Chest Armor
Chest Armor
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.
Thrust your Sword into the ground, damaging and scorching nearby targets. The Sword projects a continuous aura, granting restoration and radiant effects to nearby allies, protecting them from the effects of Stasis.
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.
[###DestinyNamedSubstitutions.ui_player_action_air_dodge_button###] [###DestinyNamedSubstitutions.ui_player_action_air_dodge_verb###] : Dodge quickly while airborne. While Heat Rises is active, you have an additional dodge.
Defeating scorched targets grants melee energy and creates a Firesprite. +10 Recovery ▲
Applying restoration, cure, or radiant to allies grants increased grenade, melee, and class ability regeneration for a short duration. -10 Discipline ▼
Your Solar Super projectiles have stronger target acquisition. +10 Intellect ▲
When you revive an ally, you and other nearby allies gain restoration. Picking up a Firesprite grants restoration. +10 Resilience ▲
When one of your ammo finder perks creates a brick of Heavy ammo for you, it also creates bricks of Heavy ammo for your allies.
Casting your Super causes nearby allies to also increase their current Armor Charge by 1. Allies that have a different subclass element from you increase Armor Charge by 2.
Increases the drop chance of Heavy ammo on kill.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. You gain a bonus to discipline while you have any Armor Charge. Your Armor Charge now decays over time.
Reduces incoming Solar damage from combatants
Reduces incoming Arc damage from combatants.
Your health begins to regenerate immediately after picking 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.
Your decaying Armor Charge has a longer duration.
After using your class ability, your next weapon final blow spawns an Orb of Power.
+10 Resilience ▲
+10 Intellect ▲
+10 Recovery ▲
+3 Resilience ▲
+3 Recovery ▲
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
You regenerate health and shields over time. Cannot be interrupted by taking damage.
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.
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.