[Psyker] Talents

We’ll breaking from the hardest class to the fun-est suggestion revamp, the Psyker already has one of the best tree structures in game along with Veteran. Here are the talent reworks for mostly weak talents, making them more competitive will force new hard choices and make for the most varied playstyle of any class.

Numbers to be tuned down or up depending on power. Having weird posting issues attempt to repost…very strange something about the quote highlights interrupted the polling maybe too many features in post.


Mind in Motion: Quelling peril increases movement speed by up to 20% based on current peril, peril no longer slows.

Current: Your movement speed is not reduced while quelling peril.

Reasoning: Right branch melee focused; talent would be more competitive with Malefic Momentum. With extra speed mobility at cost to exposure while quelling.

  • Yes
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0 voters

Perilous Assault: Up to negative -20% charge time on secondary attack based on current peril

Current: Up to 50% wield speed based on peril

Reasoning: This left section is the staff corner, all staves wield very well / fast baseline this is a better boost to focusing on staff damage.

  • Yes
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0 voters

Soul Drinker: Critical hits cause 1 stack of soul blaze, killing an enemy with or under the effects of soulblaze (or would be under the effects if alive) grants 1% critical hit chance for 5s stacks 10 times.

Killing an enemy with soulblaze restores 5% toughness and grants 5% critical hit chance for 5s

Reasoning: This right section is the melee corner, most enemies die from our swings rather than soulblaze so this would make more sense and useful to melee focused Psykers while removing toughness portion and adding crit proc of soulblaze it because a weaker psyker scourge with range capability.

  • Yes
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0 voters

Anticipation: +50% Dodge duration, at dodge ineffectiveness generate peril instead of dodge loss while below critical peril.

Current: +50 dodge duration and increase dodge maximum by 1

Reasoning: Another peril management tool to halt decay and utilize peril in melee heavy builds. Amount of generation to be determined; could be escalating on continual use.

  • Yes
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0 voters

Kinetic Prescence: +7.5% damage against specialist and elite for you and allies in coherency.

Current: Just elites

Reasoning: Just makes more sense to include both enemy types and more inline with Warp Siphon.

  • Yes
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0 voters

Warp Rupture: Venting Shriek increases power by up to 25% based peril.

Current: Venting Shriek deals 100-200 damage based on current peril

Reasoning: Creeping flames seems to be the better direct damage branch, this will provide a different damage boost against heavier targets rather than direct damage of creeping flames against light targets.

  • Yes
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0 voters

Puppet Master: +50% increase to your coherency aura radius and toughness regeneration.

Current: Just radius

Reasoning: I think all these coherency talents need to be centered in one talent to compete with new/other toughness regenerators.

  • Yes
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0 voters

Warp Siphon: Killing an elite or specialist gains a warp charge for 25s, stacking 4 times. You may use combat ability, up to 30% early, consuming warp charges based on current cooldown, 5% per charge.

Current: Consumes all warp charges to reduce next cooldown by 7.5% per charge. Warp charges last 25s

Reasoning: This keystone can be self-defeating gathering charges to lose on ability use that then increases next ability use and lose charges again. Instead the cooldown reduction is nerfed from up to 45% reduction on next use to 30% reduction if used early proportionate to reduction needed charges will fall off.

  • Yes
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0 voters

Crystaline Will: Overloading through peril no longer knocks you down, but will cause 1/2 wound of corruption. Immune to damage while overloading, damage & radius increased by 100%

Current: Overloading through peril no longer knocks you down… unsure if it will kill you.

Reasoning: This talent seems more like a safety net for inexperienced psykers here it could create fun new playstyles as well as nearly double effective wounds due to overloading with good synergy with corruption / wound curio and zealot aura. Damage boost also maybe boosted based on difficulty unsure of actual numbers.

  • Yes
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0 voters

Kinetic Deflection: Blocking and sprinting below critical peril generates peril.

Current: Blocking generates peril instead of stamina cost.

Reasoning: More utility to include sprint but also more risk in maxing out peril.

