A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Create a large barrier that can be used to reinforce a position with cover from enemy fire.
Summon a flaming hammer and wreak destruction down upon your enemies. [Light Attack] : Throw your hammer at foes. Upon impact, your hammers shatter into explosive molten shards.
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.
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
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.
You apply more scorch stacks to targets.
-10 Discipline ▼ Powered melee attacks against combatants make you and nearby allies radiant.
-10 Resilience ▼ Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Radiant and restoration effects applied to you have increased duration.
Rapid Solar weapon final blows create an Orb of Power
Gain bonus Super energy on melee kills.
Increases the drop chance of Heavy ammo on kill.
Your powered melee final blows create Orbs of Power.
Grants class ability energy when you cause damage with a melee attack.
Causing damage with a melee attack reduces your grenade cooldown.
Reduces incoming Solar damage from combatants
Reduces incoming area-of-effect damage from combatants.
Reduces incoming Arc damage from combatants.
Kinetic weapons get bonus reserves when picking up ammo used by that weapon.
Reduces grenade cooldown each time you pick up an Orb of Power.
Replenishes health each time you pick up an Orb of Power.
Automatically collects nearby Orbs of Power when you activate your class ability.
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.
Reduces all ability cooldowns when using your class ability near targets.
+10 Resilience ▲
+10 Discipline ▲
+10 Recovery ▲
+3 Resilience ▲
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.