Playing psyker - Taking advice

Hello,

I try to understand how a psyker can deal 2 to 3 times the amount of damages that other classes can do with staves.
It will take time cause, as several may know, i am a bad psyker.

Actually I wanted to see what are the best talents to use staves. The ones that are really needed to achieve the DPS I can see on scoreboard (2 - 3 times other classes damages).

Additionally, can someone indicate me if this talent does something?


I don’t see any charge when testing in psy, but it seems there’s no icon for it (or may it be the mod I use?).
And what does it do as effect? I precise that want to use BB.

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This is the icon for the charge (same one as the EP)

As for what it does, just give you additional buffed BB.

So here instead of being able to bank 1 EP charge to be used for your next Blitz use, you instead are able to hold 3 to be used as you see fit.

As for what EP does, give you a quicker BB, free of charge and it’s stronger.

So here I would have 3 quick BB which are not gonna generate peril

I haven’t used EP in quite a while, but it’s how I understood it back when I used to (No idea how the Smite one does)

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Honestly, if you see a talent you think would be good with staves, it probably is. Staff Psyker and Gun Psyker talents are pretty easy to distinguish between.

I wouldn’t recommend taking the talents in the “wings” above the auras - they generally aren’t worth the investment, because you want points in your keystones. By Crack Of Bone is good for Gaze, though.

Mettle + Perfect Timing are best used with Fire and Ball Staves (use True Aim on ball staff for best crit reliability, especially with Surge). You can tag Mettle, but only Mettle, if using a fast-firing gun like Vraks IAG or a Recon Lasgun.

Disclaimer: Psyker is my least played class. I know the most about Zealot.

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I have a fun build with tranquility through slaughter. However, I really want to see how we can push damages on staves, and how high it can go.

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I’ve heard some gripes about M1 quell-cancel spam builds but idk the logistics of that.

I’m assuming ‘doing high damage’ on Psyker on the scoreboard has to refer to total damage, because Psykers are the WAVE CLEAR class and absolutely decimate hordes, but struggle mightily against anything large and imposing. (by ‘struggle’, I mean 'can still deal with them and will kill them just fine, but they won’t drop them in .2 seconds like a Veteran or Zealot).

If you’re wanting maximum total damage, Inferno staff is your best friend. Clears basically everything Flak and below, and can get up to decent damage against unyeilding targets, though you’ll probably want to ‘burn them’ to get stacks ticking then ‘pop’ for more seeable chunks. The two main builds I have for such a set up consist of:

For more Consistency and ability spam, and

For raw high damage output. (one can run warp nexus instead of warp flurry on these two, I just like flurry more because I like spamming the M2’s and getting half a charge of said M2’s while not dropping Blaze Away feels really nice, but if you want more crits, go for nexus. Elodie reminded me to that you should get Empathic Evasion if you do do this for sure, I just don’t because it doesn’t proc as often without nexus, so I’d rather have the peril barrier).

Those have been like, the best feeling builds in terms of ‘everything in front of me dies’ level of gameplay to me. If you want raw, high octane damage though, the best you got is either Voidstrike:

Because true aim + Surge is insane, or

Electrokineitc (there are many variants that can be done with this, this just happens to be the one I enjoy the most):

Because spamming lightning into targets with no penalty is really enjoyable, and getting those nice relatively consistent crits is very powerful.

Those I feel are all the ‘best’ Psyker builds for staves that I have come up with, Trauma is also good to, but it’s kinda caught between the choices above, so it’s not like ‘maximum damage’ it will just deal with everything for you though. If a build for that is desired though, can throw a crit one up for that too, but think I’ve exposited enough as is xD.

And yeah, the only other thing I’ve seen is macro quell M1 spam, but I personally don’t care for breaking the game. If you want to do that though, can look that up yourself xD.

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It doesn‘t.
Unless there is a massive skill difference, and/or the others have bad builds that deal little damage.

