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Twinkle Fingers
 Twinkle Fingers
 Psyker Build - Warhammer 40k: Darktide 

 Twinkle Fingers
 Psyker Build - Warhammer 40k: Darktide 

Class

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Weapons

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Catachan Mk III Combat Blade
Transcendant
Catachan Mk III Combat Blade
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Penetration
[80/80]%
First Target
[80/80]%
Finesse
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
5-20% Block Efficiency
1-2 Stamina
Flesh Tearer

Flesh Tearer

8 Bleed Stacks on Critical Hit.

Lacerate

Lacerate

4 Bleed Stacks on non-Weak Spot Hits.

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Nomanus Mk VI Electrokinetic Force Staff
Transcendant
Nomanus Mk VI Electrokinetic Force Staff
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Warp Resistance
[80/80]%
Quell Speed
[80/80]%
Charge Rate
[60/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Increase Ranged Critical Strike Chance by 2-5%
4-10% Ranged Critical Hit Damage
Warp Nexus

Warp Nexus

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

Surge

Surge

2 Shots on Primary Critical Hit. +5% Ranged Crit Chance.

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Curios

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Stalwart's Mandible
Transcendant
Stalwart's Mandible
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+4-10% Revive Speed (Ally)
+2-5% Toughness
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Stalwart's Mandible
Transcendant
Stalwart's Mandible
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+4-10% Revive Speed (Ally)
+2-5% Toughness
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Stalwart's Mandible
Transcendant
Stalwart's Mandible
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+13-17% Toughness

+13-17% Toughness

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

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Patch Depths of the Damned Live

Description

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Twinkle Fingers is a high-DPS Empowered Smite build whose main job is to catch and hold as many enemies as possible. Empowered Psionics, Scrier's Gaze, and a steady flow of kills can keep the same Smite channel going far longer than a normal burst. This is an older build adapted to the new talent framework, so the details may change with more live testing. In the Meat Grinder, it has consistently chained Scrier's Gaze activations back to back.

How to use the build
  1. Start with at least one Empowered Psionics charge. Charged Up lets you bank as many as three, giving you a buffer. Do not start the main Smite sequence without a charge.
  2. Fully charge Smite, then keep holding it. The full charge is important for enough damage to secure kills and sustain the cycle. Sweep the chain across a dense group to hold as many enemies as possible; Enfeeble also makes electrocuted enemies take more damage from the team.
  3. At roughly 80–90% Peril, activate Scrier's Gaze without releasing Smite. The Gaze lets you continue the same channel for roughly another 20–30 seconds. Watch both your Peril and the Gaze cooldown while keeping the chain on enemies.
  4. Trigger Scrier's Gaze again as soon as it is available. As its cooldown is about to finish, repeatedly press the ability key while still holding Smite. The goal is to activate the next Gaze without dropping the current Smite channel.
  5. Keep feeding the loop with kills. With enough enemies dying together, Psykinetic's Aura accelerates the ability cooldown on elite or specialist kills, and Overpowering Souls restores Empowered Psionics charges from elite kills. Under those conditions, Smite can continue through multiple Scrier's Gaze activations.
  6. Protect the channel from enemies behind you. Smite first catches only a few nearby targets before it spreads. A new enemy coming in from behind can interrupt the long channel. Turn or spin to pick up stragglers, use your mobility to keep space, and let teammates cover your back where possible. Too few kills or an interruption will break the loop.
Weapons and difficult modifiers

The weapons are personal choices, not requirements. Any melee and ranged pairing can work because the main damage and control come from fully charged Smite. When the loop is running well, you will spend little time using either weapon.

I take the Catachan Mk III Combat Blade for mobility. Its Mobility stat is 60/80 in this build. Its job is to get me out of trouble, reposition, and resume Smite, rather than to carry the build's damage. I use the Nomanus Mk VI Electrokinetic Force Staff because I am comfortable with it from other builds. It gives me range, a useful stagger on its charged attack, and strong rapid primary fire when I need a weapon instead of Smite.

The hardest situation is the Havoc modifier that enrages enemies after they drop below half health. Once enraged, those enemies are no longer reliably stopped by Smite. This version of the build needs substantially more help from teammates against that modifier, especially to keep enemies off the Psyker during a long channel.

Curios

Combat Ability Regeneration on all three curios is required. The extra cooldown recovery helps Scrier's Gaze come back in time to sustain the Smite channel. I run three Toughness curios, but the main curio blessings are flexible: Toughness, Health, or even an extra Wound can work. You spend most of this build channeling Smite rather than fighting with weapons, and you may be the team's "battery" by holding enemies in place. An extra Wound can provide some insurance if you go down while doing that. Choose the remaining curio perks to suit your needs, but keep Combat Ability Regeneration on each one.

If you maintain Empowered Psionics charges, fully charge Smite, and reactivate Scrier's Gaze immediately when it comes off cooldown, the build can produce very high damage while holding waves of enemies.

My Darktide mods

Enemies Outlined and More! - Field Awareness (nexusmods.com/warhammer40kdarktide/mods/1359) · Improved HUD and More (nexusmods.com/warhammer40kdarktide/mods/1361) · Auto Swing, Auto Shoot and More ! Input Mod (nexusmods.com/warhammer40kdarktide/mods/1362)

6 hours ago