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Chamon Psyker
Horde-Clear
Anti-Special
Anti-Elite
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 Chamon Psyker
 Psyker Build - Warhammer 40k: Darktide 

 Chamon Psyker
 Psyker Build - Warhammer 40k: Darktide 

By Crukih

Class

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Weapons

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Covenant Mk VIII Blaze Force Greatsword
Transcendant
Covenant Mk VIII Blaze Force Greatsword
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Warp Resistance
[80/80]%
Cleave Damage
[80/80]%
Finesse
[80/80]%
Defences
[60/80]%
Damage
[80/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Flak Armoured Enemies)
Unstable Power

Unstable Power

Up to +5% Strength, scaling with Peril.

Deflector

Deflector

This weapon Blocks both Melee and Ranged attacks. Additionally, Block Cost is reduced by -30%.

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Nomanus Mk VI Electrokinetic Force Staff
Transcendant
Nomanus Mk VI Electrokinetic Force Staff
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Warp Resistance
[76/80]%
Quell Speed
[76/80]%
Charge Rate
[76/80]%
Critical Bonus
[76/80]%
Damage
[76/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Maniacs)
Warp Flurry

Warp Flurry

-8.5% Charge Time on Chained Secondary Attack. Stacks 3 times.

Warp Nexus

Warp Nexus

Gain between 5% and 20% Critical Chance based on current level of peril.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+4-10% Revive Speed (Ally)
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+4-10% Revive Speed (Ally)
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+1-4% Combat Ability Regeneration
+4-10% Revive Speed (Ally)
+2-5% Toughness
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Talent Tree

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Description

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Curios

 

  • 2 x toughness curio
  • 1 x health curio
  • 3x ability cooldown
  • 3x revive speed
  • 2x gunner resistance
  • 1x toughness perk

 

Whilst you can make adjustments based on individual builds, I find this to be a pretty good mix of stats for most psyker builds, and is a good starting point to aim for, as I know how tedious it can be to find those +17 toughness and +21 health curios. Block efficiency and stamina regeneration can also be useful depending on what you are looking for, and you can adjust your loadout to what you need. In general, if you are looking for more toughness or health, it is more efficient to pick up toughness perks and a health curio, as a curio gives you +21% health compared to +17% toughness, whereas both versions of the perk only give +5% health. 

 

Whilst the psykers innate health is low, and at high Havoc we will still get 1-shot by crushers and maulers, I have found the extra health useful in mitigating the myriad forms of corruption present.  Cooldown reduction lets use our abilities more frequently. Abilities are some of the most powerful tools any budding varlet has, and should be prioritised in the majority of cases. Whilst everyone should be working hard to avoid dying, there will inevitability be times when we need to make a quick pick-up. Kinetic Deflection makes this possible, provided there are no heavy hitters in the mix, and extra revive speed can help make the difference to losing a teamate or not. 
 

Gunner Resistance is the most useful resistance node as it applies to Dreg Gunner, Dreg Shotgunner, Scab Gunner, Scab Plasma Gunner, Scab Shotgunner, and Reaper. Please note, this reduction does not apply to basic gunner type enemies, and these previously unassuming enemies will become some of the biggest threats in high havoc. This is the largest collection of enemies out of any of the resistance perks. These enemies can absolutely shred you in seconds, and it's not uncommon to see teammates seemingly insta-die when faced with a firing squad of them, especially with toughness grace period being removed.  The ability is multiplicative, so it does have some diminishing returns. 0.80×0.80×0.80=0.512 
 

3x Gunner resistance = 48.8% damage reduction
 

2x Gunner resistance = 36% damage reduction
 

It's up to you whether you choose to take all 3, or use that last slot as a flex pick. I personally like to pick up block efficiency because of its synergy with Kinetic Deflection. Since Kinetic Deflection converts a blocked attack's Stamina cost into Peril at a fixed rate, anything that lowers the underlying Stamina cost of a block also lowers the Peril you take on for absorbing it.

Peril gained = Blocked attack's Stamina cost × 0.25

Extra block efficiency therefore compounds twice over: you're spending less Stamina per block in the rare cases you do dip into it, and you're generating less Peril from every block that Kinetic Deflection converts.

18 hours ago