If there is an ogryn on your team, who simply spams kickback or a machinegun all match, you will have a hard time even competing with that.
Same thing with a somewhat skilled recon lasgun spammer.

Many other builds can compete with staff psykers as well. I just gave three examples of more or less mindless spamming that can compete with and even outperform a psyker using a staff.

The keystone describes exactly, what it does for smite and BB. The effect on assail is not completely listed iirc.

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I made so many attempts to answer this in detail and the thing is… I just don’t know how. There are just countless different things to consider. Psykers have so many tricks, so many unexplained properties and mechanics, so many different ways their talents & blessings create emergent properties all of which play into it all.

Apologies, but this will be long. And not enough, and possibly a bit disjointed. But I hope some of it is helpful.

I remember reading some dev design blog about the design of Black Mages in Final Fantasy XIV. How, if you play it just perfectly - and its insanely hard to do, bc you have to know & anticipate every single step of the fight while handling some of the most complex DPS rotations in the game - you’ll get ~10% more DPS than any other ranged DPS can. But if you mess it up even a little, you’ll fall far behind the others instead.

Psykers are like that, in a design sense.

They’re super squishy & have no real passive defenses. They have more tools & tricks than the other classes put together so nearly every second is about using the right tool in the best way. Most of their talent structure is entirely performance-based: the more you crit / weakspot / kill etc., the faster and higher your buffs, toughness regen and so on. The more peril you have the higher your crit & dmg & SB stacks on Vent etc. Besides peril they have several buffs like True Aim, Scrier’s Warp Unbound, etc. that must be tracked to make the most of them.

The more skilled you become with psykers, the faster you’ll move, the less time you need to spend defending, the more dmg you’ll do and the more enemies you’ll hit. It becomes a kind of cycle where if you’re good enough, you’re just constantly blasting non-stop and your overwhelming offense becomes your defense. Because the enemy simply can’t force you into defensive. And that’s where the insane dmg numbers come from.

Ofc builds play into it too, but those builds work on the same premise.

For example, take this one:

You’ll notice it has very low toughness regen, nerfed even lower thanks to Empyric Resolve. It’s also 1 talent short on Disrupt Destiny. Why? Bc even a single talent point away from anything else means a massive nerf in dmg or utility. You can ofc swith auras or skip Empathic Evasion to get that 1 talent back for DD etc, but the build makes for a good example for how little room there is for compromises when you go pure offense

First a few basic psyker tips & gameplay:

  • You can slide while charging & firing any staff or blitz. Doing this means constant high mobility while dodging ranged.
    • Works even with smite, letting you reposition & defend while channeling
  • Staves & Assail can be animation-canceled with fire → quell → fire for ~3-4x faster RoF. This can be macroed.
  • Psykers are ALL about maintaining high peril to get:
    • Warp Nexus, +0 → 20% crit
    • Warp Rider, +0 → 20% dmg
    • Vent, +0 → 6 stacks Soulblaze & +stagger
    • One With the Warp, 10 → 33% dmg resistance
    • etc…
    • Bc crits & kills stack other buffs, the real sustained DPS & survivability difference on low vs. high peril is much much higher than just 20%
  • Micro-quell constantly
    • Tapping quell even briefly has a small “DoT” that quells more. This means you can consistently micro-quell while dodging & sliding or between shots, to stay in that ideal ~70%+ peril range while maintaining constant DPS without breaks
    • Quell Speed is NOT a dump stat: The difference of 60 vs 80% in Quell Speed is massive, and a huge drop to not just your DPS but mobility & survivability as well
  • Track your buffs. For example True Aim 5 stacks means you know your next shot will crit
    • With Surge that’s 2 crits, so put that shot where it counts.
    • Surge shots have a small delay, you can sweep to fire into 2 directions at once
  • Learn the breakpoints, at least roughly
    • If 50% charge is enough to cleave flak hordes, and the specialists at the end with headshots:
      • Charging too little → the shot stops at the first horde, wasted
      • Charging to 100% → 2x more time wasted than necessary
      • Charging just right → does the job with max DPS
    • It’s not just dmg, but stagger too:
      • If you know you don’t have time to charge a kill shot, staggering will buy that time. But charging too little or too long there, is just gonna get you hit. But switching to melee when you didn’t have to is likely just going to dump your DPS.
      • Primary fire is fantastic for staggering, easy to spam while sliding around just to buy some room & time
  • Enemies have different dmg resists to blast (AoE) and direct dmg
    • Dogs & muties in particular die much faster to primary spam than secondary
    • Dogs are also easily staggered by primary, making it your go-to for dealing with them quickly & safely
  • General strategy & tactics
    • This cannot be stressed enough: Positioning, awareness and placing your shots where they do the most dmg (including headshots, Void does 2x dmg on crits or headshots so each headshot is basically a crit… on top of powering True Aim) is absolutely essential for psykers
    • Always move with a plan, sliding & firing constantly not just forward, but into positions where:
      • You’re safe & the enemy can’t get behind you
      • You have cover from ranged if needed
      • You have the best possible angle to cleave through as many enemies / the most important priority targets as you can
    • When random stragglers melee you, don’t focus on them only or switch to melee yourself if you can help it. Instead, dodge & slide so they’re positioned between you and your real target, then cleave through both groups at once.
    • When you do have to melee, don’t get stuck on that. Just push / push-attack through, dodge-slide away, get back to ranged to fire those high-dmg cleave shots asap.
  • Smite cleaves & staggers when stopped before 100% peril
    • Even untalented, it’s the best tool for dealing with bursters, trappers, dogs, oggies etc no matter where in that enemy mass they are
    • By paying attention, you’ll know a burster is coming far before you see it. Even if there’s 20 oggies in the front, a simple 2s smite deals with it and whatever else was it exploded on, while you go back to spamming your staff
  • Soulblaze general
    • All DoT’s have a logarithmic dmg scale: They do nothing up to 4-5 stacks, kill all horde at 6, specialists at 8+, most elites at ~12+ etc. So all DoTs are about reaching the breakpoint stacks asap.
    • The global cap for SB is 31 stacks, it’s massive
    • Perilous Combustion (talent, AoE 3 stacks SB on special+ kill) means focusing on a few specials+ near each other stacks so much SB on everything nearby, they’ll die to that alone. Always try to make use of this and get those dominoes rolling.
    • Vent & Creeping Flames (ult, 6 SB at 85%+ peril) is almost always best fired on the largest horde mass wherever that is. Except, sometimes it’s the difference you need with Perilous Combustion to get the dominoes started.
    • WildFire (talent, up to 4 SB is spread to nearby enemies on enemy death) isn’t in this build, but worth mentioning how fantastic it is. Many think it’s weak. But bc DoT’s are all about reaching the breakpoints, Wildfire means any SB builds will effectively start stacking at 4 SB minimum in group fights. Which means half as much time to reach breakpoint SB stacks on any fresh spawns & reinforcements.
    • Purge Staff
      • Is 100% a crit staff: Crits apply 2x SB at once
      • Empathic Evasion is a must for most Purge builds, secondary’s RoF guarantees range-immunity in crit builds
      • The primary spam is fantastic: It permastaggers & eventually kills an endless group of everything except crushers & muties. It’s just slow to dmg, so only use it when that stagger is needed.

