Also a Friendly build for fireteam GMs
Also a Friendly build for fireteam GMs
Hurtle through the air like a missile and crash into targets to inflict meteoric damage.
A grenade that calls down a focused lightning storm.
: Hold while grounded to plant your feet and begin charging your fist with Arc energy. : Release to unleash a devastating blast in front of you, dealing damage that increases with longer charge time.
While grounded, quickly evade in a lateral direction.
Your Flashbang, Pulse, Lightning, and Storm Grenades have enhanced functionality. Flashbang Grenade: Emits an additional blinding flash on bounce. Pulse Grenade: Creates Ionic Traces periodically as it damages targets and increases in damage over time. Lightning Grenade: Grants an additional grenade charge, and jolts targets hit by the initial blast. Storm Grenade: After detonating, creates a roaming thundercloud that tracks nearby targets and fires bolts of lightning at foes beneath it.
Critically wounding a target or breaking their shield infuses your melee attacks with Arc energy and increases your melee range and damage for a short time. Defeating targets with melee attacks starts health regeneration and makes you amplified.
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 ▲
Your lingering Arc grenades (Lightning Grenade, Pulse Grenade, and Storm Grenade) have extended duration.
Rapid Kinetic weapon final blows create an Orb of Power.
Rapid Arc weapon final blows create an Orb of Power.
Increases the drop chance of Heavy ammo on kill.
Your grenade final blows create Orbs of Power.
Grants class ability energy when you cause damage with a grenade.
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Reduces incoming Arc damage from combatants.
Reduces grenade cooldown each time you pick up an Orb of Power.
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.
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.
After using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+5 Resilience ▲
+5 Discipline ▲
+3 Resilience ▲
Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets.
After throwing an Arc grenade, gain increased grenade recharge for a short time. Arc final blows extend the duration of this benefit.
Grants bonus Arc Super damage if cast while critically wounded or while amplified. Lasts until the end of the Super activation.
Stay amplified longer while your Arc subclass is equipped.
The armor energy costs of all armor mods affecting your Void weapons are significantly discounted.
The armor energy costs of all armor mods affecting your Arc weapons are significantly discounted.
Gain a stack of Armor Charge when you stun a Champion.
Gain damage resistance while amplified.
Glaives you wield fire a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Glaives are always overcharged when the modifier is active.
Uninterrupted fire from your equipped Trace Rifles causes the beam to stun combatants, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Trace Rifles are always overcharged when the modifier is active.
Landing consecutive hits on combatants with any Scout Rifle you are wielding causes disruption, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Scout Rifles are always overcharged when the 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.
A bolt of pure Arc energy that travels along the ground, seeking toward its creator. When picked up, Ionic Traces grant ability energy.
Combatants are disoriented and cannot fire their weapons. Opposing Guardians' HUD is removed and their vision is obscured. When blinded, Unstoppable Champions are stunned.
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.
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.