Chest Armor
Chest Armor
Fusion Rifle
A grenade that chains bolts of lightning to nearby targets.
Striking a target with this melee ability blinds them and amplifies you.
Hurl your Arc Staff forward, embedding it into surfaces or large targets and jolting nearby targets. After a short time, a devastating lightning bolt strikes the staff, overcharging it with Arc energy. While overcharged, your staff discharges lightning at nearby foes.
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.
Defeating a jolted target makes you amplified. While you are amplified, your dodge recharges more quickly, you are more resilient while dodging, and your reload speed is greatly increased.
After dodging, your next melee attack has increased lunge range, jolts the target, and creates a damaging aftershock. Damaging any jolted target with melee attacks also blinds them.
Defeating a jolted target creates an Ionic Trace.
Your Arc grenades jolt targets. -10 Discipline ▼
While you are amplified, your Arc Special weapon final blows create a blinding explosion.
While critically wounded, taking damage emits a burst of damaging Arc energy that jolts targets.
Increases the drop chance of Special ammo on kill.
Rapid Arc weapon final blows create an Orb of Power
Gain bonus Super energy on grenade kills.
Your grenade final blows create Orbs of Power.
Increases reload speed of Stasis weapons.
Increases reload speed of Arc weapons.
Increases the amount of ammo you can carry for Arc weapons.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. You gain a bonus to resilience while you have any Armor Charge. Your Armor Charge now decays over time.
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Reduces class ability cooldown each time you pick up an Orb of Power.
Automatically collects nearby Orbs of Power when you activate your class ability.
Your decaying Armor Charge has a longer duration.
After using your class ability, your next weapon final blow spawns an Orb of Power.
+5 Recovery ▲
+10 Discipline ▲
+5 Mobility ▲
+10 Mobility ▲
+3 Discipline ▲
Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets.
After throwing an Arc grenade, gain increased grenade recharge for a short time. Arc final blows extend the duration of this benefit.
Grants bonus Arc Super damage if cast while critically wounded or while amplified. Lasts until the end of the Super activation.
Stay amplified longer while your Arc subclass is equipped.
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.
Gain damage resistance while amplified.
A bolt of pure Arc energy that travels along the ground, seeking toward its creator. When picked up, Ionic Traces grant ability energy.
Combatants are disoriented and cannot fire their weapons. Opposing Guardians' HUD is removed and their vision is obscured. When blinded, Unstoppable Champions are stunned.
The target is energized with destructive Arc Light. They take additional damage while jolted and chain lightning to nearby targets. Jolt damage causes Overload Champions to be stunned.
Your movement speed and weapon handling are greatly increased. After sprinting for a short time, your movement speed is further increased. Rapidly defeating targets with Arc damage makes you amplified.