[Psyker] Talent Tree Themes

The Psyker Tree is one of the best trees in design mixing, crossing, variety and structure. With a few flaws, some weak talents and bit of bloat in operative modifiers.


Left:

  • Range / Staff Tree, Focusing on raw damage boons to boost staff damage and a defensive cooldown ability that turns out to be amazing for offense as well.

Middle:

  • Support Tree, always seems to be the middle ground tree psyker excels at support mechanics from the rear with bubble, smite and Seers Prescence. So flexible almost no middle structure and many builds dip into it.

Right:

  • Melee / Gunner Tree, Focused on mobility, melee, guns and enhancing through crit.

Tree is amazing just lacks passives similar to Zealot and minor structure issues below
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Lock Out Talents:

Think it needs to be opened up, combine/rework smite talents down to 2 ability modifiers.

Balance out the Staff offshoot with additional passive emphasizing secondary attacks

Trim off the fat of Operative modifiers late tree where more juicy new passives should be…

Thoughts? New Passive Ideas!? Crowd Sourcing / Slow Time!?!

2 Likes

Possible New Passives:



Left Staff Splinter

Building Force: Staff primary attack hits make your next staff secondary attack deal 4% more damage stacks up to 5x

Left

Staff Specialty: Staff Weapon Specials have increased effects, charging attacks with psychic power and lighting area around Psyker when used.

Middle

Shocking Suppression: On suppressing enemies they are stunned by psychic energy for 1s before reacting to suppression, this effect does not add to suppression duration. If suppression is less than 1s they are still suppressed for 1s.

Right

Sensitive Spots: Non-Weakspot hits gain +20% Damage, Impact and Stagger.

Yeah, I feel they deliberately don’t allow you to have Psykinetics Aura with Assail, as that’s currently one of the few things ‘balancing’ it atm. If/when they nerf Aura to be ‘like everything else’ and just give regen for X seconds then I think they can add a connector/I’d love to see them add one, but atm they don’t want BB getting Malefic Malestrom and they don’t want Assail getting Psyionic Aura. (though Assail with Wildfire and Perilous Combustion too…shudders).

Beyond that, I did notice (especially since the Ogryn Rework) that Psyker funnily enough is the one with the ‘least build diversity’. Granted, they can mix and match the most out of all the trees, but I think due to the nature of their middle tree getting ‘gimped’ due to this tree structure, it makes them have the lowest amount of different talents. Like my Ogryns always able to make builds with a few points different each time even if builds are super similar/use the same things, same goes for Veteran a lot of the time. But Psyker, unless I’m actively picking entirely different things (like different Blitz’s/CA’s/Keystones) builds end up homogenizing to exactly the same thing with very little variance, due to the amount of points needing to be spent on top of the amount of ‘required’ nodes that need to be taken. No build’s forgoing Warp Rider/One with the Warp if they can help it, no crit build that lands headshots can ever think to not run True Aim, no build is ever taking Unlucky For Some as taking that 5% DR node into One with the Warp is just to good and helps you not feel like a COMPLETE piece of paper and more like a cardboard box, etc etc.

I feel some more interesting passives to lead to further diversity would be nice, and having them toward the bottom makes sense as especially on the left side, you kinda just take Penetration of the Soul because it’s there and never usually care about it (hell, it was bugged for months and nobody cared/Psyker still played just fine XD). To that end, I think I got a few ideas I can throw in here for fun that I think would be nice:

On the ‘Staff balance’ offshoot, add a node for ‘landing primary fire hits reduces the channel time for your next staff cast, up to X% after Y hits.’ ‘Relentless Strain’ or something to that effect, as currently the main reason one never goes into that side of the tree (outside of poke builds with the Electro Staff) is: the Warp damage amp is a Debuff so it literally isn’t worth having except against monstrosities/to buff the poke damage itself, and 30% increase poke damage is like, actually whatever, and neither are worth wasting a point on Perilous Assault and dropping Warp Flurry for. But if you could ‘ignore’ warp Flurry by going into that tree and buff your damage with pokes on top of it?..well now there might be a point to going in there/experimenting XD.

Left/middle tree bottom, ‘An offering of Flame’, ‘increase damage/warp damage by 5-10% against burning targets’. A small bonus (As lord knows fire doesn’t need any more buffs atm), but something thematic I’m surprised isn’t already there, and could serve as a sudo replacement for Warp Rider if one desired. As an extension, ‘Shocking Weakness’, Enfeeble but a personal buff to you against electrified targets.

Left talent, ‘Reckless Stream’, ‘While below 50% peril, Peril cost increased by 100%, Warp damage increased by 100%’, give a reason to be at low peril for once, might/probably needs some numbers tuning…

Middle talent, ‘Warp Shielding’ , while at 90-100% toughness and below critical Peril, gain X% toughness DR, the next hit against you generates peril equal to a percentage of the damage dealt (call it 25% like Kinetic Deflector)'. Since the tree is supposed to be more support/resilience focused, feels appropriate and thematic.

Middle talent, ‘Warp Leak’, While above 80% peril, your warp attacks apply 1 stack of Soulblaze/Electrify at random. Just a fun effect to go along with the ‘empowerment’ effect in the column.

