectable amount of survivability options while not shirking too much on the offensive side. When firing off, you are practically immune to ranged attacks. When toughness is hit, you have a good enough toughness damage reduction (TDR) to help save you. There is also a constant drip-feed of toughness that keeps you topped off. The idea of this build is to have coverage enough to comfortably kill all enemy types while having enough defensive options to pad out your survivability. The melee choice is meant to help defend yourself in the inevitable melee encounters you will be faced with. For those that are looking for a bigger damage increase leaning farther into the staff's power, please consider looking over my other build that uses Disrupt Destiny.
~~~~Electrokinetic Staff Essentials~~~~
The Nomanus MK VI is a hybrid precision and crowd control weapon that primarily focuses on weakspot damage and critical hits meant to lead towards the efficient removal of key threats at a range. It's secondary focus is to open up bulky closer enemies allowing the team to easier deal with armor and rager lines. Though the crowd control aspect is a minor focus it does lean towards being a very useful tool that does respectable damage while stopping 2 enemies at a time.
There are two enemy types have a proportionately lower damage modifier against the staff attacks. Carapace and Unyielding are the priority for our coverage as enemies with this armour type can be problematic to aim past and in general can be very dangerous to be left alive.
ADM Values [Primary || Secondary]
Unyielding - 0.6 | 1.0
Carapace - 0.1 | 0.9
All other enemies take full damage from the Primary and Secondary attacks of the staff so it is completely okay to focus on spreading the coverage it has. There is a misconception that you should generally be looking away from these enemies when using the staff due to the attack damage modifiers, but after you try using this tree you will see that removing these threats is actually not hard in comparison to using other staves especially from a distance.
~~~Electrokinetic Staff Talents: Priority I~~~
- Disrupt Destiny [Keystone] - General Damage Buff + Movement Speed and Toughness Generation
[Builds up to 15 stacks for each highlighted kill]
[Stack Goal of 5/10/15]
+1% Damage per stack +5% / +10% / +15%
+2% Critical Damage per stack +10% / +20% / +30%
+2.5% Weakspot Damage per stack +12.5% / +25% / +37.5% - Lingering Influence [Keystone Upgrade] - Duration Increase
This is probably the safest bet in upgrades due to the how tight you are when it comes to flexibility. The extra duration makes it easy to maintain 15 stacks. - Perfectionism [Keystone Upgrade] - Increased Stack Count
This upgrade gives us the maximum damage output but can be difficult to keep at max stack. You should treat this as extra uptime for Disrupt Destiny with a varying upside in damage. This should be aimed for when not taking Perilous Combustion. [Stack Goal of 17/20/25] +17%/+20% /+25%
+34%/+40% /+50%
+42.5% /+50% /+62.5% - Cruel Fortune [Keystone Upgrade] - Increased Stack Generation
This upgrade if a necessary pick to keep the value of Perfectionism high.
- Scrier's Gaze [Combat Ability] - General Damage Buff + Damage Resistance and Toughness Generation
+10% Damage
+10% Weakspot Damage
+20% Critical Chance
+1% Damage per second that stack up to 30. This is active when outside of Scrier's Gaze - Reality Anchor [Combat Ability Upgrade] - Peril Generation and Quell Speed Buff
This is the better path out of the two if you are going for uptime in Scrier's Gaze. Generally you want a minimum of 8 stacks while in Scrier's Gaze but the ability to stay in this mode for longer provides more up time on damage and survivability. - Warp Unbound [Combat Ability Upgrade] - Peril Generation Buff
This talent point is a must take for the weapon as it allows you to continue blasting past 100% peril allowing you to ge the maximum benefits of Talents and Blessings that scale off of peril.
- Mettle [Talent] - Toughness Generation and Movement Speed Buff
Since we are focusing on critical hits, there is no reason not to go down this side of the tree. This talent point is a key factor in our survivability and a necessary pathing node to one of the major damage buffs any crit build wants. - Perfect Timing [Talent] - General Damage Buff
This is the follow up to Mettle and is an essential talent point in any crit build. This is a free 15% damage buff that you should never be passing up.
- Quietude [Talent] - Toughness Generation
This provides you a decent amount of flat toughness generation as you are playing with the staff or just sitting in Scrier's Gaze. Any way and any time you quell peril you will also generate toughness using this talent, this includes losing peril due to passively quelling in situations such as being entrenched and forced into melee. The extra up time and trickling of toughness is valuable and the fact that this talent does not require kills makes it very valuable.
