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ADHD Psyker - Havoc 40
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 ADHD Psyker - Havoc 40
 Psyker Build - Warhammer 40k: Darktide 

 ADHD Psyker - Havoc 40
 Psyker Build - Warhammer 40k: Darktide 

By Evil67

Class

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Weapons

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Catachan Mk VI Combat Blade
Transcendant
Catachan Mk VI Combat Blade
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Penetration
[80/80]%
First Target
[80/80]%
Finesse
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Carapace Armoured Enemies)
2-5% Melee Critical Hit Chance
Uncanny Strike

Uncanny Strike

Hitting an enemy's weakspot applies 8 stacks of 2.5% Brittleness. Duration 5 seconds. 16 max stacks.

Flesh Tearer

Flesh Tearer

8 Bleed Stacks on Critical Hit.

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Vraks Mk V Infantry Autogun
Transcendant
Vraks Mk V Infantry Autogun
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Ammo
[60/80]%
Stopping Power
[80/80]%
Stability
[80/80]%
Damage
[80/80]%
Mobility
[80/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Dumdum

Dumdum

+6% Close Range damage on Repeated Hit. Stacks 5 times.

Stripped Down

Stripped Down

Gain Ranged Attack Immunity while sprinting with over 50% Stamina.

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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
+2-5% Toughness
+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
+2-5% Toughness
+4-10% Revive Speed (Ally)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+6-12% Stamina Regeneration
+2-5% Toughness
+1-4% Combat Ability Regeneration
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Talent Tree

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Description

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This psyker is well-rounded and designed to handle every situation

Pros:
- Great mobility (main defense)
- Somewhat tanky (142 toughness)
- Great horde and special clear
- Supportive (when using smite properly - more on this later)
- Good range
- Melt fleshy bosses quick

Cons:
- Not great at dealing with armor hordes solo
- Okay-ish clutch potential
- Can get overwhelmed up close (good positioning is required)

Difficulty: 4/5
Damage: 4/5
Horde clear: 5/5
Armor horde: 4/5 (solo: 3/5, with team: 4/5)
Single target: 4/5
Armored enemies: 4/5
Clutch potential: 4/5

This build has the freedom to engage pretty much any target/situation and I find it works very well in a supportive role. You have all the tools to maintain an overview of what's going on while assisting your team.

The little details:
Combat knife (MK VI):
Will kill any smaller enemy with 1 push stab to the head. 
Push stab is a very fast heavy attack that can be chained continually. It does drain a ton of stamina, thus we have 3x stamina regen on curios. This ensure that you can keep push-stabbing at a fast pace, even when you run out of stamina (some timing is required so that you stab as soon as you see the stamina starting to refill). The fast stamina regen also helps when blocking while being pushed up against a wall/surrounded.
Although mobility is a hallmark of this build, sacrificing mobility on the combat knife only makes for a negligible loss of move speed, and the other stats are simply indispensable.
- Uncanny strike is for crushers/maulers
- Flesh tearer is for extra damage against bosses/heavy armor.

Infantry autogun (MK V):
This thing shreds meaty bosses, has good enough accuracy to deal with snipers far away and the effective range of the DumDum blessing is actually quite large/far. The stripped down blessing enables you to move freely across the battlefield and zoom from special to special.
It's a quick way to deal with ragers, delete captain shields, or a panic button when enemies get too close. It's main weakness is heavily armored enemies - Use the combat knife for that.
Dump stat is ammo, as the difference from 60/80 to 80/80 is miniscule (rough guess: 30 bullets and 3 extra per mag) and 80/80 mobility gives you similar movespeed to combat knife, giving you predictable and similar move speed on your primary and secondary.

Peril:
Your peril will dissipate slowly, and while you're at high peril you gain attack damage, cleave and increased toughness damage resistance.
You'll want to decide based on each situation what makes the most sense. Are you about to smite or engage in melee/ranged combat?

Healing:
- Combat knife has a decent amount of crit on heavy attacks - with the Mettle talent, your crits will regen toughness.
- Every time you generate/dissipate peril you'll heal. If you are low on toughness, hide behind a pillar and use left click smite to generate peril or quell to regen toughness.


Smite:
This ability can make it or break it for your team - learn when to use it.
Do's: 
- Buy your team time during boss fights by stunning everything while your team deals with the boss.
- Hold off a horde coming from behind - you'll save your team time, you'll create a safe space between the front and back that your team can fall back to.
- Stun dangerous enemies so your teammates can take care of them safely. Mauler and crusher overheads are dangerous, by stunning these you'll allow your team to safely handle them.
- quickly stun a bunch of specials or a horde by smiting for just a quick moment and then letting go. If you do this while your peril isn't above 90% (or thereabouts..) you'll effectively knock them down to the ground, buying you time to escape or to approach them.
- Smite everything around a downed teammate, buying your team time to resurrect.

Don't:
- Smite a regular horde in front of your team, your team relies on proccing their talents, and by engaging a horde they will get their strength going. If you stun that horde, you deny your team their buffs, they might get impatient and so on.
- Smite 1 or 2 bosses and nothing else. While it does give 10% damage taken, it doesn't make up for the potential damage you can do with the knife/autogun.
- Smite targets that are further into the map; you'll stun the targets and force your entire team to move up to deal with them instead of letting them come to you. When your team advances they will trigger enemy spawn points (every 4-ish meters into the map).

Maybe:
- Left click smite will chain to only one additional target. it's used in niche situations where it doesn't make sense to charge up the full smite; like when you see a charger running for a teammate and you have fairly high peril, then yes, it will generate less peril and if you're only wanting to stun a single charger/pox burster then sure, it can be the best option.


Final words:
If you have ADHD and love doing a thousand things at the same time, then this build will probably be as fun for you as it is for me.
It has a pretty high skill ceiling, and the more you learn which tool to use when, the better you'll do with this build.
My favourite thing about this, is that it has the speed and tools to allow me to hang back and keep an eye on everything that's going on. Is a teammate about to get squashed? go lend them a hand. Lots of specials on the way from behind? Deal with it before your team even notices. You can ease the burden on your team a lot by paying attention to what's happening on the playing field. Every time you have a spare moment (or while you're smiting), take a look around and prepare for what's about to happen. Ask yourself: What's the best way that I can assist my team right now?


PS. There are some nasty elitist snobs who believe Smite is a clown build and not good enough for Havoc - Not true. Smite can really hurt your team when used incorrectly, but it is indeed a very strong tool. Besides, if those elitist snobs think it's so important for their teammates to have the right build to increase their chances, perhaps they're the ones who need to git gud?

PPS. I might go into more detail on why I picked these talents/weapons specifically, but that's for another time. Enjoy!

11 hours ago