The new Peril Equilibrium node only generates 2% peril per non-warp hit while below 75%. The old Tranquility Through Slaughter quelled 4% on non-warp ranged crits, so gunpsyker builds that leaned on Scrier’s Gaze to keep peril low are effectively dead now. You’re forced to either run a staff or manually quell between every burst, which kills the whole playstyle.
My suggestion: make it a true equilibrium node. If peril is above 75%, non-warp hits quell peril. If it’s below 75%, they generate it. That way the node still ties non-warp weapons into the peril system, which I think is the actual design goal while restoring the gun builds that made Scrier’s Gaze viable.
It would also fix the pathing issue: Peril Equilibrium currently gates access to Puppet Master, which is a broadly useful talent that shouldn’t be locked behind a niche node.
Boohoo note: lost a whole character built around guns, that relied heavily on that node.
More or less this. Tranquility Through Slaughter was THE node that made it super viable to run 30 second Scrier’s Gaze with guns. It was an absolute blast to flow between melee and ranged and get peril reduction and more scrier’s uptime regardless of what I was doing. It was also the only Psyker build that was fun for me, because believe it or not shriek/gaze firestaff is so uninteractive I’d rather blow my brains out.
My Beloved says I should skin whoever suggested this change alive. I’m not usually prone to agreeing with such morbid thoughts of his, but in this case I agree.
Just revert Peril Equilibrium to Tranquility Through Slaughter.
For the Gunpsyker build, I suggest Venting Shriek and Creeping Flames, along with the new Talent Peril Euailibrium. With the lasgun you get your peril so fast up and then just shriek it down again to burn everything with soulblaze. It delivers a substantial amount of damage. I definitely suggest the use of the blaze sword (To increase the peril with the special attack before you shriek).
Yes, but it relies heavily on keeping Psykinetic’s Aura active.
If you get enough elite kills, the cooldown drops so fast that you can completely clear the cooldown during the 10-second lingering effect window. This lets you chain activations back-to-back so the combat buffs never actually drop.