Prismatic · Damage · Truth · Getaway Artist
Getaway Artist TruthNeeds a DIM link and an Artifact Loadout
A damage build that never picks up a sniper. Truth, Nova Bomb and an Arc Soul all land on the same target inside seventeen seconds, and the Artifact pays every one of them more for buffs you were already wearing.
It puts up around 135k in about seventeen seconds, so call it 7.9k DPS. No test conditions come with that number, so treat it as a ceiling rather than a figure to hold the build to.
Use it for boss damage phases. It owes the fireteam nothing, no Well and no 30% debuff, so bring it to a fireteam that already has both.
How it plays
Hold your grenade so Getaway Artist spawns an Arc Soul, which also leaves you amplified. Transcend, throw Freezing Singularity into the boss for the weaken, Nova Bomb, then Truth until the reserves run out.
Underneath that you manage buffs, not ammo. Shieldcrush pays your grenade twice, in recharge and damage, but only while you’re amplified or radiant. Getaway Artist covers amplified.
Radiant is the interesting half. The Atheon’s Memory four-piece, Collective Power, makes an Orb of Power out of sustained damage whenever you have a subclass buff, and Radiant Orbs turns any orb into radiant on Prismatic. Powerful Attraction collects them without you leaving the damage spot, so firing the rocket launcher is what keeps the grenade half of Shieldcrush lit.
Expanding Abyss is the other multiplier, and it wants a weaken on the target. Freezing Singularity is part Void, so Facet of Dominance weakens with it. Truth and Nova Bomb are both Void, and both read it.
Solar Fulmination is the fourth Artifact perk and the least legible. Hellion is the only Solar damage here, and what it’s igniting is unclear.
Why the gear
Truth — the damage. Tracking rockets with cluster bombs land the whole magazine on a moving boss without aiming, which is what lets the rest of the loop happen while you’re shooting. Three Void Weapon Surges and Expanding Abyss both read it.
Getaway Artist — the amplify button as much as a turret. The Arc Soul is a grenade as far as the game is concerned, so at 200 Grenade with Shieldcrush live it takes a real share of the phase. Same accounting as the Getaway Artist Buddies roam build, pointed at one target instead of a room.
Atheon’s Memory — four pieces, from Vault of Glass. Collective Power is the orb engine your radiant loop hangs off. The two-piece, Radiolaria Breach, is the consolation prize for standing in front of a boss. This is the Armor set the Tractor Cannon Debuff page argues for and doesn’t wear.
Kinetic and energy slots — flexible. Unforgiven and Mint Retrograde are neutral-game guns and neither fires during the phase.
Artifact — Hunter’s Journal, picked for the neutral game rather than the damage. A Queensfoil Censer setup comes out at almost exactly the same number.
The spread
200 Grenade and 200 Super. Grenade does two jobs: the Arc Soul scales off it, and Shieldcrush’s recharge bonus is only worth having on a grenade that was already coming back fast.
Super at 200 is a second Nova Bomb across a long encounter, and the helmet carries two Super Fonts to get there.
Weapons after that. Truth is most of the damage and the stat is a flat multiplier on it. Health is the dump stat, and the armor tunings say so, with three separate pieces trading it away.