Chest Armor Takedowns with weapons that have a damage type matching your subclass element grant you Super energy. While your Super energy is full, you instead gain a temporary bonus to weapon damage of the type matching your subclass element.
Chest Armor Takedowns with weapons that have a damage type matching your subclass element grant you Super energy. While your Super energy is full, you instead gain a temporary bonus to weapon damage of the type matching your subclass element.
Grenade Launcher Projectiles fired by this weapon blight the target or nearby area on impact.
An explosive grenade that attaches to targets, damaging and moderately scorching them on detonation.
Send out a spiral of three explosive Solar energy blasts, scorching targets with each hit.
Thrust your sword into the ground, damaging and scorching nearby combatants. The sword projects a continuous aura, granting radiant effects and restoration to nearby allies, protecting them from the effects of Stasis.
Dive to the ground and create a burst of Solar Light that cures nearby allies. While Heat Rises is active, you gain restoration while diving and scorch targets upon landing.
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.
You can fire weapons, melee, and throw grenades while gliding. : Hold to consume your grenade, gaining Heat Rises and releasing a burst of healing energy that cures nearby allies. The strength of the burst is increased when a Healing Grenade is consumed. Final blows while airborne increase the duration of Heat Rises and grant 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.
Increases the drop chance of Special ammo on kill.
Rapid Solar weapon final blows create an Orb of Power
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Increases the amount of ammo you can carry for Solar weapons
Reduces incoming Void damage from combatants.
Your health begins to regenerate immediately after picking up an Orb of Power.
Reduces all ability cooldowns each time you pick up an Orb of Power.
Replenishes health each time you pick up an Orb of Power.
Your decaying Armor Charge has a longer duration.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Recovery ▲
+3 Resilience ▲
+3 Recovery ▲
You regenerate health and shields over time. Cannot be interrupted by taking damage.
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.
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.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.