So, a few things, I’d change a couple things. First of all:
Warp Charge Generation.
You now generate warp charges passively. The rate of warp charge generation scales with your current peril. At 0 peril, you generate 10 ‘warp charge progress’ per second, a new charge at 60 seconds (6s cooldown). At 100 peril, you generate 1 progress per second, a new warp charge at 60.
Reason: Your solution would create stupidly annoying gameplay (Ima firin mah staff! Oh no, Ima quellin mah staff! Look at all the enemies I’m not attacking!) This gives an interesting solution that scales with both physical and warp damage sources, prevents tedious maintenance, and also can do some other, exciting things.
Brain Burst.
Consuming a warp charge reduces peril cost by 75% and increases cast speed by 50% innately. Can one shot all enemies smaller than a Mauler at all difficulties. Possible exceptions for specific specialists like Mutant. Peril cost is now 80% per charge.
Reasoning: Quicken is a bad level 30 talent and a bad way to buff brain burst, and most of brain burst’s utility is in one-shotting things. Speed is a factor, so warp charges is for killing things fast. But if you absolutely need to kill something without this warp charge, you can do it at a heavy cost.
Level 5 Talents.
Essence Harvest: Unchanged, provided infused ammunition doesn’t break it.
Warp Absorption: Add force sword and future force melee weapons into approved weapons to proc it.
Quietude: Reworked: On any specialist or elite kill made by an ally in coherency, every ally in coherency gets 5-20% toughness.
Reasoning: Essence Harvest is very clearly designed around a gun+not-force-sword build, so leaning into that some more. Warp Absorption is built around a force-weapon build, so allowing melee force weapons can benefit from it. Not-Quietude is the hybrid option. It will work with any combination of physical and warp weapons and offers some ways for this class to support the team. Given it’s also more limited in what can proc it, it’s also more powerful.
Level 10 talents.
Wrack and Ruin: Double the number of soulblaze generated.
Reason: Remember, soulblaze is exponential and 3 stacks barely tickles even hordes.
Level 15 talents.
Cerebral Lacerations: 6-10 second timer, duration stacks with repeated strikes.
Psychic Communion: 3-15 second timer per warp charge spent. Duration stacks. Brain Burst gives double the duration if a charge is spent.
Reason: 5 second timers are just not fun as is. Incentivizing spending warp charges to buff allies or debuff enemies is more interesting, especially if we’re talking nearly 30 seconds of buffing.
Level 20 talents.
Mind in Motion: Reduces sprint stamina cost based on current quelling level as additional effect.
Reason: Your version wasn’t very interesting for the sprint half of it.
Level 25 talents.
Kinetic Flayer: 15-20 second duration. Increases warp cost reduction to 20% per stack (given higher brain burst stack count).
Kinetic Overload: Enemies hit by the next force weapon attack after gaining a warp charge get 6-10 stacks of soulblaze added. If an enemy is killed by the force attack, the nearest enemy not in the staff’s area of attack gets 4 stacks of soulblaze.
Infused Ammunition: Reworked: Infused weapon. Increased crit chance/stagger for all non-force weapons. 2% for light attacks, 4% per second for ranged weapons (normalized to rate of fire), 10% per heavy attack. If below 80% peril, effects doubled. You no longer overheat when going above 100% peril, but cannot use force weapons (Force sword special/any staff) above 80% peril.
Reasons: Kinetic Flayer just needs a longer duration to be worthwhile, and with a higher peril cost to non-charged brain bursts, this is to enable chain brain burst spamming goodness. Kinetic Overload needs to do a lot more to be worthwhile, and shifting it to simply gaining a charge, not overcapping, will let it be more consistently interesting. Infused ammunition changing to infusing weapons would enable a very different playstyle by empowering a physical psyker to exist and effectively not care about peril.
For infused weapon specifically, could even make it so that enables those weapons to be counted as “warp weapons” for the purposes of the toughness talent as well, though I’m not sure this is strictly necessary.
Level 30 talents.
