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trauma and purgatus
positivewaves 8 months ago
 trauma and purgatus
 Psyker Build - Warhammer 40k: Darktide 

 trauma and purgatus
 Psyker Build - Warhammer 40k: Darktide 

Class

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Weapons

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Deimos Mk IV Blaze Force Sword
Transcendant
Deimos Mk IV Blaze Force Sword
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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 22.5-30%.

Uncanny Strike

Uncanny Strike

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

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Equinox Mk III Voidblast Force Staff
Transcendant
Equinox Mk III Voidblast Force Staff
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Increase Ranged Critical Strike Chance by 2-5%
10-25% Damage (Flak Armoured Enemies)
Blazing Spirit

Blazing Spirit

Enemy gains 1-4 Stacks of Soulblaze on Critical Hit.

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
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+1-4% Combat Ability Regeneration
+2-5% Health
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+1-4% Combat Ability Regeneration
+2-5% Health
+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
+2-5% Health
+2-5% Toughness
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Talents

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Description

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Trauma is the old name of voidblast. It's the name I remember so I'll keep using it. 

 

For purgatus the build is the same although you can safely switch to in fire reborn instead of psychic vampire. The staff is built with unyielding/flak and warp nexus/blaze away. 

 

The flow of the build is pretty simple. You use your staff's secondary attack to kill stuff and build peril, then shriek like mad whenever it is on cooldown. Damage from purgatus/trauma comes from spreading fire all over. Trauma's advantage is that it knocks over everything and you can spam it at your feet. Purgatus's advantage is that it can hit pretty much everything you can see (yes you can spin to win with it). 

 

Warp charges are solely for fueling shriek. Shriek does absolutely massive knockdown to an enormous area while also lighting everything on fire. The area impacted is a wide circle around you as well as everything in your view distance for as far as you can see in most maps. It will go through walls and ceilings which can be useful for knocking dogs off people who are on ledges that you can't reach to rescue them. 

 

You should endeavor to use shriek on cooldown if there is a decent selection of enemies and your peril is reasonably high. The damage the fire does is very strong when you are at high peril and it is absolutely worth it. You ideally want to be above 80% peril when you use it. It will save you from a peril explosion so you can also do what some people (including me) do and peril yourself before using it. 

 

Melee is a distinctly secondary element. You can hold heavy on the sword to stab a mutie in the face (it has one, the tiny weird looking thing in the middle of it) which will kill it. It also does nasty damage to carapace especially with the special. You can also push to knock down a lot of stuff. And I slapped deflector on there because imo purgatus and trauma both benefit from not taking chip damage from guns. 

 

Big thing to note is empyric resolve which can be tricky if you're newer. It nukes your toughness gain in return for less peril which lets you spam more fire. It's really good but it forces you to be more cautious in your play. If you find that hard to manage you can always swap to penetration of the soul which is bugged and doesn't do anything. 

 

The primary on trauma is the standard small ball which is good for dueling shooters. The primary on purgatus is a short range stagger which you can spam to quickly put fire on something while keeping it back. 

 

 

8 months ago