For the build:

  • Knife
    • Knife has insane mobility and psykers are all about evasion & positioning
    • The bleed adds to this, since it means you can add DoT → disengage into range no matter what you’re fighting against
    • Knife 3 has a fantastic push-attack for instant “heavy” headshots, I use it all the time. More stamina means more access to that too.
  • Empathic Evasion (talent)
    • Crits make you range-immune
    • Both knife and primary spam on Void are very fast & have a high crit chance, so you can deliberately use those to force crits when anticipating being fired on rather than charge Void and get shot. Note that Mettle (talent, +5% toughness & +movespeed on crit) procs per attack so only once no matter how many you hit, so spamming fast crits also procs that far more often than normal.
    • Between EV, dodges and slides, if you time them right you almost never have to worry about ranged
  • Psykinetic’s Aura (talent)
    • Killing specials+ decreases ult CD by 5% each
    • You can plan into it: If you’re about to release a True Aim Surge doublecrit and kill a ton of specialists, why not ult first bc you’ll get it back in seconds anyway?
  • Vent (ult)
    • Goes through the map, does its max 6-stack Soulblaze at 85%+ peril, and 6-stack Soulblaze with Warp Rider & around 50%+ peril is so strong it kills all horde & snipers
    • Stagger stacks: If your staff / melee / vent alone isn’t enough to stagger something like a crusher in your face, both at the same time almost certainly will be
    • Because this is about dmg specifically, always put your Vent where it does the most dmg. Since it literally kills all horde & snipers through the map at the press of a button, don’t just put it on the 2-3 gunners or crushers you’re focusing on. Instead, turn to the biggest mass of horde, pop it, turn back & keep blasting.
  • Stamina curio
    • Psykers have 2x shorter (faster) stamina recovery delay than others, but psyker base & knife both have only 1 stamina, so 2 total
    • The curio means 2.5x more stamina, which with their fast sta recovery means almost infinite mobility in practice. Stamina esp. for psykers is NOT about blocking, it’s all mobility & utility like push attacks.
  • Empyric Resolve (talent)
    • Some people think it sucks, bc it makes it harder to build peril & has a double negative impact on talents like Quietude & Warp Expenditure (regen toughness based on ±peril)
    • Most of the real issue is not about building peril, but maintaining it. This talent means ~40% less time spent quelling and just doing raw DPS instead (exceptions exist, like Purge which is already far too peril-efficient)

As a final note, don’t get stuck on that build. It was just an example, one of the usual ones I tend to play. But there’s countless ways to build, and tbh I too would recommend a Purge SB build for you since they’re a lot easier to play.

But as a main psyker of 2 since release and as one of those who basically always tops the dmg often by 2-3x, these summaries here is why I think it happens: You play it right, and you can play so overwhelmingly totally offensively, that the dmg simply follows from that. These things are much harder to achieve on other classes bc. they can’t push themselves into the kinds of extremes psykers can, at least not without running out of ammo. :smiley:

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Try this build. One of my favs. I use force sword with deflector though instead of knife.

Others I use are Smyker and void strike with shield bubble depending on the mission type.

If I use shield bubble I go to knife for mobility.

I don’t like gun Psyker because ammo… And I already have 3 other classes that use guns, I want the more unique play style of using staves. Although with two handed force sword coming out I will be tempted to do the melee Psyker build which uses the right side a lot.

What the hell is that primary attack speed with your staff? :smiley:
Macro use?

I like this discussion. Obviously if we were just going to throw out a Zealot or Ogryn discussion there wouldn’t be any real topic asides which talents do you warp your tree around including. Here I can plainly see a lot of different value systems and weights attached to everybody’s argument and how that ties into their player preference. Me the Psyker tree was spoiled forever by the addition of cleave/attack speed talents…I will never not warp my build to include them, because I like melee combat. And there’s more melee weapons coming to Psyker that will hopefully have bombass crit damage and good push attacks (the only perquisite for me).

But I do use staves the most because the M1 attack is just stupidly overtuned from how it ignores most interactions with the game (no spread ever, no slowdown, insane suppression). You never even really needed to kill anything with it, just keep spraying down mobs of gunhands while you work towards them. It refreshes the range immunity from crits like crazy too. And M2 lets you ignore all crowd situations depending on how well you play, its really hard to get overwhelmed unless the team falls on you.

