Hands-down, what are the best curio perks for Psyker?

I’m using the Illisi Blaze Sword V and the Surge Staff. I’m curious if there any differences in recommended curio perks between different weapon builds.

What are the main stats and dump stats?

As always, appreciate any input from my fellow rej- varlets.

I don’t know how everyone else does it, but this is me.

I never change curios because they are PiTA to get the correct perks on.

On my Psyker I Have:

  1. Health - Health, ULT CDR, Res. Gunners
  2. Wound - Toughness, ULT CDR, Res. Gunners
  3. Toughness - Toughness Regen, ULt CDR, Res. Gunners

On my Veteran (Power Sword) I have:

  1. Health - Health, ULT CDR, Block
  2. Wound - Toughness Regen, ULT CDR, Block
  3. Toughness - Toughness, ULT CDR, Block

Wether my builds is the correct way to play I cannot say, but it works for me.

The thing i might want to change is to put more Toughness Regen on my Psyker since their Toughness values is mostly useless in Damnation because shooters does too much damage

Not the best probably but the one i’ve had the most fun with is:

  1. Health 20% with Revive speed, Block and Protection
    2: Stamina 3+ with Revive, Block and Toughness regen
    3: Stamina 3+ with Revive, Block and Protection

Along with a sword with 12% block blessing and 20% block efficiency

Makes me feel like a Jedi when i stand and block an entire room of ranged enemies so my team can kill them behind me :crazy_face:

Toughness Regen and Gunner resists are my go-tos for perks, on all three. Toughness Regen is enormous no matter what class you’re playing and Gunner resist is a game changer since eating shots from them is simply going to happen eventually no matter what compared to all the other stuff you can resist.

Primary stat for me is two health as high as possible, one +3 Stamina. 1 Wound is an option for High Int Shock Troop if you want over the Stamina, I really like the extra Stamina normally even with Psyker’s zany regen but if you’re struggling the Wound could make a difference. Anything lower than Shock Troop and you really shouldn’t be going down more than once between Med Stations, Psyker is frail but you have a lot of options to be careful and protect yourself especially if you’re taking the Surge Staff. I like Health more than Toughness as a stat since you have regen on demand with Quietitude, generally even if you get your toughness broken you can get SOME back up quickly which is another guaranteed gunner shot absorbed even if it’s only a smidge. Health on the other hand is your resource you have to make last between med stations, sometimes multiple.

Third perk is hardly something you can be picky about with how Curio rolling works right now, ideally I’d say Block efficiency if you’re running Deflector, Health/Toughness/Sprint Efficiency if not, again you can’t really be choosy so all of those are welcome. Revive Speed can be cool too depending, again it’s very flexible and a win-more slot.

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Very good answer, I’m inclined to agree fully with that.

One question I have: Does Ally Revive speed currently work? I see the animations being sped up when you have it equipped, but the progression bar doesn’t seem much faster if at all.

With 3 perfect rolls, you can get up to 30% increase in speed, so it should be impactful.

For my Psyker, my baseline preference is +40% HP and +1 Wounds in T5.

Perks I want in order of priority:

  1. HP
  2. Toughness Regeneration Speed
  3. Corruption Resistance
  4. Grimoire Corruption Resistance
  5. Sprint Efficiency
  6. Gunner Damage Resistance
  7. Sniper Damage Resistance
  8. Anything else I don’t consider good or useful right now.

I used to be a person who ran 3 HP curios for a baseline +60% HP, but have come to enjoy the utility of having an extra Wound in T4 and T5. Losing only 33% of my HP and having another chance of going down is significantly better than 50% of my HP and dying the next time I go down.

The buffer is also nice in the event that I accidentally overload my Perils and head pop. Happens to the best of us!

If you’re curious about my reasoning:

  • HP multiplies higher than Toughness on Psyker
  • More HP makes Corruption exponentially less impactful
  • Toughness Regeneration Speed is always good, on any operative, as it reduces regeneration delay
  • Corruption Resistance reduces the effect of all Corruption received, as well as the Corruption tick from Grimoires
  • Grimoire Corruption Resistance only reduces the initial Corruption gain upon picking up a Grimoire
  • Sprint Efficiency has the most tangible impact on combat at higher levels of play
  • Gunners are most commonly the elites you will be hit by
  • Sniper Damage Resistance is the most pound for your buck (can prevent being oneshot in T5)
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Don’t understand why stacking so much gunner damage resistance on psyker, it would make more sense for ogryn and zealot.
I think that sniper and pox buster resists are much better for the psyker (specialty ATM).

Gunner resist on my ogryn feels mandatory, but I don’t run it on my psyker either. I’m guessing it might be influenced by which weapons you use. On my psyker I mostly use surge so I feel like gunners are my b**ches.

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Oi! @PyramidHACK! Can we include some discussion on curios for other classes or is it for psyker only?

I use one increase Toughness and two increase Stamina, with Stamina and toughness regen and Block efficiency, mostly. A little Corruption Resistance.