Ascendant Blaze: Consumes all warp charges. Generates 2-4 soulblaze on every enemy hit, + 2 for each warp charge consumed. If 5 are consumed, will create 2 additional stacks (16 total if the initial hit is 4). Reduces peril by an additional 10% (additive) for each warp charge consumed, reduces cooldown by 5% for each warp charge consumed. Reduces time to generate a warp charge by 25-50%. No longer knocks enemies back, light stagger.
Quicken: You can consume 1 warp charge to fire an extra Psykinetic’s Wrath. 5-10 second cooldown on repeat strikes. Increases stagger force and knockback by 30% for all activations. Reduces quell to 15% if a warp charge was spent.
Kinetic Barrage: Consumes all warp charges. No longer a wide cone, now a narrow (doorway) cylinder. Extends minimum range by 100-300% (longer range before dropoff). Reduces falloff. Increases stagger and knockback force by 20% per charge consumed. At 3 charges or more, will now deal increasing damage. 3 stacks will 1 shot a single wave of enemies. 4 stacks will damage flak armor/ragers decently well. 5 stacks will threaten ogryn well. Increases cooldown by 50-100%. For each warp charge spent, increases the time taken to generate a new warp charge by 50-100% for 15 seconds, generates 50%+10% (additive) per warp charge peril, does not force an overheat.
Reason for Ascendant Blaze: So, Ascendant Blaze needs real soulblaze stacks to be threatening, as soulblaze is exponential. This turns the ability into a DPS ult equivalent to, say, Battle Wizard’s kaboom. This is intended for a slightly more active way to spend down more commonly available warp charges while simultaneously taking away its utility as a knockback ult. The go-to option for people who want to simply kill things. Animation would be a giant wave of fire cast in front of the Psyker.
Reason for Quicken: I don’t like how you’d spend down all warp charges for an extra utility ult. So I’d take away some power from the baseline ult, give it some passive buffs, and then also buff some of its utility. This is the ult you’d choose if you just want to idle at maximum warp charges at most times while still having an option to spend down. Emphasis on its utility more than anything else.
Reason for Kinetic Barrage: Its baseline ability is just bad. Spend your ult to brain burst more? No. That’s terrible. So that ability is rolled into Brain Burst as an advantage for spending down charges, especially since brain burst is, well, bad as an anti-anything with literally any veteran marksman. So this is taking that ability, removing something kind of terrible, and once more sculpting this ability. In this case, this one is something you use once in any given horde. It is big, bombastic, incredibly powerful, but much narrower in application. Basically, it’s putting the barrage in kinetic barrage while, once more, having more ways to interact with warp charges. This is for people who want to throw everything and the kitchen sink. It’s big, powerful, and has a very long cooldown on top. Animation changed to something akin to a cylinder/expanding floor wave of warp/lightning.
The idea behind what you’re doing seems good. A way to play psyker that is more physical (gun) oriented, more magical (warp) oriented, and trying to find ways to make other things viable. I just feel a lot more of the class should see changes, including making the ultimate actually useful for something other than quelling, though leaving that option in if desired.
Final thoughts.
I know soulblaze is exponential, but I don’t actually know what value would be fair. I just know that even 4 stacks of soulblaze is kind of completely awful, so it needs more oomph than, simply, that. I am not looking to change your suggestions to make Psyker overpowered, but rather to more properly define it in different directions with an ult that actually changes how you play the class, just like the best VT2 ults. Likewise, trying to find a way to offer it more support options, if that is what is wanted, while leaving non-support options as powerful and effective.
For example, giving everyone toughness on killing a special/elite is pretty good, but not every horde has specials/elites in it, and you can mow down a hell of a lot more hordes in melee/range for personal toughness than you ever could elites/specials groupwide.
Seeing your examples for a physical psyker, it’s more or less pushing psyker into 1 of 3 directions: Warp mage, battlemage, and something more akin to a support than anything. While I’m sure my numbers/ideas aren’t quite where they’d need to be, I am certain that the general idea should at least be interesting.