A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability. Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
Vault into the air and unleash a volley of Solar-charged explosive knives.
Throw a fan of flaming knives that scorch targets on hit.
Defeat targets with Solar abilities, Solar debuffs, or Solar weapons to charge up an improvised Solar explosive. : Throw a Solar explosive that can be shot in mid-air to cause an ignition.
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.
You apply more scorch stacks to targets.
Powered melee attacks against combatants make you and nearby allies radiant. -10 Discipline ▼
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you. -10 Resilience ▼
Radiant and restoration effects applied to you have increased duration.
Gain bonus Super energy on melee kills.
Rapid Solar weapon final blows create an Orb of Power.
Increases the drop chance of Heavy ammo on kill.
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
Reduces incoming damage from combatants that are at point-blank range.
Increases the amount of ammo you can carry for Solar weapons.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Replenishes health each time you pick up an Orb of Power.
Solar weapons get bonus reserves when picking up ammo used by that weapon.
Your decaying Armor Charge has a longer duration.
After using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces grenade cooldown when using your class ability.
+10 Mobility ▲
+3 Strength ▲
+3 Intellect ▲
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.