One thing I want to say is that despite I love playing this class and will main it 99% of the time it does feel a bit superfluous. I have many times defended psyker and its potential as I have indeed carried many Malice and Heresy with him (damnation is entirely beyond my reach atm it seems, shooters and rando players being the main reason), but the more I play the class the more I realize the hard truth.
Psyker feels really good to play when vets and zealots are not playing optimally.
Because in case they do a psyker in the team serves the only purpose of adding flavour to the mix.
I run a very optimized and gear-lucky purgatus build (being the only one I played with for about 80 hours or more) that feels super good and smooth to play. Cool.
A zealot with flame-thrower renders me pretty much useless. It can do what I do plus the class is not hella squishy and has great melee output.
A good vet is better than me at spotting and killing specials, elites and big armored guys as well. Two good vets make my presence in the team truly and entirely superfluous. They can do all I can do better than me, with no peril management, much less squishyness and great melee output (with or without the power-sword).
Psyker is not bad, and skilled players can make it work. I do, and this is my first tide game.
Problem is that he IS slightly worse than everybody else.
-He’s not a cannon at all, but he’s plenty glass.
-His support/damage abilities are eclipsed by far more aggressive and destructive classes
-His whole kit is built around BB which becomes very underwhelming from Malice up. Either that or you can ignore BB and WCs entirely building purgatus/ascendant blaze which makes you almost as good as a flame thrower.
It’s true you don’t consume ammo, but I’ve never seen ammo being a problem for nobody. There’s always enough to get by.
All and all, despite my love for him, Psyker needs to be carried through 60% of runs in t4 and t5 to then be useful when he can display his power at its best, and even then being less optimal than vet or zealot.
I’d say that it is almost objectively a not well balanced class: his great weaknesses do not correspond to great strenghts, aka too much glass, not nearly enough cannon.
This is an extremely well thought our and constructed post! Added bonus that it reflects my feelings on the class perfectly!
All glass, no cannon. BB is clunky and the feats around it are inelegantly designed.
Deflector feels like it should just be an inherent trait on force swords, they don’t serve a huge purpose without it, and the special feels weak at higher difficulties. Sometimes a BB will proc on a force sword special and I’ll think “awesome! that’s how this should feel all the time!!”
Ammo being a problem when you have 1 plasma vet and 1 bolt vet,or similar situation,not even counting zealots flamer is a ammo eater of great degree.Being ammo free is definitely a significant benefit to your team
And comparing to the flamer well purgatus is more flexible and it doesnt really has peril management problem AT ALL if you play it right.A flamer will hesitate wasting ammo on small but constantly spawning packs,a purgatus wont.A flamer had its hard down time reload,purgatus dont.A flamer consum ammo,Purgatus dont.And soulblaze being a non-linear damage source melt down melee elite groups decently in damnation,it even melts crashers in 1 full charge or 1.5,with 80% burn status.The advantage flamer had over purgatus is direct damage and range (16vs22 perfectly rolled),but once you have a fs with deflector you dont have problem closing distance or retreat when need.
Also,you can slide with purgatus charging without break it,you dont do it with a flammer
Flammer=heavy purgatus
And we all see how medium tanks beat heavy tanks despite worse armour and smaller gun calibre
They seriously need to tone down the Visuals for the Shield Portion. In any kind of dark environment you can’t see jack squat through it. This needs to be more transparent or it makes it difficult to use and completely negates any benefit you get from that shield.
Well that’s why you use it in conjunction with the Flamer, because the Flamer hoses off all that extraneous garbage around them allowing you waste them quickly with the Thunder Hammer… but even Thunder Hammer has less problems than the majority of things on the Psychers.
That is small beans compared to the Issues on Psycher.
effective range=22m
movement is sluggish
If you use a flammer pick up a dagger with bleed pls,thunderhammer sometimes even do more harm than help,throw things around without killing them,the same problem with trauma staff
Psyker purgatus+forcesword+bb cover everything=versatil
Thats why your mentality is wrong
Why are you even bothering,
Nothing you are saying has even remotely any affect on the actual effectiveness of that combination for Zealots and it is very effective by the way, much more effective than anything Psycher has at this point.
It won’t change the psycher problems nor the fact its that much weaker than the other classes because of those problems. It is not going to magically and mystically make Psycher any better.
It’s got real problems in higher difficulties and those have been well defined at this point.
Had to see it to believe it. I still kind of don’t believe it, but I was popping them in the middle of dense hordes.
@alsozara do you use the T2 feat Psykenetic Wrath (staff power) or Inner Tranquillity (Peril resistance for warp charges)? Do you also use Kinetic Flayer (10% chance to BB target with any damage)?
It made me fill in every blessing and perk to post so I hurriedly entered what I would be roughly aiming for but the main things there are the feats and +infested roll for Trauma so it can reliably one shot poxwalkers without warp charges on Damnation and has a better chance of killing them with half charged attacks when I do have full warp charges.
I am currently alternating between chainsword and duelling sword for melee. Main thing is that it’s a non force melee so you get that excellent passive venting rate (helps with Quietude too).
KB is just great to have if your team is doing a poor job of dealing with shooters, gunners, snipers, shotgunners, crushers, and/or Bulwarks. Trauma comes out when scary dense/mixed hordes are bearing down on us.
And yes any level charge secondary insta kills a poxburster on any difficulty. It’s a small bonus but an appreciated one at times.
nice build
but one question
warp flurry stacks wont be forceculy break up because the peril cost of the charge on trauma thus diminuye its value?
Thanks
Tauma has nice damage on its epicentre
I do found the most confortable thing with Trauma is how it can kill buncho f shootgunners inside a horde,which,with purgatus will result dangerous because the stagger isnt enough to make all shootgunners stopshot
With Trauma those packs are just so easy
Though the most confortable scense on this situation is a vs strike from afar hahaha
I don’t think warp flurry even works properly on Trauma. As I said the build editor made me fill out all the blessings and perks so I just kinda chucked whatever in there. My trauma staff has good stats but rending shockwave and run and gun for blessings which are both oof (though no blessing besides focused channeling even does much anyway).
I’m usually full charging trauma unless I need to do a part charge first to create space for the full charge which is fairly rare.
It actually doesn’t because trauma has a 1.0 armour modifier for everything but infested. It does the same damage to a groaner as a crusher. Only thing it boosts damage on in most instances is poxwalkers since you’re not gonna be killing dogs with it and it already one shots poxbursters guaranteed. It’s a pretty terrible blessing but that’s kinda par for the course with most staff blessings.
I think I even saw someone test surge (double cast on crit blessing) in the Discord and it only worked on primary fire
well thats meh
I mean,we dont need a buff but we can clearly use a fix to fix all those broken blessing up and maybe some explicit clarify to what blessing does what