Chest Armor
Chest Armor
Hand Cannon
Unleash a long-range channeled beam of concentrated Arc energy. Sustained damage on a single target creates a jolting lightning strike at their position. while active to deactivate your Super early, saving Super energy.
Fire an Arc projectile forward that releases a perpendicular lightning strike after a short time. While amplified, Ball Lightning releases additional lightning strikes before detonating.
A grenade that periodically damages targets within its explosion radius.
Conjure a well of power that continuously heals those inside it.
Defeating targets with Arc abilities or defeating jolted or blinded targets creates an Ionic Trace. Collecting an Ionic Trace makes you amplified.
Cast your Rift to create an Arc Soul that fires at targets in front of you. Allies can pass through your Rift to get an Arc Soul. Your Rift charges faster when allies are near. While amplified, your Arc Souls are supercharged and gain increased fire rate.
Arc weapon final blows have a chance to create an Ionic Trace. -10 Strength ▼
Defeating a jolted target creates an Ionic Trace.
Your Arc grenades jolt targets. -10 Discipline ▼
While surrounded by combatants, you are more resistant to incoming damage. +10 Strength ▲
Rapid Kinetic weapon final blows create an Orb of Power.
Increases the drop chance of Heavy ammo on kill.
Increases reload speed of Kinetic weapons.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your grenade energy is fully expended, you gain grenade energy. Additionally, your Armor Charge is consumed and you gain additional grenade energy for each stack.
Reduces incoming Arc damage from combatants
Reduces incoming area-of-effect damage from combatants.
Reduces incoming Arc damage from combatants.
Arc weapons get bonus reserves when picking up ammo used by that weapon.
Collecting a Firesprite, Ionic Trace, Stasis shard, or Void Breach, or destroying a Strand Tangle has an escalating chance to give you Armor Charge.
Replenishes health each time you pick up an Orb of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your class ability energy is fully expended, you gain class ability energy. Additionally, your Armor Charge is consumed and you gain additional class ability energy for each stack.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Recovery ▲
+3 Recovery ▲
+3 Discipline ▲
Landing consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
Bows gain shield-piercing arrows, which bypass combatant defenses. Strong against Barrier Champions. Additionally, Bows are always overcharged when that modifier is active.
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
Combines the Arc and Strand Siphon mods into one.
All Scavenger mods are discounted.
Greatly improves the benefits provided by the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin traits.
Uninterrupted fire from your equipped Machine Guns grants bullets that stun combatants, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
While stunned, Champions take bonus damage from your abilities and Elemental Orb damage.
Weapons with the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin traits are always overcharged when that modifier is active.
While using an Arc subclass, Arc weapon final blows have a chance to spawn an Arc Elemental Orb. Arc Orbs can be thrown to create an Arc explosion that jolts targets it damages.
Rapid precision hits against distant combatants weaken them for a short duration.
Dealing elemental ability damage increases matching weapon damage, and elemental weapon damage increases matching ability damage. Bonus granted is 10% for 5 seconds.
A bolt of pure Arc energy that travels along the ground, seeking toward its creator. When picked up, Ionic Traces grant ability energy.
The target is energized with destructive Arc Light. They take additional damage while jolted and chain lightning to nearby targets. Jolt damage causes Overload Champions to be stunned.
Combatants are disoriented and cannot fire their weapons. Opposing Guardians' HUD is removed and their vision is obscured. When blinded, Unstoppable Champions are stunned.
Your movement speed and weapon handling are greatly increased. After sprinting for a short time, your movement speed is further increased. Rapidly defeating targets with Arc damage makes you amplified.