Psyker
This weapon Blocks both Melee and Ranged attacks. Additionally, Block Cost is reduced by 22.5-30%.
12-24% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.
5-8% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.
Gain between 3.5-5% and 14-20% Critical Chance based on current level of peril.
Some general notes about I that I jotted down in a discord awhile back:I see a lot of people doing low charge right clicks with inferno but that's the wrong way to play it considering blaze away. You should be using your mobility during the charge to get a near full right click every time. Sprint slide during the charge and dodge slide during the blast, if needed.
Keeping high peril is crucial for this build due to the increased damage, increased crit and the rending above 75%. The crit giving you ranged dodge is imperative.
Say you are at high peril after your right click, do a quick quell maybe 0.75 seconds to take you down below roughly 82. Hold to get full charge, or at least a half charge if in the fray, and release. It will all be above the rending peril amount, then quick quell again and repeat. Make sure you are rotating to stagger everything during your stream and then use your mobility again to give you space for a full charge.If you hold sprint while charging your alt for around a half second to 1 second before sliding you will move about 2 meters. It's very strong. I don't see enough psykers using their mobility to the full extent while charging alt clicks. I have uploaded a video to show how to use the mobility in this build. Skip to the psykanium part at 1:30 to see this.
It's more difficult mechanically to play this way (high peril and full alt charges) it's incredibly beneficial and will severely increase your damage output and survivability.
You'll notice I don't take the 10% chance to quell peril on kill. That is a trap. You need high peril and the purgitas is so good at peril management you don't need the quell chance. When you get used to the cadence of attack and quell you won't even need to look at your peril amount anymore. The consistency of your peril amount from not having the random 10% quell helps make rotation reliable once you get used to it
You'll notice I also dip into CDR 5x in this build. Even if you aren't killing anything your bubble, provided it doesn't get popped, only has a 0.5 second non overlap timing. You could swap res speed for one more CDR to get rid of that but I think it's overkill. As long as one elite is killed then you have bubble overlap.
You'll also notice I use stam and 50% block resist (deflector + perk) with kinetic deflection. This is incredibly underrated in Havoc. The survivability it adds in crazy. I am the best target to tank demon hosts and I can even tank multiple bosses while being cornered. It's borderline OP. You shouldn't really be using your sword for anything but defense anyway. The straight heavy attack (heavy 2) will put crushers all the way on the ground if you head shot them but that should be your last resort. Your job is to zone out everything else but crushers and monsters, including ranged fire with the bubble, while your team deals with the crushers. Even if you think there are only crushers in front of the team I typically stay on the flamer given you can't see past the crushers and don't actually know whats behind them. Being reliable in keeping everything zoned out gives your teammates the space needed to deal with those crushers for you.
This is all in the context of Havoc 40. The roles and such really only apply there given roles are more set in havoc games because people hand pick the classes. This build is way too OP for auric. It gets boring down there.