This topic will be broken up into 3 parts:
Part I: Path changes
Part II: Aura, Ability and Talent changes
Part III: Talent Additions
For convenience, there is a simple Yes/No poll below each suggestion, additionally feedback can be left as comments.
Part I: Path Changes
First, please get rid of these highlighted tax nodes. They limit build variety, don’t contribute meaningfully and points could be better utilized on Talents. Blue marks the suggested path, red marks the nodes to get rid of, green marks nodes that should be changed to +15 Toughness.
- Yes
- No
Part II: Aura, Ability and Talent Changes
Auras: +10% Elite Damage, +10% CDR, +10% Crit Chance
- Yes
- No
Perilous Combustion: Elites or Specialists combust on Critical Hit Kill, damaging nearby enemies and causing lesser enemies to cower in terror. 5s cooldown. (Too strong as is, allows Soulblaze to exceed other limitations)
- Yes
- No
Smite: Unleash a blast of Bio-Lightning - a fast, channelled attack that Locks to and Stuns an Enemy while dealing minor Damage. Charge to unleash a focused blast - consuming one charge, that deals high damage to the first enemy hit and knocks nearby enemies to the ground, applying Electrocution to all enemies affected. One charge replenishes every 60 seconds, max 3 charges held. (Too strong as is, Smite Secondary should be more strategic)
- Yes
- No
Charged Strike: Your Melee Push Attacks electrocute enemies hit and deal 25% Impact. 3s Cooldown.
- Yes
- No
Enfeeble: Enemies Electrocuted by you take +10% increased Base Damage from all sources for 5s. Stacks 3 times.
- Yes
- No
Psy Aura: Decrease Stamina regen delay for you and all allies in Coherency by .25 on Elite or Specialist kill. Sprint no longer costs Stamina while active, lasts 8s. (Too strong as is, CDR should be more limited)
- Yes
- No
Unlucky For Some: When an Ally in Coherency takes damage, all other Allies in Coherency gain 15% Toughness Regen from all sources for 8s. Triggers every 10s.
- Yes
- No
Empathic Evasion: A melee Critical Hit makes you count as Dodging against Ranged Attacks for 1s. A ranged Critical Hit improves Dodge recovery and distance by 25% for 5s.
- Yes
- No
Venting Shriek: Unleashes a wave of warp energy that Staggers Enemies in front of you. Quells 50% Peril. Using Shriek while Overloading from Perils of the Warp applies 20% Corruption to your current Wound.
Warp Unbound: Scrier’s Gaze now also prevents overloading from Perils of the Warp, during its lingering effect. For every percent of Peril generated over 100% during this period, 1% Corruption will be applied to your current Wound.
Note: Crystalline Will would mitigate Corruption gained from Warp Unbound and Venting Shriek by giving the player more wounds - more wounds, smaller amount of health affected by Corruption. Corruption would be capped at whatever Wound a player is on when Scrier’s Gaze is activated. Corruption would give Chaotic Embrace buffs (if taken) and could be cleansed for the completely through Blood Baptism.
(Both suggested Talents below)
- Yes
- No
Crystalline Will: Overloading through Perils of the Warp no longer knocks you down, but you still take the appropriate Corruption Damage. Additionally, you receive +2 Wounds.
- Yes
- No
Part III: Talent Additions
(Directly Below Crystalline Will)
Chaotic Embrace: For every Wound consumed by Corruption gain 1 stack of Heinous Frenzy, up to a maximum of three stacks. For each stack of Heinous Frenzy, gain +5% attack speed. No Health damage is taken until Toughness reaches 25% or lower.
- Yes
- No
(Directly Below Warp Rider)
Malicious Blessings: Non Warp ranged Weakspot hits and melee Weakspot hits deal an additional 10% Weakspot Damage but apply 5% Peril per Weakspot hit. (Need meaningful ways to generate Peril outside of Scrier’s for melee Psykers and GunPsyker)
- Yes
- No
(Between Kinetic Deflection and Tranquility Through Slaughter, like this):
Psykinetic Flow: Gain 15% Improved Dodge Recovery. On Perfect Dodge gain +15% Critical Chance and +10% Attack Speed for 8s. (This one is to improve Psyker melee combat against Monstrosities)
- Yes
- No
(Directly Below Psykinetic Flow)
Blood Baptism: For 5s after a push attack, your melee attacks inflict bleed on enemies. Bleed cleanses Corruption.
“From the blood of the Emperor’s enemies, thy sins shall recieve atonement, freak”
- Yes
- No