- Brain Rupture [Blitz]
This blitz does absolutely nothing for us initially but the upgrade is why you'd want to take it. - Kinetic Flayer [Blitz Upgrade]
Periodically gives you a burst of damage that scales with general damage buffs and weakspot damage buffs. It counts as a weakspot hit and will gain bonuses from finesse as well as build up True Aim.
- Channeled Force [Talent] - Staff Damage Buff
[+10% Staff Secondary Attack Damage after using a Primary Attack]
[+20% Staff Primary Attack Damage after using a fully charged Secondary Attack]
This is the single most impactful talent for this staff in this section of the talent tree. When faced with crowds of armour you should naturally be relying on your secondary attack which will always have the bonus from spamming your primary. Also having an on demand buff for your primary makes this talent worth picking when you can.
Empyric Shock [Talent] - Warp Damage Debuff
Increases the warp damage taken by the enemy for each primary attack from your staff that they take
[ +1 (6%) / +2 (12%) / +3 (18%) / +4 (24%) / +5 (30%) ]
This is a must pick as it carries a lot of the damage for the staff. It's also the best talent to take while pathing downwards within the tree.- Empathic Evasion [Talent] - Evasion Buff
Since we are building around crits, this is just another talent worth taking due to the uptime it will have. The safter this talent provides is very valuable as it keeps you practically immune to ranged attacks as long as you are landing crits. With the low amount of defense talents this is just padding for our survivability.
- Psykinetic's Aura [Talent] - Cooldown Reduction
This is a talent you take 100% of the time as it is the single most valuable talent point on the entire tree for EVERY SINGLE BUILD.
- One with the Warp [Talent] - Toughness Damage Reduction and Toughness Damage Reduction Buff
This is toughness damage reduction that scales based on peril. It is a decent talent for what it provides especially since we should be sitting at 60% or higher for a majority of fights. Overall, if you want a safe pick for survivability this talent is the best pick for you.
- Just a Dream [Talent] - General Damage Reduction
This is the single highest value defensive talent in the tree. The issue that some may have with it is that it requires micro inputs to get value from it. As long as you are not at 97% peril or higher, you will get the full value on hits. This talent has the benefit of also working on health damage, not just toughness damage. The up time might not be the highest but it also works in conjunction with Quietude to generate some toughness when hit, padding your bar as you take damage.
- Warp Rider [Talent] - General Damage Buff
Gain damage as your peril increases
[0| 10 (2%) / 20 (4%) / 30 (6%) / 40 (8%) / 50 (10%) / 60 (12%) / 70 (14%) / 80 (16%) / 100 (20%)]
- Penetration of the Soul [Talent] - Warp Damage Buff
Gain rending on warp damage as your peril increases
[0| 10 (2%) / 20 (4%) / 30 (6%) / 40 (8%) / 50 (10%) / 60 (12%) / 70 (14%) / 80 (16%) / 100 (20%)]
at 50% Peril the Primary fire ADMs increase: Unyielding 0.7 (16.6% increase from base) and Carapace 0.2 (200% increase from base)
at 100% Peril the Primary fire ADMs increase: Unyielding 0.8 (33.2% increase from base) and Carapace 0.3 (300% increase from base)
~~~Electrokinetic Staff Talents: Priority II~~~
- Warp Siphon [Keystone] - General Damage Buff + Cooldown Reduction
Builds up to 4 stacks. Each stack provides 4% damage and 7.5% CDR on the next ability used. This is honestly the only point you need when going this Keystone. I only recommend this Keystone for newer players or those just trying out this staff as it is inferior to Disrupt Destiny and the damage output you get from that Keystone. The Electrokinetic Staff thrived off of damage and wants mostly talents that focus around said damage. Since you are using Scrier's Gaze with the weapon and that ability has a low cooldown half of Warp Siphon benefit is reduced in importance. - Warp Battery [Keystone Upgrade] - Increased Stack Count
This is the farthest you should go into this Keystone. You get a slight bit more damage while increasing your ability to loop Scrier's Gaze a bit more.
- Precognition [Combat Ability Upgrade] - General Damage Buff
+1% Finesse Damage per second that stack up to 30. This is active during Scrier's Gaze and during its lingering effect.
