Charged Strike Smite Psyker

Hello

I would like to have a discussion / a topic about the new Smite modifier “charged strike”.

Here’s my approach to it:

What are your thoughts on it? If you happen to have read my “guide” (its not really a guide, more like a short build overview) - what are your opinions on it? What would you change? Are there any more fun melee weapons you’d think would work well?

Have a good one!

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oooh, I’ll give it a shot. I’m doing something semi-similar, but with Vent instead of Scrier since I’m using force sword/voidstrike and lots of soulblaze. The damage output is amazing.

I’ll report back on yours!

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I tried something similar in a lab, but 2 talent investment for that 10% extra damage debuff felt a bit excessive. The ability damage itself feels rather weak also, especially vas enemies it could actually matter. You are basically tickling Crushers etc.

Chained Deathblow seems a bit bugged atm, and only gives 10% crit not 20%.

I have tried this with Empyric Resolve in the lab, but SG peril build up seems to grow exponentially, so I’m not sure if this is a worthy investment, especially it comes at the cost of toughness regen. In perfect conditions you can extend the SG for quite long, but in-game any pause between kills and you are going to lose that SG quite quickly, longer you managed to maintain the SG status.

I would personally go for Disrupt Destiny. It gives you some really nice bonuses which work great with melee/gun psykers: damage, crit dmg and mobility buffs. DD is also very easy to maintain especially with something like bolt pistol or revolver. Lingering Influence helps a lot.

I would also consider Perfect Strike vs Headtaker. Ignore mass is great with that crit chance, but extra Power AKA Strength gives extra damage, cleave and impact. I suspect in most cases Headtaker is still a better option even with this level of crit chance / crit damage.

I have mixed feelings about Warp Rider and Warp Splitting (you didnt take it, I just tried it myself) talents. Those are nice bonuses, but I struggle to maintain the high peril for long, unless I end up using Illisi or just go staff.

Does enfeeble apply to electrocuted enemies which have been electrocuted not by charged smite but with shock maul’s default effect?

Has anybody tested or found out that? Would be cool to know!

Thanks

I didn’t look that closely at the numbers, but according to the debuff_indicator mod Charged Strike talent and Shock Mauls apply the same “Electrocuted” status, so I’m leaning towards “yes”.

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Thank you for your reply

Thing is I really do like the shock maul. From a moveset / tech standpoint that is. Would be cool if I had another excuse to use it on my melee psyker

So if anybody out there in this forums could further confirm that enfeeble works with shock maul default electrocution i’d be happy

I removed all talents which could affect these stats, and used a Shock maul with inconsequential blessings:

Shock Maul heavy strikes, no Charged Strike talent, Enfeeble talent enabled, no status set:

374 on headshot:


Shock Maul heavy strikes, no Charged Strike talent, Enfeeble talent enabled, the passive Shock Maul Electrocuted status set:

With Enfeeble and Charged Strike enabled. Enfeeble triggers obviously. However notice that extra 10% dmg should be approx. 411 dmg, yet I get 425. So unless I’m missing some extra factors here, the extra damage is almost 14%, not 10%.

But then…if you use the special attack with Shock Maul to apply the status Enfeeble seems to trigger without Charged Strikes:

It seems to be all a bit of a mess.

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aight, thanks for the testing, really appreciate it. I’m more confused than ever before xD

So my conclusion is… picking shock maul together with charged strikes and enfeeble is legit because there seem to be synergies. The effects dont override /or cancel each other in a weird way…

… but enfeeble only works on it’s own when using the shock maul’s special. So its only viable on a niche build / playstyle in which you for example find yourself often stunlocking crushers with weapon special and then follow up attacking them in a regular way.

Charged Strikes + Enfeeble + High Voltage Shock Maul blessing + whatever other blessing you like and you are set.

High Voltage (T4) blessing works fine with Charged Strike, no Enfeeble:

T4 High Voltage + Charged Strike + Enfeeble:

I tried that few days back, but Shock Mauls mobility and attack speed of the heavy shock maul variety feels a bit meh for me. Maybe the lighter Shock Maul would work better, maybe I just have to get used to it.

