Solar · PVP · Final Warning · Transversive Steps
Final Warning LarpChecked — links and guide are done
Final Warning does the aiming. Hold the trigger until the target locks, then spam left click and every burst tracks it home. It’s a stupid gun and that’s the reason to run it.
Everything else is ignitions. Celestial Fire and an Incendiary Grenade both scorch, stacked scorch ignites, and Ember of Char spreads the scorch out of an ignition into whoever was standing nearby.
Crucible.
How it plays
Hipfire, always. Aiming trades the tracking for velocity, which is the version of the gun you didn’t equip it for.
Melee and grenade into anything grouped up. Both scorch, the scorch ignites, and Char passes it along to the next body.
Heat Rises and Icarus Dash are your movement, and they cost you the grenade if you want them. Consume it for the air game or throw it for the ignition, not both on one cooldown.
Healing Rift when you land, Well of Radiance when the fight is already lost.
Why the gear
Final Warning — the build. Nothing else here is load-bearing.
Transversive Steps — reloads itself after a short sprint, so that’s one fewer thing to press.
Hush — flexible. A bow for the ranges the sidearm gives up, and any special that covers them does the same job.
The Slammer — flexible. Nothing in the build reads the power slot.
Iron Panoply — not required. Vigilant Watch is the half that fires; Iron Conviction’s damage resistance is worded against combatants, and the Crucible has none.
The spread
190 Health or better, and it’s the only number worth chasing. Everything else on the page heals, and Health decides whether the healing lands in time.
Super and Class at 100+ for the Well and the rift, Grenade at 80, Melee at 60.
Weapons barely rates. Final Warning tracks, so handling and range aren’t doing anything for you.