[Rework] Psyker

The Psyker Tree has near perfect flexibility and structure only lacking in passive choice, bloat of operative modifiers and lock-out stems. Left Staff/Peril/Range, Middle Support, Right Melee/Crit/ Gun.


Baseline Normalization:

Iconic (these are hidden baselines current with 1 improvement)

  • Peril System: unlimited staff ammo, natural decay, forced venting and related boons at risk of overloading

  • Critical Levels: +10% Critical Chance (+7.5% now)

  • Mirage: +50% TDR while dodging and sliding

  • Psyker Recovery: -50% Stamina regeneration delay

Talent removed/combined

  • Flat Nodes removed: +5% TDR overall, -5% peril generation overall, +25 Toughness overall,

  • Flat Nodes Added/Combined: +25 Toughness (2), +10% TDR (2), -10% peril generation, +5% Melee Damage.

  • Passives removed: Unlucky for Some, Puppet Master


Structure Rework/Tweak


This basic structure may be too little new passives added will have to shoot off in more directions for up to 6 more passives to match but otherwise clearing up operative modifiers for more interesting talents.


Talent Reworks



Blitz



Brain Rupture: Now has 6 charges, Per charge on cooldown Brain Bursts Channels 10% faster and generates 10% less peril.

Kinetic Resonance: Brain Rupture gains double the effect per charges on CD.

Kinetic Flayer: Attacks against tagable enemies will consume a Brain Rupture charge at no peril, 10s CD.

Reasoning: Faster play style for increasingly fast game play and less forced ability dump to gain KR boon better interaction with Warp Siphon keystone.


Smite: Now has 3 charges, On Blitz toggle Psyker hurls a bolts of lightning (skill shot) stunning target for 3s after 0.5s bolt jumps to 3 additional targets for same effect. Bolts continue to jump until out of targets. Enemies can only be stunned once per smite.

Lightning Storm: Enemies can be stunned twice per smite.

Enfeeble: Heavy and Secondary attacks electrocute enemies with extra damage and increasing damage taken by 10% for 3s

Reasoning: Instant smite (think throwing Knife) utility and combined secondary talents into Heavy Melee and Secondary Range boon.



Post-Blitz



Psykinetic’s Aura:= Psykinetic Feedback: 100% Ability Cooldown regeneration for 3s when you use a blitz charge.

Reasoning: CDR tied to blitz instead of repeated class trends of elite / specialist kill and removed aura from standard passive…next to actual Psyker CD Aura…wtf


Perilous Assault: Up to 50% Swap Speed and Staff Charge Speed as your peril increases.

Reasoning: Swap speed un-noticable on Psyker’s mostly fast swap weapons.


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

Reasoning: 6% warp damage on light staff attacks extremely limited to bosses.


Soul Drinker: Also applies 1 stack of soulblaze on critical hit, gain effects of Soul Drinker on crit kill.

Reasoning: Soulblaze linked to opposite side of tree, extra usage without talent / blessing sync.



Auras



Kinetic Pressence: +10% Damage against Elites and Specialist for you and allies in coherency.

Reasoning: apply to specialist as well and clean flat damage boost than 7.5



Post-Aura



Unlucky for Some: = Crystalline Will: Overloading through peril causes Psyker to explode instantly in Psychic energy dealing double damage and ignoring corruption and down. Can occur once every 120s.

Reasoning: Psyker Until Death moved and improved in defensive portion of tree.



Abilities



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.


Telekinetic Shield: Increase duration 20s, concave top of wall to be slightly dome shaped.

Reasoning: Better vertical protection, cleaner base CD.

Enervating Threshold: Also, Restores 25% toughness to allies who pass through it, once per shield.

Reasoning: Better use for retreating or advancing.


Scrier’s Gaze: Baseline, prevents overloading during lingering effects.



Post-Abilities



Tranquility through Slaughter: in addition, Warp Ranged Critical hits reduce charge time of next warp secondary attack by 25%

Reasoning: More usage for warp users


Surety of Arms: Reload speed reduced by 20%, reloading generates 20% Peril up to critical level but not overloading.

Reasoning: consistency and reliability


Empyric Resolve: -30% Peril Generation and Peril no longer decays.

Reasoning: generating less peril by default lowered synergy with toughness regeneration other than Soul Stealer, which could nerfed if an issue. Instead allows Psyker to easily maintain high peril buffs and forced manual vent or other vent options when needed.



Warp Siphon: Killing Elites or Specials grant Warp Charge, stacking 5 times. On Ability use consume all charges and extend duration effects of abilities by 10% per charge.

Reasoning: Keystone self defeating and CD spam oriented, refocused for more potent ability duration for already short CDs.


Disrupt Destiny: in addition, whenever an ally kills marked enemy refreshes current stack (not adding or taking away)

Reasoning: less frustration and mark competition when allies unintentionally kill marked targets.



Possible New Passives:



Staff Specialty: Staff Weapon Specials have increased effects, charging attacks with psychic 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 or shocked enemies gain 10% 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.

This is some feedback from playing my main.

Kinetic Resonance forces the Psyker to expend their ultimate to have Brain Rupture become functional. This is costs too much and restrictive. This talent needs to have a lower charge time and much reduced peril cost to be competitive with Assail. Brian Rupture is the one skill that suffers to be functional while trying to keep up pace with the team.

The Psyker should always have their auras active without coherency requirements. Those in coherency can benefit from the Psyker’s aura but they should not be penalized when left behind since they’re not the fastest team member.

Warp Battery bug needs to be fixed that prevents the Psyker from gaining Warp Charges. So, in current form, it’s better not waste a talent point on it.

1 Like

Yes I hate wasting an ability to boost the blitz as well as losing all your damage boosting stacks when going warp battery. The left tree ability dumping is a bit self competing / defeating with its own damage buffs in order to cd spam.

Irregardless of how it’s fixed or reworked I’d rather not waste or spam CDs