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Thanks again!

Aaaa thought I already responded!

But yee so thx for bringing up that parry is actually a heavy attack! Didn’t know that! :scream: But besides that, I went and tested the nodes in psykhanium and the Electrocute effect from Charged Strike is actually super small. Just a tiny bit of dmg over ~2s or so.

Ofc I don’t know what other effects it has, but if it’s just the dmg then aside from special cases like the Shock Maul blessing that adds dmg vs. Electrocuted, that’s 2 talents I really can’t see as worthwhile. Tested a few runs with and without them on the DClaw and didn’t notice any difference either way.

Personally my favorite DClaw build so far is for example a crit Voidstrike with an otherwise full melee Scrier’s build. Something like this:

Play normally with DClaw → when TA is stacked do a Surge blast with Void → rinse repeat. This keeps the buffs stacked for both. Scrier’s & BCoB lets you easily cap Scrier stacks & keep it running while range immune from all the crits until you finally reach 100% peril. At that point Warp Unbound gives you about 12s of insane power and peril immunity to go crazy with your staff. (note that surge & purge are bugged for WU and you’ll kill yourself if you try)

It plays like a melee & range hybrid with very few weaknesses, and the massive buffs & extra cleave mean you can just put unyielding & carapace on the Void since flak & maniac are well past their usual breakpoints… which between the buffs & perks makes it really tear down the biggies too. :joy: A very hyperactive playstyle that plays a lot like Weapons Specialist vets really.

Edit: Btw I need to bring special attention to BCoB, it really is a fantastic talent! For Scrier’s it’s the equivalent of having Reality Anchor so long as you’re meleeing. With Quietude it also adds constant passive toughness regen, and especially with parries where peril = stamina, it just massively extends how much you can handle. Provided you tend to get perfect parries vs. crushers, it’s virtually impossible to run out of resource even with no block efficiency.

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I tried out the original build and was underwhelmed - it didn’t feel like I was dealing enough damage OR tanky enough. This build, though… I just gave it a shot in the Pyskanium and mowed through. I’m going to take it into damnation and see how it feels now.

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Update: Very respectable! It’s hard to break the habit of immediately quelling on 100% peril but damn, that extra time to whip out the staff and just fire indiscriminately for a few seconds is magical.

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It helps a lot if you have the Custom HUD & Buff HUD Improvements mods.

I have a select few buffs like True Aim and now Scrier’s right next to my crosshair, so I know exactly how long I have before I’ll blow myself up again. :joy:

FYI:
If you do have them, or plan to get them, Scrier’s seems to require all of its buffs to also keep the lingering effect icon in that priority bar.

You can find all Scrier’s buffs with the latter mod by searching for "psyker_overcharge_*". True Aim buff is “psyker_guaranteed_ranged_shot_on_stacked”.

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I will absolutely get them now. Also, I just ran with a heavy sword and that seems to be more my playstyle. Really puts out the hurt! (note: we did have a couple quitters in this match so the two low scores could’ve been higher)

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Just wanted to let you guys know, spurred by more experiments with variants of that I took it to a full ranged build like this:

Switched DClaw → Duelling Sword with Agile & Shred so there’s no need for Kinetic Deflection. And switched Void perks to +5% crit % +25% flak, (blessings Nexus & Surge ofc) just to guarantee those special cleaves early.

Void gets a max 72.5% crit rate so True Aim isn’t needed anymore, those talents are better spent into Warp Siphon’s extra peril efficiency & +2 stacks. Popping Scrier’s just when you’re about to start blasting into a bunch of specials re-stacks WSiphon instantly and ofc means you can chain Scrier’s back-to-back. But avoid doing that and instead quell & keep it running as long as you can, lest you miss out on its +20% crit and the +30% dmg & finesse dmg buffs.

The damage is honestly broken, so it’s fun but I have a feeling it’ll get boring fast for being so one-dimensional.

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And here I was just coming in to say that I’ve been mainlaining the melee version all weekend. I found that I had to switch back to DClaw because I had no real recourse against rager packs when maulers showed up, but otherwise it’s been glorious.

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