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Out of curiosity, what build are you using that focuses onright side talents with melee and crits but also the M1 staff spam on the left side?

Oh I don’t bother with the trash on the left, that struck me as a total trap. Any M1 build should be oriented on getting as many Surge procs as possible, you can have 22.5% crit chance before turning on scriers. That and true aim are all the damage you need from M1. Keeping Malefic Momentum up all game is my main goal, and assail/melee are the only benefits to the cleave talent but that is fine by me. You can hit 3 ragers from just cleave scaling high perils and using the +1 penetration talent. I only grab the 2 on the right, which took away a toughness talent and the comfy 3 DD stacks every weakspot kill for me. But that’s ok. You can just main the knife push stabs while scriers is active.

Variants of this build are also some of my favorites, the OP just asked for staff builds so I didn’t include any in my ‘already probably to many’ list xD

But yeah, Warp Splitting + Assail my beloved, getting to high peril then sending like 3-4 assails down wave and watching them just absolutely eat through it is so friggen fun. The fact the cleave lets it even pass through carapace (not do damage, but still pass through to at least hit a couple extra things after doing so) is really good, and lets you even nab a mauler kill here and there with the little knives, which is really nice.

I got an alternate Voidstrike build that uses that, dropping Solidity for said melee attack speed and cleave and just going to town on the wave whenever needed with knives, you just tend to not NEED that with a voidstrike staff as it kinda does what assail does already, so I decided to show off the head pop version as it does more damage to the bigger things with random flayer procs.

I got a scriers melee build that just flies through combat to though, feels fantastic and do very much recommend! (and am so very much looking forward to the new force swords with a wave attack, very interested in what those are gonna look like).

This is probably the most comprehensive ‘guide’ I’ve seen, and has even taught me a thing I didn’t know/understand about Psyker (I didn’t know literally any action could be done while sprinting or sliding, I guess I should have given other classes can reload while doing so, but the fact I didn’t think to quell or charge while doing it baffles me, but hay I’m gonna be a LOT better/work to be a lot better at my job as a Psyker now XD).

Good on ya, VERY well put. But as you say, ‘there’s always more’ with this funky class which is why I ALWAYS find myself coming back to it (despite other classed being way easier/having golden armor), so I figured I’d add a few additions:

  • To go with your stamina point, Kinetic Deflection always takes from your Peril first, and is effected by peril reduction. This gives the class the ability to block, especially when paired with a force swords ‘Deflector’ Blessing, as you can ‘sit behind’ your shield and actively regen stamina as your peril ticks up on hits, before sprint/sliding away. This can still work without deflector to, you’ll just have to be more cognizant on your peril gain/make sure it doesn’t start bleeding into your stamina.

  • Warp Splitting gives cleave to EVERYTHING, I know I didn’t know this/assumed incorrectly initially while reading it (thinking it would just be melee attacks given where it was placed), so figured I’d bring that up. Assail can just wipe waves with high peril using it, melee also gets to be a lot better, and cleave points on Voidstrike can become a lot easier to hit. Not needed on EVErything, but worth a consideration depending.

Think you nailed everything else, very good stuff! (also WHY WAS IT NEVER MENTIONED TO ME BEFORE I CAN SLIDE INSTANTLY AFTER A DODGE?!? 1.3k hours and counting and I’m JUST learning this, what the hecckkkk so much more skill expression just open to me instantly, I always didn’t understand how Psykers played while not maximizing the amount of toughness they have but like heckkk my third eye has opened).

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Exactly! :joy: Even after 2 years I’m still learning something new almost all the time. If not about psykers, then at least the mechanics in general. But there’s just so much!