  • Yes
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0 voters

Tranquility through Slaughter: Non-Warp ranged critical hits quell 4% peril. Warp ranged critical hits generate 50% less peril.

Current: Only non-warp bonus

Reasoning: Warp related builds lack a solid choice in reaching disrupt destiny, this change with give an alternate option to peril block talent.

  • Yes
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0 voters

Surety of Arms: On reload completion generate up to 50% peril based on % of clip restored, reload speed increased by up to 50% based lack of peril, cannot overload on reload.

Current: 25% reload speed while below 75% peril, generates peril based on clip % restored up to 25%

Reasoning: No restriction on gaining reload bonus, stronger peril generation and reload speeds based on lack of peril or greater clip restore.

  • Yes
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0 voters

Disrupt Destiny: Precision bonus increased to 5s

Current: precision bonus is 4s

Reasoning: Perfectionism to be more reliable.

  • Yes
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0 voters

Lingering Influence: Doubles duration bonuses

Current: Only precision is currently extended, movement speed of +20% for 2.5s seconds would be effected.

Reasoning: fun counter choice to pure damage.

  • Yes
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0 voters

Purloin Providence: Death of enemies marked by disrupt destiny quell 3% peril

Current: Killing enemies marked by disrupt destiny has a 20% chance to quell 15% peril.

Reasoning: Sex Panther…guaranteed quell much better plus if ally accidentally kills marked will still count.

  • Yes
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0 voters

Cruel Fortune: Gain precision stack on death of marked enemies, allies see marked enemies as well though less prominent.

Current: Weakspot Kills grant 2 additional precision stacks.

Reasoning: Guaranteed stack is better than burst stacks, less competition / frustration when allies kill target and team locate ability when dark/foggy.

  • Yes
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0 voters

For something else ideas please post in comments… voting for yes cause I don’t like reopening every poll for results… and shelfish reasons.

A bit unsure on the polls not transferring over… maybe deleting and re-typing them might help?

BUT! beyond that, will slap my thoughts in here. A lot of this is ‘YESS!’ but do have a few things I thought I’d bring up as counter, though to start off with:

Soul Drinker change I am gonna say would be really cool, and I say that due to it’s themeing just feeling off in it’s current location. Outside of the crit, the fact it has to proc off a soulblaze kill just feels entirely like a left side thing, to the point I recommended that as a change at some point but many found that broken/thought the crit on the left would be to strong…but I see this as a ‘good compromise’. Though I will say maybe making it ‘killing an enemy with a none warp attack or with soulblaze’ triggers the effect. Why? Because soulblaze will only proc if the target doesn’t die with it’s melee triggers, which can be rather difficult a lot of the time especially since melee soulblaze only happens on crit. So would be nice to lean in to the melee/gun focus for it, while still keeping the soulblaze effect too.

Warp Rupture, I’d probably make this ‘per enemy hit’, since the node before it already tracks that for peril cost reduction, so why not just make it equivalent to that and give 1% toughness per enemy? Gives more of a use of starting a fight with Venting Shriek too, since Quietude will already give you 25% toughness anyway at high peril when used (so you can spec into that if you want that effect).

Warp Siphon, I like the concept, but it seems immensely difficult to implement. I’d likely make it a form of ‘up to X% regen’ if one wants to go that far, or I’d couple the CDR with the ‘gain toughness on warp stack acquisition’ talent, so that people can ‘opt into it’ verses having it be base functionality. (as I feel how it’s implemented now is really good, but would be nice to just be able to hold onto the stacks without ignoring your CA or taking into account the constant power fluctuation).

