Gauntlets
Gauntlets
Sword
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.
: Create two woven blades and roam the battlefield. While active: [Light Attack] : Perform a leaping slash towards nearby targets, severing them on hit and dealing bonus damage to suspended targets. Each successful hit briefly increases your attack speed and grants energy for your heavy attack. [Heavy Attack] : Unleash a heavy upward slash, creating two suspending projectiles that seek out targets.
Activate your charged melee ability to dash forward, slashing at targets in front of you and severing them.
A woven projectile that reweaves itself into Threadlings while in flight.
Activate your class ability to create a ripple in reality that travels forward along the ground, suspending and damaging targets it hits.
Defeat a target with a melee attack, finisher, or Sword to raise a Banner of War that pulses with energy, periodically healing nearby allies and increasing melee and Sword damage. Targets defeated by you and nearby allies charge the banner, increasing the speed of its pulses.
Dealing damage generates grenade energy. -10 Discipline ▼
Threadlings travel farther and deal additional damage. +10 Intellect ▲
Strand weapon final blows have a chance to create a Threadling.
Picking up an Orb of Power grants Woven Mail. -10 Resilience ▼
Rapid Solar weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Increases the drop chance of Heavy ammo on kill.
Increases reload speed of Strand weapons
Causing damage with a melee attack reduces your grenade cooldown.
Reduces incoming Solar damage from combatants.
Reduces incoming area-of-effect 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.
Solar weapons get bonus reserves when picking up ammo used by that weapon.
Your decaying Armor Charge has a longer duration.
After using your class ability, your next weapon final blow spawns an Orb of Power.
+10 Resilience ▲
+10 Discipline ▲
+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.
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
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.
Combines the Solar and Strand Siphon mods into one.
Combines the Arc and Strand Siphon mods into one.
All Scavenger mods are discounted.
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.
Gain a stack of Armor Charge when you stun a Champion.
Gain damage resistance while amplified.
Picking up a Tangle or Elemental Orb grants energy to your least-powered ability.
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.
Combatant final blows with Tangles or Elemental Orbs have a chance to drop Special or Heavy ammo.
Glaives you wield fire a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Glaives are always overcharged when the modifier is active.
Landing consecutive hits on combatants with any Scout Rifle you are wielding causes disruption, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Scout Rifles 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.
Your body is encased in a protective mesh of tightly woven Strand matter, greatly reducing any incoming non-precision damage.
A creature woven from pure Strand matter that seeks nearby targets and attacks, dealing damage.
The target is immobilized by a web of Strand matter, lifting them into the air. While suspended, Guardians are unable to move freely, combatants are unable to move or fire their weapon, and Unstoppable Champions are stunned. Suspended targets unwind into a Tangle when defeated.
The target's connections to the world around them are cut, and their outgoing damage is significantly reduced. Severed targets unwind into a Tangle when defeated.