For example that Kinetic Deflection you mentioned:

Kinetic Deflection’s efficiency scales on stamina. So essentially going from 3 sta to 6, means it’s going to be twice as effective. Also just a week or two ago I learned from @Gideon404 that block efficiency is NOT multiplicative like I thought (bc just about everything else is), it’s additive! If you have 60% BE, another 20% puts that at 80%, which means halving the sta cost from 60%. They also taught me that DClaw I has a hidden property of inherent +25% BE!

It’s a novelty thing ofc. but psykers could theoretically do stuff like stacking ~81% BE total from curios, perk & DClaw I, or 86% from the same but Force Sword & Deflector. Between that BE, an extra curio for stamina, and Kinetic Deflection, you can make the most ridiculously overdone block builds ever.

Ofc in practice it doesn’t really matter since blocking doesn’t kill, and even where DClaw parry does, it won’t work on crusher/mauler packs since they’ll blow right through that block phase that follows every parry. But at least it makes for another great example. :smiley:

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Great post, but i have to correct you here:

It is 84% and above.

If you have no peril cost reduction at all, that is 4 special activations of a force sword with 60% warp resist (4 x 21% = 84%).
(If you have a single 5% peril buildup reduction node, which you are forced to take right after picking Venting Shriek, you need a force sword with <58% warp resist.)

Also, wildfire really is not great (unless it got reworked since the last time that i tested it, and i overlooked it in the patchnotes).
It spreads up to 4 stacks per kill, but those 4 stacks are distributed across 1-4 enemies (if 4 targets are in range, they each get 1 stack).
It also does not apply any stacks at all, if the potential new targets already have 4 or more stacks on them. So SB stacks from wildfire can not kill anything by themselves and wildfire can not push your SB into the stack range, where it does good damage.

If you vent a horde of enemies with 4-6 stacks of SB, wildfire will do absolutely nothing at all to any of those enemies. The only thing that it might do, is to apply a few stacks (but no higher than 4 stacks on a single target) to some enemies that were just outside of your aoe.

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@Heretical_Cactus explained well the talent.
I must admit that, during the time i completed the penances, I chained bb, smite or assail.
So, I have not seen what it was providing as bonus. When you only use the blitz, this node is useless.

I realize that. But i am far away of this :wink:

You’re close to be able to write a guide about this class.

I understand that it can be good, however, I don’t want to go for animation cancel that i feel like an exploit.
I know several think that mods are the worst cheat, for me exploits are cheats while mods are acceptable (but several go too far for me and I won’t use them).
However, that’s good to write it as it could be read by someone else.

I take note of this

I don’t know what to think about soulblaze. I made a build around it. I have pretty high dps with it… But must test more (tested only twice).


About builds. I made one gun psyker and this one is absolutely great. You shred in piece a lot of things. That’s why I asked specifically for staves.

On staves, void one needs improvements. And I thank you for all these advices.
Trauma is really bad (my build, not the weapon).I have to find a way to use it.
Surge one… Well it is surge… So amazing.
Purge, I don’t like. So no build around it (the blue flames are annoying… I can survive for soulblaze, but purge is too much…)

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If you want to use the trauma staff effectively, you should definitely practice movement during staff usage.
You can stagger everything and even cast the aoe basically at your feet.

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I’ve been thinking about it for a year. :joy:

But we already have fantastic guides like:

While some descriptions there aren’t complete, overall they have a far more detailed account of everything than anything I could make.

I’ve been considering making a practical guide. Like, from the PoV of a single build only so I could narrow it all down but then cover as many of the little tricks & plays you can make as possible. I need some software to record gameplay that doesn’t tank my FPS tho. x.x

I definitely understand. Been saying for a long while now they should just buff the staves’ base firing speed & remove the animation cancel completely.

Obviously this is a matter of opinion, but personally while I’m ok with simple macros & mods that address QoL or essential-ish missing features, stuff like this goes too far. I have it macro’d bc it’s been in the game for 2 years, and bc even with the macro the primary isn’t strong enough to seriously disrupt the game. But it’s a blurry line and I can definitely see why not everyone would agree.

