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Class Builds: Psyker Psykinetic: Kinetic Weapons Master

The Psyker Psykinetic has a unique ability called "Brain Burst" that targets an enemy and after a short time applies heavy damage to the enemy. This ability replaces the grenade for most classes. Their aura is called "Kinetic Presence" which allows allies in coherency to gain +10% damage to elite enemies. Their tactical ability is "Psykinetic's Wrath" which resets the peril you've accumulated to 0 and staggers enemies in front of you.


The Psyker Psykinetic has a resource mechanic called "Warp Siphon" that reads for every enemy you kill with "Brain Burst" grants you 1 (one) warp charge. Each charge grants you +3% damage. Warp charges are retained for 20s. You can store up to 4 (four) warp charges. The Psyker Pyskinetic also has one passive called "Inner Tranquility" which reduces peril generated by 10%.


The second build I want to introduce from the Psyker Psykinetic class focuses much more on the weapons a Psyker can use, outside of its Blitz "Brain Burst" ability. For this build the "Warp Siphon" mechanic will be really important to keep track of, as it will increase your survivability while being more in the thick of combat. You won't necessarily be front-line material like an Ogryn or Zealot can, but you will be able to wipe out a good deal of enemies with your weapons.


Here I will list the perks I chose for every 5 levels that the Psyker Psykinetic gains. After I will talk a little more about how all of these perks can synergize to create a good build.







Style: Mid-line

Focus: Anti-Horde Weapons Master

Melee Weapon: Force Sword with good Cleave Anti-Horde capability

Ranged Weapon: Force Staff



Level 5: Warp Absorption

"Replenish 15% Toughness when you kill an Enemy with a Warp-based attack."

- You will proc this often, especially with the force staff. Being midline for this build means if you take damage, rotate back and put that staff to work, but as soon as you've healed go right back into the action


Level 10: Psykinetic's Wrath

"Gain between 5% and 15% damage with Force Weapon attacks, based on your current Peril."

- You shouldn't have a problem keeping your damage up, as you have force weapons at your disposal to keep the peril up.


Level 15: Psychic Communion

"Whenever you or an ally in Coherency kills an enemy, you have 5% chance to gain a Warp Charge."

- As long as you play mid-line, you should have your team in coherency pretty often, which means you should be able to keep your warp charges maxed out pretty consistently.


Level 20: Kinetic Shield

"Take between 10% and 33% reduced Toughness damage based on your current Peril."

- Taking reduced Toughness Damage will be beneficial mid-line so you don't get taken out too quickly and you have an opportunity to rotate and recover.


Level 25: Kinetic Flayer

"All Attacks have 10% chance on Hit to Brain Burst the target. This cannot occur while at critical Peril, and has a cooldown of 15s."

- This is where a good sword that can cleave will come in handy. Hitting in an arc in front of you will increase your chances of triggering Brain Burst.


Level 30: Agonising Wave

"Psykinetic's Wrath expends all Warp Charges and applies 1 Stacks of Agony to Enemies Hit. Enemies killed by Agony have a 10% chance to grant you a Warp Charge."

- This will be great for being mid-line, because if you do start to get swarmed, you can not only inflict a strong crowd control, you can be a great de-buffer which can turn the tide in battle.



With this build you should be able to effectively use the Psyker Psykinetic's weapons, which I believe, from most of the gameplay I have seen, hasn't been explored too much. I think this would be a fun deviation from crutching too hard on the Blitz "Brain Burst"





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