Play with Deflector Force Sword and use all that stamina to block everything.

The short answer is, “Whatever synergizes best with your feats, weapons, difficulty, and playstyle.”

I mostly play Heresy/Damnation. Minimizing health damage is important to me, so I stack toughness:

Blessing: 16 or 17% Toughness (whatever I can find)
Rerolled Perk: 5% Toughness
Other Perks: Doesn’t matter, I can’t choose them so I take what I can get.

This gives me between 63-66 extra toughness. On my Psyker I run the Quietitude Feat for toughness regeneration because it gives me the ability to regen toughness both in and out of combat. I have a Voidsrike staff with Transfer Peril IV on it, so all I have to do is line up a charged hit around head height, stagging the crap out of those poor, unsuspecting heretics whilst also reducing my peril AND gaining toughness back.

You can also find the Exorcist blessing for your force sword, which would have the same effect, and could still run Surge Staff if you wanted (I do, although I prefer Void).

Bonus Hot Take: I don’t run Wound Curios on any of my characters. To me, extra wounds mean you’re planning to get knocked down, and if you need to be picked up more than once between medicae stations, you’re probably playing on the wrong difficulty and need to step down to a lower one.

I also have Stamina Blessings, but I don’t use them because I blow all of my stamina on sprinting :), We don’t have double-tap dodge in Darktide, so as a compromise, I learned to hold shift + WASD for dodge, which doubles as my sprint key ^_^. I do have Deflector, but prefer more aggressive blessings (or just can’t use it effectively due to my bad habits :slight_smile: ).

For Psyker I aim for +Health, +toughness, +Toughness Regen, +1 wound, and a maybe a couple Grimoire resists since those chew through the Psykers HP. I know some people are opposed to using +wound as it’s “building for failure”, but default wound Psykers are from my experience the first to die in Damnation. You might not always need it, but you should always have it.

Can’t believe no one mentioned Ordo Dockets. Hands down the best perk for any class out there.

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Here is my 3 cents on curios:

Bad curios:

  • never use wound curios, HP/toughness/stamina is just better; with extra wounds you are assuming that you will go down AND that someone will pick you up. It’s better to just not go down at all. The only build I would use + 1 wound curios is a Retribution + Honour The Martyr Zealot ( so low hp build), so that I could have low hp and still a full wound left.
  • Gunner resistance is bad. If you die a lot to gunners it means you misplay a lot. If you get caught in fire, hide. Obviously it’s not always possible, but the perk is better spent elsewhere.
  • corruption resistance - this is probably the least universal perk, and you don’t need it. You can always swap for it if you play exclusively 5+ with grims, but I don’t do that even then - you don’t need it, same as above, perk is better spent elsewhere.
  • ordo dockets, experience and curio chance are obviously garbage

Veteran:

  • I use 3x max toughness curios with +5% toughness for 330 total toughness, and 480 eHP. Large toughness pool makes your Feats sooo much better (expecially Confirmed Kill, Unwavering Focus and Sustained Fire). Obviously you need to dodge a lot for this build to work.
  • for last 2 perks go with toughness regen or stamina regen - the latter one helps you stay in fight longer and always be ready to dodge or push that poxburster. For veteran stamina regen > toughness regen.

Zealot:

  • I use 3x max toughness as well, it just works for me, I dodge and slide almost all the time, I almost never lose hp
  • for perks I go with a mix of + max HP and a single + sniper ressist - I helps me stay alive if I get caught by a sneaky sniper with Until Death on cooldown
  • other perks are as veteran - toughness regen and stamina regen, although Zealot has better base stamina regen, so for zealot toughness regen > stamina regen

Psyker:

  • I play 2x max HP and a single +3 stamina. Even for someone used to play 3x max toughness on Veteran and Zealot I feel like that HP pool is more important on psyker. FYI I use Deflector Force Swords and Kinetic Deflection and frankly if you are not using it as well, you are intentionally compromising your survivability. I feel like +3 stam curio is a must on a psyker. I know a couple skilled psykers who use 2x max thoughness and +3 stam too, so I guess it’s doable.
  • for perks go with +max hp, stamina regen > toughness regen or ability cooldown

Ogryn:

  • This is the only one I run with 3x max HP curios and 3x +5% max hp perks for a total of 530 hp and 630 eHP. With that build I just run ahead and kill stuff, Ogryn tankiness kinda feels broken to be honest.
  • other perks are again stamina regen and toughness regen, but I think you could go with anything

tl;dr All curio combinations are viable, go with whatever fits your playstyle. Just don’t use +1 wound curios. They are bad.

edit: typos

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You know your curios are working for you when you almost never take health damage for entire runs, especially with psyker. This means you want to be at 100% toughness almost always, and return to 100% toughness asap whenever you are hit. Avoiding taking damage is the top priority of playing psyker, and you should always stop whatever you were focusing on to avoid taking damage.

