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Pew Pew Pew Psyker
 Pew Pew Pew Psyker
 Psyker Build - Warhammer 40k: Darktide 

 Pew Pew Pew Psyker
 Psyker Build - Warhammer 40k: Darktide 

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 (Maniacs)
10-25% Damage (Unyielding Enemies)
Flesh Tearer

Flesh Tearer

8 Bleed Stacks on Critical Hit.

Uncanny Strike

Uncanny Strike

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

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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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Herald's Seal
Transcendant
Herald's Seal
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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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Herald's Seal
Transcendant
Herald's Seal
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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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Herald's Seal
Transcendant
Herald's Seal
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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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Patch Depths of the Damned Live

Description

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This is my more focused Electrokinetic Force Staff primary-fire build. Keep firing the Nomanus Mk VI staff's primary attack, hold Peril high without overloading, and let the crits feed more shots through Surge. Prescience adds critical chance on top of Warp Nexus, making the staff fire even more often while keeping Empathic Evasion active against ranged attacks. Brain Rupture is selected, but the staff's primary fire is the main job all game.

How to play it
  1. Stay near high Peril and keep shooting. High Peril improves Warp Nexus's crit chance and Warp Rider's damage. Fire the staff's primary attack rapidly and use small quells to stay in that high-Peril range safely. Critical primary hits trigger Surge's extra shot, so the crit chance improves both output and the uptime of Empathic Evasion.
  2. Treat Venting Shriek as a tactical choice, not the default rotation. It is useful when a packed group gives Creeping Flames enough targets to damage, or when many elites and specialists are about to die so you can rebuild Warp Siphon charges quickly. Shriek drops Peril and spends your Warp Charges at the same time. That temporarily gives up both your high-Peril staff bonuses and up to 24% base damage from six Warp Siphon charges. Avoid using it into a thin group where those resources will not come back soon.
  3. Refill Warp Siphon before the next big vent. Elite and specialist kills give you charges, up to six with Warp Battery. This version does not take In Fire Reborn, so do not count on burning ordinary enemies to restore charges after Shriek. Keep shooting available elites to rebuild the power you spent.
  4. Use the staff's strengths. Primary fire can pressure hordes and pick off softer elites. Heavy armor is less favorable; switch targets or use the pictured bossing knife when appropriate. The staff's charged secondary is an emergency stagger for a Crusher or another large threat that gets too close, buying teammates time to help. Firing low at nearby enemies can also suppress and stagger a crowd without pulling additional distant targets.
Crits and protection

Empathic Evasion makes critical hits count as dodging against ranged attacks for a short window, extended by Anticipation. Frequent primary-fire crits can keep that protection active while you have valid targets. It is conditional: a blocked shot into a Bulwark shield can interrupt the crit chain, so reposition or pick a target you can actually hit before relying on it in front of gunners.

Input Mod setup and equipment

For the continuous primary-fire loop, Auto Shoot and Peril Protection from my Auto Swing Auto Shoot and More — Input Mod are almost essential to how I play. Auto Shoot repeats the staff primary while the attack input is held, and Peril Protection helps prevent an unsafe overload and performs small quells. Another mod with equivalent functions can work. Without that assistance, you must manually repeat the shot and manage Peril carefully.

The weapons and curios match my other primary-spam build: a Catachan Mk VI Combat Blade set up for boss damage, a Nomanus Mk VI Electrokinetic Force Staff, two Toughness curios and one Health curio. All three curios use Combat Ability Regeneration, ally Revive Speed, and extra Toughness. A mobility knife with 80/80 Mobility and Penetration as its dump stat is a reasonable alternative if you prefer easier repositioning.

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