Gauntlets
Gauntlets
A grenade that unleashes bolts of damaging Solar Light at nearby targets and slightly scorches them.
Create a large barrier that can be used to reinforce a position with cover from enemy fire.
Summon a flaming maul and crush targets with the force of an earthquake. [Light Attack] : Spin the maul in a circle around you, damaging nearby targets. [Heavy Attack] : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
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.
Powered melee attacks against combatants make you and nearby allies radiant. -10 Discipline ▼
Final blows with a Solar Super causes targets to ignite and creates a Firesprite. +10 Strength ▲
Your Solar Super projectiles have stronger target acquisition. +10 Intellect ▲
Rapid Solar weapon final blows create an Orb of Power
Gain bonus Super energy on melee kills.
Your powered melee final blows create Orbs of Power.
Causing damage with a melee attack reduces your grenade cooldown.
Reduces incoming Solar damage from combatants.
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.
After using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Recovery ▲
+3 Resilience ▲
+3 Recovery ▲
+3 Discipline ▲
Landing consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
Aiming down sights for a brief period with any Fusion Rifle you are wielding loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions.
Bows gain shield-piercing arrows, which bypass combatant defenses. Strong against Barrier Champions.
Picking up a Void Breach causes your next source of Void damage to create a large weakening pulse.
Stay amplified longer while your Arc subclass is equipped.
Defeating a Void debuffed target creates a Void Breach while your Void subclass is equipped.
Greatly improves the benefits provided by the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deeds traits.
Combines the Arc and Strand Siphon mods into one.
Greatly improves the benefits provided by the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin traits.
The armor energy costs of all armor mods affecting your Void weapons are significantly discounted.
The armor energy costs of all armor mods affecting your Arc weapons are significantly discounted.
The armor energy costs of all armor mods affecting your melee are significantly discounted.
Weapons with the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deeds traits are always overcharged weapons for you when that modifier is active.
Picking up a Void Breach gives you an overshield or refreshes your existing overshield.
Weapons with the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin traits are always overcharged when that modifier is active.
While using a Solar subclass, Solar weapon final blows have a chance to spawn a Solar Elemental Orb. Solar Orbs can be thrown to create a Solar explosion that scorches targets it damages.
Uninterrupted fire from your equipped Trace Rifles causes the beam to stun combatants, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Trace Rifles are always overcharged when the modifier is active.
Aiming down the sights of a Hand Cannon for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Hand Cannons are always overcharged when the modifier is active.
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
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.