Right tree Passive, ‘Warp Rounds’, ‘While below 50% peril, each shot costs X peril and increases it’s Strength/Rending by X%’. To give use to running something other than the Recon Lasgun XD on top of giving a proper way for a gyker to generate Peril without Assail.

Right tree Passive, ‘Warp Gift’, ‘Crits do not consume ammunition’ because we don’t have Survivalist so why not add a talent to tax the team less? Might be worth limiting to ‘none True Aim crits’ depending on how ‘infinite’ that ends up being…stares at Mortis.

Could probably go on but I think ‘two each’ is already more than enough to brainstorm ^^; but would be nice to have more variety in the effects Psykers have access to!

2 Likes

If we talking about some high diff (havoc) its really only 1 build.

More about structure and ease of picking what you want, certainly some talents are dominating but would be easy fix to adjust weaker talent or swap positions, as well as add more competitive choices with the obvious lack of talents.

Yes I think these should be even more centralized and other tree position swaps that make more sense.


Yah Perilous Assault feels like its trying be a ranged lightning speed… unsure if range attack speed would help staves light attacks unless they got reworked to auto shoot on hold down. Maybe combining Channel speed into Perilous Assault.

Up to 50% Swap and Channel speed based on current peril.


Yeah but your right more fire damage not so much needed except maybe heavier targets…wildfire brittleness..

Kind of sounds like Vet. Iron Will =)

I think there’s a heavy emphasis on range already and surprising lack of melee except the offshoot, but interesting takes.

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Agree on making such talents ‘more central’, think those placements make total sense.

Yeah, baking it into Perilous Assault wouldn’t be to bad either, make that talent feel a bit more worth while in general XD.

Brittleness on Fire might seem like a bit much to me as letting it deal with armored targets (especially with the Blessing that does the same) seems like a lot…but maybe 10% would be ok?

Yeah, Iron Will was partly the inspiration, but I felt like trying to push it into a ‘Psyker flavor’ as they absolutely should not have ‘basically infinite 50% DR at all times’ but I think making that ‘first hit’ hurt less from ‘mostly full’ would be a nice thing to be able to spec into. Turning that 1 shot into a 2 shot in havoc for instance XD.

Yeah, to me Psyker is a ‘ranged class’ so that’s what came to mind, I feel emphasizing their melee beyond Lightning Speed/By Crack of Bone/Warp Splitting would get to be a bit much (As they already do quite well in Melee anyway). Maybe a talent allowing Soulblaze to be applied per melee hit at 1 stack per would be thematic and not to bad an addition, but I’m not sure about much more than that.

Well if I understand it, dots already bypass armor this would encourage swapping to alt weapon/attack to take advantage of brittleness as well as for team-mates.

Also dabbled into VT2 reminds me alot of Unchained DR tied to heat/peril basically if you get hit enough you will overload and need to vent by ability or say Crystaline Will.

So do you think right section of tree should be just gun focused and leave melee to its niche of tree like staves? or maybe a gun / swap focus like Vets

I don’t think so? At least I know Rending makes Bleed absolutely skyrocket in damage, though not sure if that’s a different modifier/if Soulblaze functions differently. But I know for a fact half the reason Bleed is so insane is the fact it + any source of rending = basically everything dies.

Hmm, interesting thought. I wasn’t entirely in the camp of letting it overload you, but it could be a nice risk/reward for ‘always active’ DR… perhaps.

I was thinking about it, and the main thought in my head personally would be to maybe continue to go the ‘By Crack of Bone’ route and use it as a source of peril management/engage it more with the peril system verses directly just giving power. So ‘weakspot hits above 50% peril generate 1 stack of soulblaze on the target and quell 1-X% peril’ or something, or make an effect similar to my ‘Warp Rounds’ idea ‘melee hits below 80% peril have increased strength/rending and generate X% peril per swing’.

1 Like

Cleaned them up a bit plus some.

Staff Specialty: Staff Weapon Specials have increased effects, charging attacks with staff related power and lighting area around Psyker when used.

No Passage: Staff weapon special now strikes ground and staggers enemies around Psyker can only proc once every 5s.

Shocking Suppression: On suppressing enemies they are stunned by psychic energy for 1s before reacting to suppression, this effect does not add to suppression duration. If suppression is less than 1s they are still suppressed for 1s.

Sensitive Spots: Non-Weakspot hits gain +20% Damage, Impact and Stagger.

Warp Rounds: While at low peril Non-Warp Ranged shots gain up to 20% Rending. Each shot generates 2.5% peril up to 80%.

Warp Munitions: Ranged Critical hits no longer consumes ammo and generates 50% less peril

Kinetic Endurance: While below critical Peril sprinting cost peril instead of Stamina.

Personal Wave: Peril continuously increments to critical levels before passively venting over 10s.

Unbound Psyker: Psyker gains 50% TDR but all toughness damage is transferred to peril.

Armor a Blaze: Psyker melee strikes against soulblazed enemies gain 20% Rending.

Force Shove: Psyker pushes generate peril while below critical levels and knockdown pushed enemies once every 10s.

Venting Form: Manual venting also reduces threat.

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