Psyker
2.5-4% Bonus Critical Chance on Chained Hit. Stacks 5 times.
Enemy gains 1-4 Stacks of Soulblaze on Critical Hit.
3.5-5% Critical Chance on Weak Spot Hit until your next Critical Hit. Stacks 5 times.
1-4 Burn Stack(s) on Critical Hit to a maximum of 3-12 Stack(s).
Welcome to my first Darktide build guide.
I've been maining Psyker since launch, and have come back at various times to look for builds to try out. I've done a few of them with different Blitz abilities, but in the end, I've come back to Assail vs Brain Rupter and Smite together.
The reason? Assail helps fill a niche that Psykers, especially ones at a lower skill cap, will have some trouble with - mass shooting groups. Being able to open up assail to spam out all ten Psi-Blades to clear out a large swarm of Gunners, ranged unites, and a few poxwalkers has saved me several times over, even playing in Auric missions types.
This build revolves around you switching to the right tool for the job. I'd love to go into specifics for every single situation you may encounter out there, but lets face it; that is an impossible task. Instead I will give you the very basics for what I use each weapon for.
Melee: I have always utilized the Cleave-style force swords, and this is only reinforced since the Black Greatswords came out. Often times, for the much squishier psyker, it is being surrounded that will kill you most often. We do not have the instant toughness regeneration like the Vet or Zealot does, nor the brute force of the Ogryn. Having a good Blaze sword (In either form) will help with you getting out of close quarters situations.
Range: Your range weapon should be used to pick off priority targets from afar or clear our an approaching swarm when they are out of range of your Assail. The Sniper, Gunner, or even Reaper in the background of the bridge? Use your range to knock them down. I prefer the Recon Lasgun, but any gun aside from the Combat Shotgun will work. You may ask yourself "Why not use a staff?" The reason is simple - last of ADS (Aim down sight) and meaningful charged ranged options make it difficult to snipe those high Priority targets.
Assail: Use this anytime you are getting swarmed. I know I mentioned high concentration of Shooting units before, but this can also be applied when you are being pressured by overwhelming numbers of melee as well. It is a great tool against basically any unit not covered in Carapace Armor. Crushers, Maulers, and even the Scab Ragers may give you more of a headache.
Telekine Shield: This ability serves two purposes - to stop range units from immediately turning your group to swiss, and to help regain toughness. Drop this anytime you get put in a room that you need that extra breathing space from that squad of shotgunners walking menacingly towards you, or you are locking down a platform to clear fodder before dropping into the next phase of a map.
Why focus on Crit? Easy - Soulblaze for your melee attacks makes it so your Heavy Greatsword swings chunk down Crushers/Maulers/Bulwarks even quicker when you get a few lucky Soulblaze strikes. And because we are attacking consecutively our crit chance skyrockets. This will help keep those stacks up, and even when Horde clearing the Soulblazes that will pop up through the Horde will help clean out some numbers. Rending works the exact same way for Range - open up with your Lasgun and let the fire burn away the Heretic scum.
Again, this build heavily relies on good crit, and selecting the appropriate weapon for the situation you find yourself in. Don't be afraid to switch around weapons to find what works best for you, and you can never put too many Shields down to block out those pesky shooting squads of doom.
If you have any feedback, I'd love to hear from you!