Use of this weapon increases a Psyker's Peril. The higher the Warp Resistance, the less Peril is generated with each attack.
Quell Speed
[80/80]%
Quell Speed:
0.7
[1.5 | 0.5]
Peril Decay:
0.76
[1.4 | 0.6]
Bonus to Quelling the wielder's Peril or Venting at the Weapon's Overcharge (as appropriate).
Charge Rate
[60/80]%
Charge Speed:
1.01
[1.26 | 0.84]
How fast the Charge Attack charges.
Critical Bonus
[80/80]%
Melee Critical Chance:
0.21
[0.05 | 0.25]
Melee Critical Chance:
0.21
[0.05 | 0.25]
Critical Damage vs Unarmoured:
0.32
[0.14 | 0.36]
Critical Damage vs Flak Armoured:
0.32
[0.14 | 0.36]
Critical Damage vs Maniac:
0.32
[0.14 | 0.36]
Critical Damage vs Carapace Armoured:
0.13
[0.05 | 0.15]
Critical Damage vs Infested:
0.32
[0.14 | 0.36]
Critical Damage vs Unarmoured:
0.24
[0 | 0.3]
Critical Damage vs Unyielding:
0.24
[0 | 0.3]
Critical Damage vs Maniac:
0.24
[0 | 0.3]
Critical Damage vs Infested:
0.24
[0 | 0.3]
Chance of landing a Critical Hit and how much damage it will do.
Damage
[80/80]%
Damage:
138
[90 | 150]
Damage:
1.65
[1.25 | 1.75]
Damage vs First Target:
660
[500 | 700]
How much damage the weapon inflicts.
10-25% Damage (Flak Armoured Enemies)
Increase Ranged Critical Strike Chance by 2-5%
Surge
2 Shots on Primary Critical Hit. +5% Ranged Crit Chance.
Warp Nexus
Gain between 5% and 20% Critical Chance based on current level of peril.
Curios
Blessed Bullet
Transcendant
+13-17% Toughness
+1-4% Combat Ability Regeneration
+2-5% Toughness
+4-10% Revive Speed (Ally)
Blessed Bullet
Transcendant
+13-17% Toughness
+1-4% Combat Ability Regeneration
+2-5% Toughness
+4-10% Revive Speed (Ally)
Blessed Bullet
Transcendant
+13-17% Toughness
+1-4% Combat Ability Regeneration
+2-5% Toughness
+4-10% Revive Speed (Ally)
Talent Tree
Patch
Depths of the Damned
Live
Darktide Missions Played with this Psyker Build
No Darktide missions have been linked to this build yet. Track your Darktide missions with the GamesLantern Tracker mod and link them to your own builds in the build editor.
My take on Ball Psyker - dump Charge Rate instead of Warp Resistance, as you want to be able to fire for as long as possible, and you'll rarely be using your secondary. Pop Scrier's Gaze with Warp Unbound and your Critical Chance skyrockets to obscene realms. You could probably get away with taking Seer's Presence or even Kinetic Presence with this as that extra 5% Critical Chance isn't super necessary. You could also put Maniacs on the Nomanus Mk VI Electrokinetic Force Staff, which you're taking due to its higher base Critical Chance. Did I mention Critical hits are the core of this build?