Gauntlets Fusion Grenades gain increased throw speed, explode on impact, and stun Unstoppable Champions. Final blows with Fusion Grenades grant grenade energy.
Gauntlets Fusion Grenades gain increased throw speed, explode on impact, and stun Unstoppable Champions. Final blows with Fusion Grenades grant grenade energy.
Scout Rifle This weapon lobs explosive slugs. When you're aiming down sights, the slugs travel fast and straight. When you're firing from the hip, the explosion is larger and applies Scorch to the target.
An explosive grenade that attaches to targets, damaging and moderately scorching them on detonation.
Create a small barrier that you can peek over while aiming down sights and that increases weapon reload speed, stability, and range when you stand behind it.
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.
Defeating scorched targets grants melee energy and creates a Firesprite. +10 Recovery ▲
Powered melee attacks against combatants make you and nearby allies radiant. -10 Discipline ▼
Your Solar ignitions spread scorch to affected targets. +10 Discipline ▲
Your class ability recharges faster when you scorch targets.
Rapid Solar weapon final blows create an Orb of Power
Gain bonus Super energy on grenade kills.
Your grenade final blows create Orbs of Power.
Grants class ability energy when you cause damage with a grenade.
Causing damage with a powered melee attack reduces your grenade cooldown.
Reduces incoming Solar damage from combatants
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Reduces incoming Arc damage from combatants.
Reduces grenade cooldown each time you pick up an Orb of Power.
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.
Automatically collects nearby Orbs of Power when you activate your class ability.
Your decaying Armor Charge has a longer duration.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Discipline ▲
+5 Resilience ▲
+3 Resilience ▲
+3 Strength ▲
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. Additionally, Fusion Rifles are always overcharged when that modifier is active.
Bows gain shield-piercing arrows, which bypass combatant defenses. Strong against Barrier Champions. Additionally, Bows are always overcharged when that 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.
Combines the Arc and Strand Siphon mods into one.
All Scavenger mods are discounted.
Greatly improves the benefits provided by the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin Traits.
Uninterrupted fire from your equipped Machine Guns grants bullets that stun combatants, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
When an ally destroys or picks up your Tangle or Elemental Orb, the Tangle cooldown is reduced by 5 seconds and you gain bonus damage with weapons matching your subclass for 10 seconds.
While stunned, Champions take bonus damage from your abilities and Elemental Orb damage.
While using an Arc subclass, Arc weapon final blows have a chance to spawn an Arc Elemental Orb. Arc Orbs can be thrown to create an Arc explosion that jolts targets it damages.
Rapid precision hits against distant combatants weaken them for a short duration.
Dealing elemental ability damage increases matching weapon damage, and elemental weapon damage increases matching ability damage. Bonus granted is 10% for 5 seconds.
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 luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.