Arc · Roam · Anarchy · Geomag Stabilizers

Geomag Chaos ReachNeeds a DIM link and an Artifact Loadout

Chaos Reach as a cooldown you stop tracking. Geomag Stabilizers extends the Super while it is damaging things and refunds energy for every Ionic Trace you collect, and the Luminopotent four-piece makes Ionic Traces out of jolt.

The rest is how little you have to do to keep the two halves talking. Every jolted kill is a Trace, every Trace is Super energy, and the Super is what does the killing that makes the jolt. Shock and Clear has no cooldown worth speaking of.

Written for solo and general end-game. It handles a damage phase adequately rather than well.

How it plays

Throw the grenade, throw the Ionic Sentry, drop a rift for the Arc Soul, and hold the Super button when it is up — which is often.

The Sentry and the Arc Soul are the engine, and both count as grenades, so they scale off the Grenade stat and discharge Bolt Charge on their own. Spark of Shock makes them jolt, Shock and Clear turns jolt into Traces, Spark of Discharge turns Traces into Bolt Charge, and Spark of Frequency doubles what you gain from every source. You sit at max stacks essentially always.

Electrostatic Mind is the aspect you would normally run for Trace generation, and it is not here. The four-piece does its job better and without the cooldown, which frees the slot for a second turret.

Survivability is Healing Rift and blind, which is the honest weakness. Spark of Resistance covers being surrounded and the Super carries heavy damage resistance while it runs, but there is no Devour and no overshield.

Why the gear

Geomag Stabilizers and four Luminopotent — the build. Everything in the weapon slots is preference.

Voltaic Shade — rolls both Jolting Feedback and Voltshot, so it feeds Shock and Clear without touching an ability. From the Equilibrium dungeon, and worth focusing. Any Voltshot or Jolting Feedback weapon substitutes cleanly. The source describes it as playing into the two-piece, Ionic Overclock, but that bonus only reads Fusion Rifles, Linear Fusion Rifles and Heat weapons — the Scout is here for the jolt and nothing else.

Anarchy — the damage-phase answer. Stick it, let it tick, and pour Chaos Reach in on top.

Kinetic slot — free. The source leaves it empty and swaps in whatever the activity needs.

Artifact — NPA Repulsion Regulator. Amped Up keeps amplified running to about twenty seconds, which matters because Thunderous Retort grants around 30% bonus Arc Super damage for casting while amplified. Lightning Strikes Twice speeds up grenade recharge, and Shock and Awe jolts on amplified Arc kills.

A second opinion on the same build

A second guide reaches an identical subclass from a different direction — same aspects, same four fragments, same Exotic, same set. Its weapons differ: Delicate Tomb in the energy slot as a dedicated Trace factory, and a Bitter End with Jolting Feedback and Cooling Baubles as the heavy. Cooling Baubles vents heat off every Trace, so the machine gun almost never stops.

It takes the Tablet of Ruin instead, for Flashover, Defibrillating Blast and Limit Break. It also makes the argument for the 100 Grenade below: 20 Grenade regenerates the abilities, but comes nowhere near making the Sentry and Arc Soul hit hard.

The spread

200 Super, without hesitation. It is a Super build and the Super wants to be both stronger and sooner.

100 Grenade next, because that is the Ionic Sentry’s damage and the Arc Soul’s, not merely their cooldown. 100 Class after it, for rift uptime and therefore Arc Soul uptime.

Melee is worth whatever is left over, since Traces refund every ability at once. Health is the dump stat.