I main Psyker but play all 4 classes in Damnation at least; Psyker is the squishiest, but with staff Psykers, have decent CC and splash-damage sustain. We’re not really glass cannons, if someone has good aim on any other class and some ammo, they will outdamage you on single targets like bosses very easily. If we’re alive, we’ll be doing constant damage and CC/utility where other classes can start to fall off without ammo, AND we help them not run out.
Ogryn, my least played class, easily feels the strongest, because yeah, you can tank anything in melee without disablers around. Just keep attacking, you’ll get toughness back and kill everything. People saying Psyker has better toughness regen when Ogryn can restore like 50% of its toughness per melee heavy just…confuse me. Sure, we can get Psyker toughness back, but it evaporates far quicker on Psyker, given far less stagger, cleave, and reach on our weapons, we allow leaks far more easily. Vet and Zeal obviously have more melee attack speed talents, which reduces leaks, as well as better toughness levels and toughness damage reduction skills.
Playing Psyker means any two random poxwalker lunges can remove a huge chunk of health, and the director LOVES to sneak poxwalker trickles to backstab you.
My solution to melee hordes and backstabs: head on a swivel all the time, and switch to melee weapon and hold block if enemies are too close and you’re not clear. I run Assail, Bubble Shield, Trauma, and Combat Knife VI a lot nowadays.
Trauma can deal with Elites in melee like no other staff, even if it does scatter them. Voidstrike is better in hallways or at a distance, but close up, it just isn’t fast or splashy enough to stagger multiple spread out elites. Surge has too little splash or AOE to stop big elite packs without a lot of assistance or space. Purgatus can’t stun Crushers or Bulwarks on demand, even if its LMB is great for stunning everything else.
So Trauma is king of close defense. Not fast killing, but enough CC and damage to clean up situations that are game over for other staves. Just roll high Charge Rate and Blast Radius and probably Quelling speed, and get at least Warp Flurry as a blessing on it; you want to splash and knockdown as many as possible, as quickly as possible, and prioritize any over-heads from Crushers/Maulers, then any Rager about to start its onslaught. I’ve gotten used to just staring at my feet and blasting, immediately quelling, and doing that over and over til we’re safe.
As for actual melees where you can’t Trauma because they’re too close to you or behind you, I run Combat Knife VI with a bit of Stam regen curio perks and Kinetic Deflection (block with Peril), so you can push attack very rapidly with only tiny windows where you don’t count as blocking, and it still does good damage to most targets with Uncanny Strikes and one of either on-hit/crit Bleed blessing.
Push attack obviously pushes (so good CC) and can puncture 4-5 hordelings, so you can kill hordes quick enough without even dodge dancing, almost entirely safely (except from Crusher/Mauler overheads or multiple Ragers, disablers, the usual dangers). With low peril, you can take a lot of backstab attacks without running out of block, so just slowly turning and spamming will get you through any simple horde.
No other melee weapon is this safe on Psyker, especially in “I’m stuck in place because I’m wedged by bodies and can’t dodge” moments; Combat Swords Parry has considerable openings even if you spam it, and all Dueling/Force/Combat/Chain sword push attacks are too slow and leave much bigger not-blocking openings for horde attacks to leak through, and Psykers CANNOT allow leaks. You’re also very fast and dodge very far with Knife, so holding heavy attacks as you use “hold to sprint” can let you escape to teammates or get your back to a wall quickly to stop backstabs, and you can obviously still dodge dance as you push attack for extra safety from Elites in close range.
I run Assail because I can chuck a few and switch back to blocking and push attacking as the shards continue to chew up enemies, and because Assail can kill Snipers and gunner/shooter packs when they’re spread out or outside of Smite range, which honestly, only grenades can compete with. Brain Burst can be solid, but I prefer to Trauma if they’re close or Assail RMB if they’re far, because I can hurt or stun more than one sniper/gunner with Trauma/Assail. Assail spam also chews up hordes with specials hidden in them or Rager packs, or stuns them enough for you to push attack them safely. Only thing it feels bad for is staggering Reapers or if Bulwarks are leading a charge, and most weapons don’t really do that outside of plasma, so fair enough. That’s a job for Trauma, basically.
For Monstrosities, if you have Rending Shockwave on your Trauma, you can blast it then charge into melee, and push attack weakspots. You won’t top DPS most of the time, but you can safely tank a monstrosities while constantly stabbing it very very easily because of Kinetic Deflection. Throwing a bubble shield onto a Beast of Nurgle, then just standing just off to the side behind it to trigger its close range tail swipe or body slam can act like a CC, because you can easily block its slam and slap attacks between push attacks to keep wailing on it while your teammates unload into it.
Anyway, this has become an essay on how I play Psyker…but hopefully it helps a bit. Other builds work too, but I play with PUGs most of the time, so I need to be able to do everything, even if I’m not the best at anything, and that weapon/ability combo works best for me.
It’s worth noting that Trauma staff was NOT an easy pickup coming from other staves…its aiming is finnicky and you want to unleash it pretty quick, which took practice to get used to its tilt aiming for snap shots.
Also, this build has more constant weapon switching than most other Psyker builds or other class builds I can imagine. You need to quick quell with staff before switching to Assail to chuck a few before switching to Knife to go stab and so on, so the constant input lag and little input rollbacks where weapon changes don’t go through nowadays can literally just kill you from Peril overload “misclicks”, but it’s fun to juggle everything you need to do to make it play near 100% capacity. You have multiple tools for any situation, so it’s a lot of learning and fun to do the right thing instinctually.