Table of Contents
Psyker Build - Warhammer 40k: Darktide
Void Ward
Psyker Build - Warhammer 40k: Darktide
Class
Weapons
Curios
Talent Tree
Description
While technically a hybrid build.. it's also technically a tank build.. or the closest thing to a tank build that Psyker will ever have.. I find this build is extremely tough.. it's easily the most resilient setup you can have as Psyker.. you're resilient enough to get away with a lot if needed but you can handle anything. you have smite flashing for safety vs specials and elite/mix groups.. you have debuff to make this build really sing.. rending shockwave does NUMBERS with FGS.. like you will shit on crusher packs so fast.. pop 2 debuffs and just start double swipe drop down combo'ing them all into submission or push spam poke them to kill them faster.. you have FGS for monsters.. in this build you basically have the survival to more safely deal the damage you want to do.. after all, safer means you have the freedom to play more loose.. you have max block, stam regen and a good stam pool to get you out of ANYTHING whilst also having enough ranged output to handle ranged encounters so that you can survive to dominate the melee encounters.. I really enjoy playing this build a lot but sadly it's a team build so not really something we would bring to duo's or solos.. but boy does it excel in teamplay.. I mean.. I have solo'd in this build.. it's a tough as fuck build.. but like there are better solo/duo builds is all I'm saying. It's easily the most versatile hybrid build because armour debuff + FGS means any enemy situation is handled.. the mark 8 FGS has some serious advantages over the mark 6.. I only run the mark 8 in two hybrid builds out of ten(Plague Sword and this build).. because these builds can really make use of it's different style.. for one the mark 8 FGS has a really cool sprinting back hand side sweep.. what this is good for.. basically you can zip into a mix group and pop it and since it's not a cleave attack(it's actually a relentless attack and the breakdown says nothing about it but it's been hashed out in the data).. so it will stagger really well making it a great opener or hitting specials with it when you are zipping around.. and the push attack is great for anti armour blast spam. you knock em all down and push attack poke spam into their faces(this poke does the exact same damage as the power attack follow up after warp shock slash on the mark 6.. Also easy sweep horde clear is what this does well and that is a good thing for this hybrid build.. and being able to just double drop down heavy when needed is also nice.. and the drop/sweep combo is fucking amazing for mixed groups.. it's a weird upper cut sweep that it's borderline relentless because it's the one swing in the combo that has good stagger and then it follows up with a quick drop down..
There is one issue I do have with this build though.. and it's that it is so much safer than other setups.. like you will feel it quite a bit.. and so since it's a hybrid build.. it really does encourage sloppy behaviour because you can get a way with a lot more.. which is not something you want to get into the habit of as a Psyker player lol.
Final notes:
Just a dream is a super underrated node.. I really wish it was worth taking in more builds and by that I mean.. I wish more builds could afford the point investment in the defensive talents because Just a dream is amazing.. I've heard a lot of dumb takes on it.. "it's not worth it.. it's only 25% damage reduction and you shouldn't be taking damage as psyker" .. "not worth the point just don't get hit".. "it's just a gimmick node.. you will redline from damage in one hit and then it's useless"(this is the dumbest one I heard as if peril resistance doesn't exist.. do most psyker morons in this community not take any peril resistance nodes?).. like this game is a cheese fest now.. you will get hit.. I don't care how god like you are.. or if you play at 1000fps with 19 year old cracked reflexes and god mode aim.. you will get hit.. what people don't realize is that if you can afford to invest in all the defensive talents.. you are an actual battle wizard.. i can shrug off a lot in this build.. because damage reduction affects toughness first in the calculation and here's the big one.. so if you add up all the reductions in this build after diminishing returns.. you are sitting with a pretty sustained 70% toughness damage reduction(95% raw before DR, they are different types so a bunch actually stack).. so 70% toughness damage reduction.. on a class that generates insane amounts of toughness.. and after toughness drops.. THIS IS WHERE, just a dream is better than people think..
you see in most class. you have damage reduction calculations.. they don't stack the way people think they do.. you end up with less that what it should be after you add them all up.. so for example.. say we're taking 100 damage.. now with a class that has say 25% damage reduction.. we're looking at taking 75.. now.. with psyker.. we have 10% and then this "gimmick node" as i've seen it called. well with the 10% of actual "real" damage reduction.. we're set to take 90 damage.. BUT with just a dream 25% of that goes to peril instead and what's nice about that is that because it's a different type of damage reduction.. it doesn't suffer from DR.. so 67 damage taken.. that is enough to stop one taps if you're full health wihtout a health curio investment.. seems pretty worth it to me.. anyways some of the worst DR is when it's only two talents adding up to a value.. they don't add up with eachother and often aren't worth stacking.. like on ogryn i think you can get 122.5% total damage reduction..
but when it's all said and done after calculations.. the best it ever gets is 46.2% situationally(from 102.5%)(because one is 20% on ranged for like a stupid 2.5seconds.. so it's actually basically 100% is what you can get if you grabbed all the reduction talents and actually tried to use them simutaneously.. which is basically impossible and would never happen but anyways) but even if you managed to make all those stacks of damage reduction work.. they would get hit with massive DR(diminishing returns).. the more reductions added the bigger penalty you are hit with.. because non of those things stack well.. basically if your damage reduction comes from many sources.. you're lucky if you end up seeing even half of it.. Vermintide 2 had the same math.. zealot and unchained could hit insane damage reduction with talents + gear and it would get cut down to a fraction of it because of diminishing returns.. zealot had like 4 or 5 and you could hit situationally 90% or something but it only ended up ever being actually 55% or something which was annoying.. but i get it.. 90% after being hit would be OP as fuck on a class that gets stronger from taking damage and that generates insane temp health lol.. anyways.. often it's worse when it's only 2 stacks or many like 4 or 5.. generally the calculation is better when it's in the middle.. like 3.. i dunno why.. that's just how the math works in darktide and vermintide. with ogryn you really only want to stack 3 and not try for them all from what I saw on the chart.. but with Psyker it's two different kinds so they completely stack without DR.. so it's a flat 10% and then 25% after that, which is great.. when you combine all the toughness resilience, regen, damage reduction, infini block and deflection.. this makes you incredibly resilient when all combined.. which i've found is insanely good in clutch situations..
also what's even better is that the damage reduction is affected by peril resistance, which means that if like in this build you have good peril resistance.. you aren't just redlined from taking damage.. which means you get good value out of it.. should you get hit more than once.. you can feel it.. i've had games where i played really wreckless and stupid because i could.. and there was a couple times where I took it too far and ..yeah I should of been on the floor.. like in any other build I would of been dead three times over.. but guess what.. all of that barely took me to half health.. because of all the mitigation that syncs accross the board.. there was one point where I should of just died.. I didn't see the clown car cluster of gunners until the last second.. which would not of been enough time to ramp up a crit and go immune.. the AI had me dead to rights but i just blocked and dodged to cover(deflection massively saved me).. this build lets you get away with a lot as long as you use all your tools.. and this build has A LOT of tools.