When going Warp Siphon this is an okay pick to squeeze out a bit more damage since you are missing a big chunk by going Warp Siphon.
- Soulstealer [Talent] - Toughness Generation
This is a priority 2 talent point as it only provides toughness on warp kills. This is not difficult but the difference between how and when you can get value between it and Quietude is big enough for it to be a lower priority. If you perfer this over Quietude you may take it, they both have great value.
- Perilous Combustion [Talent] - Additional Damage Payoff
Enables the use of Soulblaze. Soulblaze in this kit is used to whittle enemies down after a Special or Elite kill. This is important because of how Kinetic Flayer works. The two will work off of each other picking up some extra kills and possible stacks for Disrupt Destiny. This is only a secondary priority because you will eventually run into builds that want the ownership over Soulblaze. Do not combat them as you do not necessarily need this talent, it just has a nice, yet niche synergy that we can benefit from.
- Souldrinker [Talent] - Minor DPS Buff + Toughness Generation
[+5% Crit chance and 3% toughness generated per second for 5 seconds after killing an enemy affected by Soulblaze]
The 5% crit chance is neither bad though also not necessary. Since a majority of the weapon's damage is locked behind it's crit taking this gives you a decently sized increase in damage over the course of a run. You generally need Perilous Combustion to use it, but also having a Soulblaze user on the team enables this talent.
- Immaterial Focus [Talent] - Damage Reduction and Stagger Resistance
Having and active 10% damage reduction is nice as it works on both toughness and health damage, but it is somewhat less effective than the bonuses you get from both One with the Warp and Just a Dream. The Stagger resistance while at critical peril is acceptionally good. My recommendation when taking this talent is to pair it with one of the other 2 mentioned.
- Anticipation [Talent] - Evasion Buff
The extra dodge and increased in i-frames makes this a decent pick for extra survivability. It both provides survivability and maneuverability while also enabling the use of dodge blessings to be easier
True Aim [Talent] - Minor DPS Buff
This talent just helps our crit rate be a bit higher after landing a few weakspot hits. It is more effective than you think when averaging between 58.5% crit chance to 73.5% crit chance, It's a better pick in comparison to Kinetic Deflection on an Electrokinetic Staff build since you will not be utilizing blocks very often.- Seer's Presence [Aura] - Cooldown Reduction
This is overall the best Aura in the talent tree and has the benefit of allowing Scrier's Gaze transitions easier in the events you cannot quite loop the ability. Having your team all be able to use more combat abilities is just extremely valuable as well. If their is another Psyker in the team you can choose either of the other 2 Auras.
- Solidity [Talent] - Quell Speed Buff
This talent is amazing for helping you stay in Scrier's Gaze, especially when not using the Reality Anchor upgrade. The Quell speed combating the peril generation also gives extra value to Quietude increasing your survivability by allowing faster toughness generation and mroe uptime in your combat ability.
~~~Electrokinetic Staff Talents: Priority III~~~
- Warp Speed [Combat Ability Upgrade] - Movement Speed Buff
This upgrade is only ever necessary when using the Force Greatsword with the Electrokinetic Staff in my opinion. The main reason being that use 2 slow weapons is painful and dangerous in higher difficulties and it will generally make things run smoothly if you can avoid damage easier.
Prescience [Aura] - Minor DPS Buff for the Team
[+5% Crit chance for you and allies in coherency]
Similar to Souldrinker, this is neither bad nor necessary and leads to a minor increase in DPS for the entire team. Both can be taken to make the increase in damage output respectable but alone each are a bit underwhelming. When you move over to Disrupt Destiny the points will get a bit more scarce and you'll want to drop this.
This is the one weapon where focusing heavier on crit past 50% actually does benefit it though and when not taking Disrupt Destiny this aura will help fill in the gap difference in damage. You should view it this way: each missed crit is half damage. Given the Cooldown for Scrier's Gaze, you won't be missing the 10% Cooldown Reduction from Seer's Presence too much in comparison to the damage you'd be missing otherwise.
Given that you are sitting at a base 38.5% crit without this or Souldrinker, you only need to hover around 40% or higher Peril to break 50% crit chance outside of Scrier's Gaze.
Past these talents I do not recommend taking anything else if you are building for this weapon as most of them have much lower impact when using the weapon and subtract from the already prevalent scarcity in choice you have when building for it.