The most important curio for achieving this on a psyker is a +3 stam curio combined with the kinetic defection feat. You only need the one to have enough block to get to safety from any situation. It works especially well with deflection on the force sword.

The next most important is +toughness. The bigger your toughness pool the less percent any hit will do, so it is effectively toughness damage reduction. I only run one though, which I will explain shortly.

Health is the backstop, when you’ve made mistakes you will take health damage. If you make many mistakes you will probably value health quite highly, and get stuck depending on it to cover your mistakes. I still run one though, because it gives you a buffer against instant death when you have some corruption and because I often carry grimoires. If I cared more I would only run a health curio on grim missions, but I’m too lazy to swap.

Wounds is the backbackstop. It is the ambulance at the bottom of the cliff. If you need wounds you probably aren’t ready for the difficulty you need them on and you should drop a difficulty level to practice a bit, really focus on not taking damage.

As for perks, toughness regen is the most important. Getting back to 100% toughness asap lets you tank another hit without taking any health damage. A good psyker should always be in the middle of your team and so constantly in coherency. So prioritize getting +30% toughness regen on all your curios. The second is gunner resist, because you will get shot no matter how much you dodge and slide. So then prioritize getting +20% gunner resist on all your curios.

In the final spot I take combat ability regen to knock ~3-4 seconds off the ult cooldown. It is a bit more complicated to explain why this is a great choice though, but basically it is one of the few curio options that actually boosts your offensive power. Most obviously, you can ult more often, which is great especially with ascendant blaze as it boosts your damage output. Secondly, if you have ever popped your own head with less than 3 seconds left on your ult cd, this perk would have saved your life. If you aren’t edging the limit of popping your head then your are missing out on psyker potential. Finally, warp flurry is the meta BiS blessing on all force staves because at 5 stacks it is a game changer. So being able to ult to drop peril and stay on 5 stacks for several more casts is great, and those extra ~3-4 seconds will fairly often be the difference in being able to keep the flurry chain or not.

[Edit] I don’t find block reduction useful, as +3 stam is already more than enough block potential for every situation. I don’t find stam regen (or sprint efficiency) useful, as psyker’s base stam regen is high enough to chain pushes by default and we use peril for block. I don’t find more health or toughness useful, in comparison to the value added by other options. I don’t find sniper resistance useful, as once you develop the muscle memory of dodging or ducking whenever you hear the audio que you won’t ever get hit by them anyway. I don’t find revive speed useful, because with peril blocking you can easily get off a rez surrounded by a horde wailing on you anyway.

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I use similar curios on all of my characters. Health, toughness regeneration speed, gunner resistance and sniper resistance. I’d take ability regeneration if I could stack it more reliably, but I find it difficult to do as it seems to be pretty rare, and getting good curios is hard enough already.

Toughness and toughness regen and aim to throw gunner res in to.

I use toughness over health because I use essence harvest. I would probably switch to HP if I used quiet…itude (how ever it’s spelt)

The thing about Gunner Resistance is that it’s the only enemy resistance that’s going to consistently be useful in basically every round. You WILL get grazed by Gunners at one point or another during a match, it’s just going to happen somehow and isn’t easily avoidable like other sources you can work against. Sniper resistance is its biggest competition, with it being essentially useless on normal modifiers (including high intensity) and becoming increasingly more useful on modifiers that stack lots of Snipers. Unless your latency is really bad, the only time you’re going to get hit by a Sniper in regular gameplay is if one spawns in and instantly fires due to that one bug. It’s possible to dodge double Snipers even in the midst of extremely chaotic situations. I will say that it does make a pretty huge impact for the times you do somehow get hit though since it’s such a meaty chunk of damage. I’d rather have the consistency of knowing I’ll be cutting ranged damage output that WILL happen rather than what MIGHT happen personally.

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You speak as if you are tanking those gunners. Simple step behind the cover lets you avoid the damage.
Psyker and vet are basically predators against gunners. They just won’t live long enaugh to do significant damage to psyker or vet.

Sniper and ̶b̶o̶m̶b̶e̶r̶ damage is easy to avoid as well, but you can’t do it consistently as with gunners ATM. And damage is much higher.

I’d choose protection against rare but major inconvenient’s than persistent small ones

Edit: just realized i confused bomber resist with pox buster, which not even exists.

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He is right in that sometimes you may just get caught out on the open by a gunner or such.

The biggest differences between the sniper and the gunner really are that the sniper hits you really hard once, but he also pushes you really far away and out of the situation you are in. Often this nets you a “get out of jail card” for free.

The gunners do the opposite. The second you become their target, you are hit with the “suppression” debuff, which greatly reduces movement and dodging maneuverability. If you happen to be in a tight spot, you cannot just get behind cover in a sweeping dodge slide - You will move at crawling speed towards your cover while being pincushioned.

Having 60% gunner resist, the highest value possible, will mean that it will take more than twice as long for them to gun you down, which can make or break the difference when you are caught out in the open.

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