Psyker
12.5-20% Critical Chance for 6s on successful Dodge.
Up to 14-20% Strength, scaling with Peril.
-8.5--5.5% Charge Time on Chained Secondary Attack. Stacks 3 times.
Gain between 3.5-5% and 14-20% Critical Chance based on current level of peril.
My favorite build for my favorite class. May change up a couple of things from time to time. I've done my best to build something that doesn't feel particularly weak or useless against any enemy, threat, or situation. You can constantly be doing damage and taking out threats, while keeping yourself and your team alive in the process.
v2.11
- Melee weapon (blessings): removed Shred; added Riposte
- Renamed build from "Aura's Warwitch" to "Aura's Spell Twister"
v2.10
- Curios (blessings): removed Max Toughness x1; added Max Health x1
- Melee weapon (perks): removed Critical Chance; added Maniac Damage
v2.9
- Melee weapon (perks): removed Maniac Damage; added Critical Chace
- Melee weapon (blessings): removed Wrath; added Shred
v2.8
- Talents: removed Ethereal Shards; added Warp Splitting
- Melee weapon (perks): removed Carapace Damage; added Maniac Damage
- Ranged weapon (perks): removed Critical Chance; added Flak Damage
v2.7
- Melee weapon (perks): removed Maniac Damage; added Carapace Damage
- Ranged weapon (perks): removed Carapace Damage; added Unyielding Damage
v2.6
- Talents: removed Warp Splitting; added Psychic Vampire
v2.5
My beloved calls for even more damage.
- Melee weapon (blessings): removed Deflector; added Unstable Power - Ranged weapon (perks): removed Unyielding Damage; added Critical Chance
v2.4
I've gone full circle on the damage perks lol.
- Melee weapon (perks): removed Unyielding Damage; added Maniac Damage
- Melee weapon (blessings): removed Shred; added Wrath
- Ranged weapon (perks): removed Flak Damage; added Unyielding Damage
v2.3
More crits to feed Mettle, Perfect Timing, and damage in general. With Warp Siphon and Curio perks you're still getting Telekine Shield often enough even without Seer's Presence, and you can still get some extra cleave from Warp Splitting if you need it. Also switched around the damage perks a bit, as I often find myself fighting Unyielding enemies with melee anyways (e.g. for melee and weakspot damage boosts against Plague Ogryn), and sending Crusher back to the Warp faster.
- Talents: removed Seer's Presence; added Prescience
- Melee weapon (perks): removed Maniac Damage; added Unyielding Damage
- Ranged weapon (perks): removed Unyielding Damage; added Carapace Damage
v2.2
Walked back on the damage perk change. I think each of these damage perks are valid, it just depends on what you find yourself needing dead faster. Maniac for Mutant and Dreg Rager, Carapace for Crusher and Scab Mauler (and Karnak twins), or Unyielding for Monstrosities, Reaper, Bulwark. I am liking Wrath, as the possible +200% Cleave feels better for taking out dense hordes, even considering it can be annoying to keep the stacks active for more sparse hordes and with the lost Damage and Stagger from Unstable Power. I think putting the stats in Defences is probably better, though I don't really notice the difference much.
v2.1
Reevaluating the role of the Covenant Mk VI Blaze Force Greatsword a little bit. Might still try a couple things and see what feels best.
- Melee weapon (stats): Defences (60% -> 80%), Warp Resistance (80% -> 60%)
- Melee weapon (blessings): removed Unstable Power; added Wrath
v2.0
Played around with a few things. More Telekine Shield up-time seems more useful than slightly more Assail uses/damage. Damage boost against Flak seems better because its the base armor type for Dreg Gunner, Dreg Shotgunner, Moebian 21st, Scab Bomber, Scab Bruiser, Scab Captain, Scab Gunner, Scab Mauler, Scab Shooter, Scab Shotgunner, Scab Stalker, whereas Carapace is effectively just for Crusher and Scab Rager as far as shock staff is concerned.
- Talents: removed Toughness Boost, Empowered Psionics, Overpowering Souls; added Toughness Boost, Warp Siphon, Empyrean Empowerment
- Curios (perks): removed Max Health x1; added Stamina Regen x1
- Ranged weapon (perks): removed Carapace Damage; added Flak Damage
v1.1
Changed from Stamina focused blocking to Peril focused blocking by swapping out what I thought were the 2 weakest perks to unlock Kinetic Deflection. This gives you a very high block time (with some carefully timed staff quelling) for bad situations like being caught in the open against gunner fire or ragers or being able to take boss aggro to give a better boss-DPS teammate the opening to take it down. With Peril blocking Stamina is less important, only used for sprinting and pushing, so I swapped out the Stamina Curio for a Health (and Corruption + Gunner Resist) Curio for better all around survivability.
- Talents: removed Battle Meditation, Charged Up; added Critical Change Boost, Kinetic Deflection
- Curios (blessings): removed Max Stamina x1; added Max Health x1
- Curios (perks): removed Max Toughness x1, Stamina Regen x1; added Corruption Resist x1, Gunner Resist x1
v1.0
- Added build