Helmet Solar final blows recharge your Barricade, which unleashes a blast of Solar energy that scorches targets when summoned.
Helmet Solar final blows recharge your Barricade, which unleashes a blast of Solar energy that scorches targets when summoned.
Scout Rifle Precision hits return ammo to the mag. Landing 4 precision hits loads a delayed Solar explosive round for your next shot.
Create a small barrier that you can peek over while aiming down sights and that increases weapon reload speed, stability, and range when you stand behind it.
A grenade that explodes in a fiery burst and heavily scorches nearby targets.
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.
Throw a hammer from a distance. Picking up a thrown hammer fully recharges your melee ability. If the hammer struck a target, picking it up grants cure.
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. Your abilities regenerate faster, and your Super drains more slowly while standing in a Sunspot. Sunspots apply scorch and deal damage to targets inside. Entering a Sunspot applies restoration.
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.
You apply more scorch stacks to targets.
Defeating scorched targets grants melee energy and creates a Firesprite. +10 Recovery ▲
Your class ability recharges faster when you scorch targets.
Radiant and restoration effects applied to you have increased duration.
Your powered melee final blows create Orbs of Power.
Grants class ability energy when you cause damage with a powered melee attack.
Reduces incoming area-of-effect damage from combatants.
Reduces incoming Arc damage from combatants.
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.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces grenade cooldown when using your class ability.
+10 Discipline ▲
+5 Resilience ▲
+10 Strength ▲
+3 Discipline ▲
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 luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.