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Swordsmaster Psyker [Greatsword|Assail|Scrier's Gaze|Disrupt Destiny]
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 Swordsmaster Psyker [Greatsword|Assail|Scrier's Gaze|Disrupt Destiny]
 Psyker Build - Warhammer 40k: Darktide 

 Swordsmaster Psyker [Greatsword|Assail|Scrier's Gaze|Disrupt Destiny]
 Psyker Build - Warhammer 40k: Darktide 

By Lanto

Class

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Weapons

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Covenant Mk VIII Blaze Force Greatsword
Transcendant
Covenant Mk VIII Blaze Force Greatsword
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Warp Resistance
[60/80]%
Cleave Damage
[80/80]%
Finesse
[80/80]%
Defences
[80/80]%
Damage
[80/80]%
10-25% Damage (Flak Armoured Enemies)
2-5% Melee Critical Hit Chance
Unstable Power

Unstable Power

Up to +5% Strength, scaling with Peril.

Shred

Shred

+4% Bonus Critical Chance on Chained Hit. Stacks 5 times.

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Zarona Mk IIa Quickdraw Stub Revolver
Transcendant
Zarona Mk IIa Quickdraw Stub Revolver
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Penetration
[80/80]%
Reload Speed
[60/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Mobility
[80/80]%
10-25% Damage (Unyielding Enemies)
Increase Ranged Critical Strike Chance by 2-5%
Hand-Cannon

Hand-Cannon

+60% Rending on Critical Hit.

Surgical

Surgical

+10% Critical Chance for every 0.3 second while aiming. Stacks 10 times. Discharges all stacks upon firing.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+6-12% Stamina Regeneration
6-15% Sprint 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

+6-12% Stamina Regeneration
6-15% Sprint Efficiency
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+1-3 Max Stamina

+1-3 Max Stamina

+6-12% Stamina Regeneration
6-15% Sprint Efficiency
+5-20% Damage Resistance (Gunners)
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This build was last updated before the Bound by Duty patch, the talent tree may be incorrect or broken.

Talent Tree

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Description

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Specialized in a use of a Blaze Greatsword, this psyker puts the pedal to the metal and pumps all the warp juice it can master to bring out the maximum potential of the weapon through synergy and raw power. This is no meta, and it's not suitable for Havoc, but you'd be surprised with the numbers it puts out.

-Curios:
Toughness, toughness, stamina and stamina regen are pretty much mandatory. Anything else is up to you, and I would suggest either +toughness or ability cooldown reduction instead of running efficiency. The RF makes it easier to kite hordes or reposition, however. While Gunner res makes it possibly to facetank groups of gunners while the crits keep flowing.

-Force Greatsword:
Strength is the important blessing here. Shred (or alternatively Riposte), helps with crits, and the the more we crit, the more we get out of disrupt destiny and Mettle perk. I never felt a need in more cleave between these two and how easy it is to keep up a high peril for warp splitting with assail. More on that below.

-Some tips: your force push has a range of 9 meters - help your brothers out or knock some gunners or soecials on their ass when needed. The follow up stab is a high damage attack that can oneshot mutants on headshot - dodgeslide back to get some space to prepare it, or slide toward them for a warm welcome.

Consider mixing in light/light/initial block push (not force push) gor safety. Also, your block is very srong - pick your lads up.

-Ranged weapon: Optional. High mobility priority.
I chose stab revolver due to its speed and ability to delete specials that is only limited by your chamber size and how fast you can point it at them. It allows you to move quick in general, and to get some burst of acceleration by swapping out of sword's lumbering swings which would otherwise tie you down. Being able to two-shot reapers or effectively kill crushers is a bonus. You can use Bolt Pistol or even Auto Pistol instead - what matters is the mobility you get out of them.
-On synergy: With warp splitting cleave talent while at 55% peril your Mk IIa revolver is able to kill a gunner through a mauler, as long as you are not shooting the mauler's carapace head.

-Ability: Scrier's Gaze. You kill even harder.
Wrap speed is optional, I just like going full ninja; More damage, faster clear time, more toughness generation from crits and peril, fuels the peril-based talents and blessings, better crits Basically a multiplier for Disrupt Destiny effects. But that's not all, and there's the kicker: with the final node - wrap unbound, you can throw all your assail darts out while at 100%, and you will not get overloaded. So mag dump with your wizard knives after going ham on enemy with a sword to all your heart's content, or activate it for a burst of ranged damage otherwise.

-Blitz - Assail: There's a lot to elaborate on here for such a seemingly simple ability. I've heard takes that read as "taking assail means that you main assail" - those are dead wrong. Assail is your best friend when it comes to fueling your peril, killing pesky shooters, and adding even more damage into the mix by throwing the darts mid when moving from one enemy to another. 
The swap is fast enough for you to throw a dart and deliver a strike with a greatsword's unique weapon swap animation before it even hits its first target. Just learn to watch you peril and never throw when at 100, lest you are using a Scrier's gaze.
-On synergy: Assail is affected by the peril cleave from Warp Splitting. Malefic Momentum kills REFRESH the duration of the stacks, so if you use swap between sword and assail enough to keep that peril topped-up, you also get another 20% damage from a talent all around. Also mag dumping with Scrier's as mentioned above. It is also an easy source of crits, and thus movement speed and toughness gains from Mettle perk.

-Keystone: Disrupt destiny. 
From my experience cruel fortune is unnecessary. on higher levels the heretic density is high enough to keep your 10 second stacks maxed out with how many options you have to kill the targeted enemies. 


Reap and tear. Don't blow yourself up.

1 year ago