Helmet
Helmet
Trace Rifle
A grenade that unleashes bolts of damaging Solar Light at nearby targets and slightly scorches them.
Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon. Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon.
Vault into the air and unleash a volley of Solar-charged explosive knives.
Throw a fan of flaming knives that scorch targets on hit.
Your Solar Supers are enhanced. Deadshot Golden Gun has damage resistance, Marksman Golden Gun has increased duration, and Blade Barrage launches more projectiles. While radiant, final blows with your equipped Throwing Knife fully refund your melee energy.
Precision final blows grant you and nearby allies increased weapon handling and reload speed for a short duration. Stacks 3 times. Activating your class ability immediately grants maximum stacks of On Your Mark.
+10 Recovery ▲ Defeating scorched targets grants melee energy and creates a Firesprite.
-10 Discipline ▼ Powered melee attacks against combatants make you and nearby allies radiant.
Your class ability recharges faster when you scorch targets.
Radiant and restoration effects applied to you have increased duration.
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 Special ammo for you, it also creates bricks of Special ammo for your allies.
Increases the drop chance of Special ammo on kill.
Rapid Arc weapon final blows create an Orb of Power.
Causing damage with a melee attack reduces your grenade cooldown.
Your powered melee final blows create Orbs of Power.
Grants class ability energy when you cause damage with a melee attack.
Reduces incoming Solar damage from combatants
Increases the amount of ammo you can carry for Arc weapons.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Your decaying Armor Charge has a longer duration.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Finishers generate Special ammo for the whole fireteam. Consumes 3 stacks of Armor Charge.
After using your class ability, your next weapon final blow spawns an Orb of Power.
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.
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.