Solar · Roam · Dragon's Breath · One Thousand Voices · Dawn Chorus
Dawn Chorus IgnitionsChecked — links and guide are done
A Solar Warlock that chains Ignitions. Everything you wear either applies more Scorch, makes the Ignition bigger, or turns an Ignition back into ability energy.
The chain comes from Solar Fulmination on the Hunter’s Journal, which procs twice. The Scorch that Ember of Char spreads out of an Ignition pushes nearby targets past the threshold for the next one. Ember of Ashes gets them there faster and Ember of Eruption widens the blast. Those three plus Dawn Chorus are the build.
Bring it to mid or high tier content. The chain only continues if targets survive the first Ignition long enough to carry Scorch into the next one, and in low tier content everything dies to the first detonation.
How it plays
Start one Ignition and the chain feeds itself. Incinerator Snap into an enemy’s feet ignites instantly at point blank, Hellion gets there in about three mortars at mid range, and a precision shot from Omniscient Eye does it in two.
Phoenix Dive holds the loop together. Ember of Singeing refunds class ability energy every time you Scorch, Distribution pays back the rest of your abilities, Dynamo builds Super, and Powerful Attraction drags in nearby Orbs.
Dawn Chorus refunds melee energy from both Scorch and Ignition damage with no internal cooldown, so Snap returns almost as fast as you spend it. Focusing Strike and Impact Induction top up class ability and grenade on every melee hit.
Your Aspects are Hellion and Icarus Dash, the latter mostly for its three extra fragment slots. Radiant comes from Radiant Orbs rather than the subclass, and Ember of Empyrean extends it on Solar final blows. Restoration is the gap. Nothing here grants it, so drop Icarus Dash for Heat Rises if you want the doubled Restoration on Phoenix Dive.
Why the gear
Dawn ChorusFocused at Rahool, or any Exotic engram — the Exotic core. Rites of Ember raises Scorch and Ignition damage, drops the internal cooldown on the melee refund, and makes every Daybreak sword projectile ignite on impact, which is what makes the Super worth casting.
Dragon's BreathExotic Archive at the Monument to Lost Lights, for an Exotic Cipher — the same engine at boss scale. One rocket leaks fuel until the target ignites and the room goes with it. Heavy Ammo Finder and Solar Scavenger, which pulls two rockets per brick instead of one, keep you firing it.
One Thousand Voices — the same slot, and a real trade. It does more to a boss; Dragon’s Breath does more for add-clear, because the fuel it leaves behind ignites what the rocket never touched. Nothing else here cares which you bring.
Corundum Hammer — carries Shoot to Loot, so you can grab those bricks from cover.
Omniscient Eye — worth crafting with Burning Ambition. Incendiary Rifle Rounds scorches on the first precision hit and Burning Ambition adds more on the second, making it one of the only snipers that ignites in two shots.
Seventh Seraph — four pieces, for a second explosion layer. The 2-piece generates Warmind Charges off AoE damage and Solar ability kills, which is constant here; the 4-piece detonates powerful combatants, Shuro Chi constructs and Tangles on death for area damage and a heal.
Champions — covered outright when the power slot is the rocket: Barrier on Corundum Hammer, Overload on Omniscient Eye, Unstoppable on Dragon’s Breath.
The spread
100 Melee keeps Snap available, which is the fastest way to start a chain. 100 Class Ability keeps Hellion and Phoenix Dive cycling.
Super is the stat worth pushing past 100. At 200 with Dynamo feeding it you cast Daybreak often enough for the guaranteed ignitions to matter.