Chest Armor Takedowns with weapons that have a damage type matching your subclass element grant you Super energy. While your Super energy is full, you instead gain a temporary bonus to weapon damage of the type matching your subclass element.
Chest Armor Takedowns with weapons that have a damage type matching your subclass element grant you Super energy. While your Super energy is full, you instead gain a temporary bonus to weapon damage of the type matching your subclass element.
Auto Rifle Sustained fire with this weapon overheats it, increasing damage but burning the user.
Send out a spiral of three explosive Solar energy blasts, scorching targets with each hit.
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Fashion Solar Light into blades and smite your foes from the sky. Your Daybreak projectiles launch a streak of deadly flames on impact.
Conjure a well of power that continuously heals those inside it.
Your Healing, Solar, Firebolt, and Fusion Grenades have enhanced functionality. Healing Grenade: Improves the strength of cure and restoration effects applied. Consuming a Healing Grenade with Heat Rises also applies restoration to nearby allies. Solar Grenade: Increases linger duration. Periodically emits blobs of lava around its perimeter. Firebolt Grenade: Increases target search radius and maximum target count. Fusion Grenade: Explodes twice.
You can fire weapons, melee, and throw grenades while gliding. : Hold to consume your grenade, gaining Heat Rises and releasing a burst of healing energy that cures nearby allies. The strength of the burst is increased when a Healing Grenade is consumed. Final blows while airborne increase the duration of Heat Rises and grant melee energy.
You apply more scorch stacks to targets.
Powered melee attacks against combatants make you and nearby allies radiant. -10 Discipline ▼
Your class ability recharges faster when you scorch targets.
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you. -10 Resilience ▼
Increases the drop chance of Special ammo on kill.
Rapid Solar weapon final blows create an Orb of Power.
Increases reload speed of Solar weapons.
Increases grenade throw distance.
Grants class ability energy when you cause damage with a grenade.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your shields become broken, you gain temporary damage reduction. Consumes 3 or more stacks of Armor Charge, granting a longer duration to the damage reduction for each charge consumed.
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Collecting a Firesprite, Ionic Trace, Stasis shard, or Void Breach, or destroying a Strand Tangle has an escalating chance to give you Armor Charge.
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Replenishes health each time you pick up an Orb of Power.
Reduces all ability cooldowns when using your class ability near targets.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Discipline ▲
+5 Resilience ▲
+10 Recovery ▲
You regenerate health and shields over time. Cannot be interrupted by taking damage.
The target is singed by destructive Solar Light, taking damage over time. Scorch damage increases as the target accumulates more Scorch stacks. After enough Scorch stacks are applied to the target, they ignite.
You are healed in a burst of mending Solar Light.
Your weapons are enhanced by the power of the Traveler and deal increased damage to combatants. While you are radiant, your weapons pierce the shields of Barrier Champions and stun them.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.