For me the staves go about like this (these are all just opinions mind, all staves are strong):

  • Surge is my least favorite
    • It’s too simple & predictable. It only has primary & secondary and the secondary really only does ~50/100% charge. It has extremely high crit % but that’s it.
    • No headshots, no way to make big cleave plays, super simple aim, no real tricks to it. Even its stagger breakpoints mostly rely on crits so RNG. It’s highly single-target focused when the meta is all about numbers, so you’re always forced to pair it with AoE/cleave talents & melee all of which just serve to simplify & restrict it further.
    • Overall it’s strong but very safe, easy, and works about the same no matter the skill of the user. To me that low agency makes it too boring, simple & restrictive. :frowning:
  • Purge is much better
    • Has similar issues to Surge, but the SB mechanics & talents make up for a lot. Its fantastic AoE & cleave & stagger make it a lot more relevant to meta. Its main weakness in armor is rarer & more easily countered with blitz / melee than that cleave the Surge lacks, but the lack of ranged and lower mobility are an issue.
    • Extreme peril efficiency means more talents to play around with. SB has tons of talent synergies, and with In Fire Reborn also makes Purge the most reliable ult-spam staff out there. For example Purge with Psykinetic’s Aura, Warp Siphon & In Fire Reborn basically guarantees non-stop shields at all times, which between Purge’s own cleave & dmg & peril efficiency means you’re basically constantly immune to ranged & melee both all while dealing insane dmg, all in the same build.
    • Still, the staff itself is too simple & tends to get boring
  • Trauma is still the best staff, probably the best weapon of any kind in the entire game
    • Besides its poor blessing pool (it has a lot but most don’t work or make no sense) and lack of headshots, this staff has a very high agency. It has a high skill cap and is all about learning charge levels for kill & stagger & knockdown breakpoints, using the CC to herd enemies into environmental dangers or easy AoE killboxes, how to reach behind cover & over & below stairs, through fences etc. to knock enemies out etc. It goes straight through the enemy mass so you can learn to blow up bursters behind 20 oggies by sound alone, or blast bulwarks behind their backs to knock them out and spread them out. Things like timing the explosion right just after a crusher’s stagger-resistance has worn off to keep them down indefinitely, or low-charge blasts just strong enough to knock down a burster but too weak to kill it, etc. And bc of how different the primary is & blast-resistant enemies like dogs & muties, you’re constantly mixing in primaries for range, accuracy, or just as a finisher to save on the time & cost of charging another blast.
    • It’s biggest problem is its strength. It’s so strong whether ranged or melee the staff is almost always the best tool for the job, so any build with Trauma tends to be best just spamming Trauma and little else. And bc Trauma was the staff for the first year, I’ve used it so much I’ve become borderline chronically bored of it. Its strenght also makes it complete overkill for easier difficulties like high-intensity. So I tend to reserve the staff for the most challenging runs only, or for random quirky builds with weird melee & blitzes just to expand on all the variable gameplay.
  • Voidstrike is the most interesting
    • Has the highest agency by far of all the staves, even if its power isn’t quite up to par with Trauma. It’s strong, has crits & headshots, multiple relevant charge levels for both dmg & stagger, Surge doublecrits, constantly needs both primaries & secondaries, learning to lead the shots, fishing & positioning for optimal cleave lines, and it works fantastically for every range & enemy type except bosses. Even bosses have exceptions, like staggering snails or farming True Aim from mobs → putting the big double crit on the boss etc.
    • There are so many ways to play this staff! In melee you can farm TA with hits → do a low-charge Surge blast → repeat. Tracking TA makes those big crits a constant, so you’re always switching between different little tasks like where to farm TA, where to cleave, where to put the big crits, whether to split the crits into 2 directions etc. You can low-charge stagger a group of gunners or a dog → primary spam their face to kill → now with TA stacked take down an oggie somewhere, etc etc. By far the most fun staff to play!
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