A grenade that splits upon impact, creating multiple projectiles that seek targets.
A quick strike that temporarily increases your melee damage when defeating a target, stacking three times. Defeating targets with this ability also fully refills your class ability energy and restores a small amount of health.
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.
Arc weapon final blows have a chance to create an Ionic Trace. -10 Strength ▼
Defeating a jolted target creates an Ionic Trace.
Your Arc grenades jolt targets. -10 Discipline ▼
While critically wounded, your melee and grenade energy regenerates more quickly.
Rapid Arc weapon final blows create an Orb of Power.
Increases the drop chance of Heavy ammo on kill.
Increases reload speed of Arc weapons.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your grenade energy is fully expended, you gain grenade energy. Additionally, your Armor Charge is consumed and you gain additional grenade energy for each stack.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your shields become broken, you gain temporary damage reduction. Consumes 3 or more stacks of Armor Charge, granting a longer duration to the damage reduction for each charge consumed.
Increases the amount of ammo you can carry for Arc weapons.
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc weapons get bonus reserves when picking up ammo used by that weapon.
Your decaying Armor Charge has a longer duration.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Discipline ▲
+10 Recovery ▲
+3 Resilience ▲
+3 Mobility ▲
+3 Recovery ▲
+3 Discipline ▲
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.