Patch Notes 1.0.25

Played a few missions last night. On Heresy this is what I had equipped, and what I experienced.
T2 Feat is the 6% peril resistance per Warp Charge, T5 Feat is Warp Battery, T6 Feat is the “Pop ult get 25% reduced charge time for BB, and 50% peril resistance”. Voidstrike staff, Force Sword with deflector and Curios stacking Stamina and Stamina regen.
Bulwarks, Reapers and Crushers I left for the Veteran and Zealot. We came around a corner and BAM! Gunners and shotgunners and shooters everywhere. I cleared the room. With 6 Wc’s that provided 36% peril resistance, combined with Ult I popped off almost 8 BB’s in under 10 sec. The Gunners and Shotgunners dropped like flies. I ducked behind cover, quelled and started picking off shooters. It was glorious to see my name at the top of the screen clearing mobs like a God. And with Deflector it was easy to protect myself for re-positioning and then picking off more shooters.

NOW HOLD UP! The squishyness was still an issue. ONE volley from ONE shooter and Toughness is gone and they’re chipping into my health. That is still an issue. But at Heresy difficulty I did feel like the WC’s being easy to maintain definitely contributed to my helpfulness when we got into a ruckus. My Ult knocked back the crowd and I started popping heads.

Still feel the Psyker could use some more utility and differentiation of Feats, but this build was a fun “Nuke” option. Also the other Blessings on my curios are “3% Combat skill regeneration” Which allows me to Nuke more often and in a pinch if I accidentally go to far and I’m about to explode the Ult is an emergency cool down and the skill regen blessings make it available more often.

*EDIT: Buddy was Playing Ogryn. He said he noted almost ZERO difference. To Quote “It feels like they’re just playing with knobs and sliders, turn up this, turn down this…but it didn’t really matter.”