Kinetic Deflection is downright busted in it’s current state, being able to push for free regardless of circumstance is INSANELY potent (I mean this in the sense that blocking won’t effect your stamina, so you can basically always push as you can regen stamina while blocking). Psyker already has the fastest stamina regen delay as well, so even in the case of ‘sprinting in to pox’ you are usually able to get a shove off unless you’re REALLY just not paying attention/it’s silent and you ran into it around a corner (in which case you where just sol anyway). It’s basically an auto include for me with any DD build and outside of specialized circumstances one tends to go for it anyway. It also synergies insanely well with deflector letting you have your own mini bubble that you can just sit behind forever keeping you safe from gunners. While I do like the flavor of having running into taking up peril too (using ones psychic power to enhance their physical ability at the cost of peril), I think it already fits that fantasy. One just has to remember they can block after a run for free, and just wait the .25 seconds before they can push. (I also would not like at all the stamina bleed over, it not doing that is the whole reason the talent is busted/insanely usable, adding that in would make it worthless/actively detrimental, given you’d F your peril AND still be able to get block broken/stunned half way through, locking you out of all of your options instead of giving you more).

Anything I didn’t comment on I give full yes to and think it would very much bolster variety/be fun to see :+1:

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Hmm maybe on crits that would cause soulblaze could proc bonus, it is in similar trouble as Zealot crit bonus against bleeding targets that bleed when crit… making only fast weaker weapons reliable to maintaining stacks. Any kills or even standard crits maybe too powerful IMO.

That would be a nice synergy too was thinking quietude would supply other 25% toughness but maybe a different bonus altogether too would be more interesting than another toughness bonus… 1% Warp Power bonus per target hit would be less overlap with toughness regen and interesting.

That is how I thought it originally worked until reading it more closely, perhaps easier implementation with less self-feeding negativity and easier implementation.

Unsure where this train of thought led to in the end… sounds like its OP but suggested idea is also too negative. Some middle ground or you’d rather it stay as is?

Yeah, for sure. But while Scourge can be proced on anything so it kinda being out of tune for the heavy hitting stuff makes a decent amount of sense, Soulblaze on crit is a blessing and only on specific things, so the fact it doesn’t work that way is kind of annoying. I think the addition you made to it is fine though! Assuming that’s not to difficult for them to do (as it likely is given they haven’t just ‘done that already’…)

hmmm…power bonus is very nice, I could see that being useful. Might want to make it more ‘explosive’ though, as Scriers is meant to be the ‘high damage’ option. That would come with it’s duration though, so I could see it being enjoyable/a nice swap to depending on build.

Ahh yeah, not sure I got what I meant across (or you might have just understood what I’m going to say xD). But yeah, it’s % taken off per stack on cast, which can be 30-45% off the full cooldown on cast, but costs all your stacks. I say make it not cost stacks, but if functions like IoD from Zealot, giving a flat amount of regen per stack instead. Not sure if that would be OP though without the stack lose…but it’s an idea if nothing else, that they already have the coding for ish so could just port it over (since regen effects already stack anyway, like if you proc IoD and then pop a refresh stim they will compound on top of each other, so could just make the stacks function like that).

And yeah, I’m saying ‘it’s just fine how it is’ but with a bit more context. What you have there sounds like a strict downgrade to me, unless only the running causes stamina bleed through (Which would make sense). Giving the block portion stamina bleed through would completely kill all of it’s current most effective used cases (i.e turning your Psyker into a good tank for a few seconds as you hold the block key in the middle of an infinite wave, spam shove/parry, and give yourself space to properly dodge/run around the enemies to get back to doing Psyker things. With this change you’d just get stamina broken instantly as normal and cry about it in your downed stance on the floor, with 50+ peril or something so you couldn’t have even swapped to your staff/blitz to try and fix it or use a warp attack on top of it or so on and so forth even if you did get away. )

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True, not exactly like Scourge because it also procs a toughness regen, but I’d gladly drop that for a natural soulblaze similar to zealot or even vet bleed talents…

say on heavy attack proc 1 stack of slow blaze…then updated talent like a Psyker Scourge but less crit bonus since it will also work for other sources of soulblaze and kills.

Hmm could be but seems to be getting overly complicated, probably just drop the suggestion but for one last fun variation could have it consume stamina then if exhasted double peril generation for both. If I’m thinking correctly that would extend it add stamina to current peril block but also risking depleting both into a super vulnerable state if your sprinting too much.

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1 last update to ideas and will let it die, alot more interest in reading through upcoming ogryn changes atm i think… it is exciting and scary how powerful Ogryn is on track to be =)

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