Hey
(i take Trauma as Baseline for Pyker Staff since its the first one. Yes the Post is specificly for Trauma aswell, but it helps shows the Weaknesses for Psyker in General)
So i didnt like to use the Trauma since the Peril Gen is totally through the Roof.
However its lots of Fun and i kinda like it now. Its a Love/Hate Relationship
I used
- Quietitude
*Inner Tranquility
*Psychich Communion
*Kinetic Shield
*Warp Battery/ Kinetic Flayer
*Quicken (Ascendant Blaze i have to try out, but cant try a Crit Build around it…) maybe that would help?!
First problem is Trauma Staff you get only 2 Heavy shots…
Kinda Bad compared to other Staffs if you compare Dmg/ Dps etc
Warp Charges should not expire ALL AT ONCE
Suggestion:One stack after another would be much better. When using Quicken its okay of course to loose all of them. But most times you cant reliably get enough Warpcharges to Buff unlike “Surge/ Purgatus Staff”
SINCE you rely on Peril Reduction or Warpcharges in General, in other builds(Staff)
So you need Warpcharges to get Peril reduction, but you cant get consistently. Even in Coherency and all, with Trauma Staff. And you really need the Reduction otherwise ur only Quelling all the time. As you can see my Staff has a pretty Good Roll on it, but still.
Not loosing all Charges would help enourmously. Maybe make it a Staff Passive, so the other ones wont go bonkers?
Some of the higher Tier Talents i mixed matched but still not enough.
Suggestion: Peril Resitance should be per kill and not Charge. its 24% more Peril, means i cant really get off another shot with Trauma but it would still help tremendously as a safe zone. Also with 6x Warpcharges (Warp Battery) maybe wit would be Good. But then again Synergy loss
The thing is also if i use “Psykinetic Aura” i loose my ability to Gen less Peril which is totally needed on Trauma Staff. I have to check out but i can say right now its not as good since you loose the Synergy with Quickening. I wanna use my Staff not BB all the time to get my reduction… The Build fights itself so to speak.
Quickening Buff
Remove the need of Warpcharges to get all the reductions or lower them to 1-2WC.
Kinda like Kruber with his Ulti. It doesnt do DMG ro any other thing except Stagger. Would hepl out a lot aswell.
Again with Trauma u cant reliably generate WC´s but you really rely on them… to get more than one shot of or not Quelling and Exploding all the time
Stagger Blessing
Would be Good to have a Blessing with DMG Buff on Stagger since Trauma is all about that. Like on multiple other Weapons Ranged and Melee. I saw there are Crit Blessings for Trauma, but hard to say how reliable they will be.
You cant see Crit chances in any of the Weapons except on Surge Staff as far as i know. it only shows the DMG Numbers and not the actual Chance itself. That would help a lot to make decisions in General.
Peril Cap Trauma Staff
Make it so the Trauma Staff if your Holding and using it cant get higer than 50% flat, after Heavy Attack f.example. Would hepl a lot. Cause for what it can do and what you have to pay in Peril is not in any way fair.
Aiming Trauma Staff
shoud aim where your Crosshair is, right now its a pain in the a…
Also u take so much unnecessary dmg since you cant Focus the enemies you want. Only happens on the Trauma Staff. You see a Group of enemies on the Stairs and wanna shoot them, yes you can but you need like 5 mins and get shot in the meantime…
SUGGESTIONS
- Warpcharges get removed one stack after another
*Peril Resistance per Kill
*Stagger DMG Buff Blessing on Trauma Staff
*Cap on Peril Trauma Staff
*Better aming Trauma Staff
*Quickening Buff
So theres a Reason nobody uses Trauma Staff. It could be really damn Good and lots of Fun. I love to stagger and blow up everyone. You really feel Powerful as a Psyker.
Thnx
Edit:
Peril removed on Weakspot hit
its really weird, its kinda working. when i regenerate 4 peril normally and with Blessing i should stay at 1% its not working as inteded. Didnt we have that in V2?!
So its not like you can Light attack on Staff and slowly make your way up the Peril ladder.
2% get removed instantly but the other 1% takes longer to vanish. Its hard to explain.