Chest Armor
Chest Armor
Auto Rifle
Create a large barrier that can be used to reinforce a position with cover from enemy fire.
Summon a flaming maul and crush targets with the force of an earthquake. [Light Attack] : Spin the maul in a circle around you, damaging nearby targets. [Heavy Attack] : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
A grenade that sends forth a burning line of fire, dealing damage and scorching targets in its path.
After sprinting for a short time, use this melee ability to swing a blazing hammer that scorches your target and deals damage in a cone behind them. If your target is defeated by Hammer Strike, they ignite.
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
While sliding, activate your charged melee ability to launch a wave of Solar energy forward, damaging and scorching targets in front of you as you leap into the air. While airborne, activate your charged melee again to slam to the ground and create a second larger wave of damaging Solar energy. If the wave hits a scorched target, they ignite.
Your Solar ignitions have increased area of effect. +10 Strength ▲
You apply more scorch stacks to targets.
Defeating scorched targets grants melee energy and creates a Firesprite. +10 Recovery ▲
Powered melee attacks against combatants make you and nearby allies radiant. -10 Discipline ▼
Gain bonus Super energy on melee kills.
Rapid Solar weapon final blows create an Orb of Power
Increases reload speed of Solar weapons.
Causing damage with a melee attack reduces your grenade cooldown.
Your powered melee final blows create Orbs of Power.
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.
Reduces melee cooldown each time you pick up an Orb of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Replenishes health each time you pick up an Orb of Power.
Automatically collects nearby Orbs of Power when you activate your class ability.
Your decaying Armor Charge has a longer duration.
Reduces melee cooldown when using your class ability.
+10 Resilience ▲
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 luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
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.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.