The old Crucible crutch is now a PvE field medic. Every class-ability cast cures you, Solar multikills stack Burning Souls, and once they are up your dodge heals the whole fireteam while your Solar abilities hit harder. You are a spinning, burning first-aid kit that never stops moving.
The exotic
Wormhusk Crown (Helmet) — Activating your class ability grants Cure. Rapid [Solar]Solar final blows grant stacks of Burning Souls that increase Solar ability damage, increase the potency of Dodge's healing, and spreads the healing to nearby allies.
Wormhusk splits into two halves. The base half is unconditional: every time you dodge you gain Cure, a heal on the shortest-cooldown button in the kit (Clarity logs the class-ability cast at 67 HP restored). The conditional half is Burning Souls — stacks earned from rapid Solar final blows that do three things at once: raise your Solar ability damage, deepen the dodge's heal, and spread that heal to nearby allies. So the loop is simple to state and hard to break: kill with Solar to bank stacks, then dodge to broadcast a heal to everyone standing near you while your grenade, melee and Golden Gun all hit for more. The medic and the damage dealer draw from the same well, and both are paid out by a button you press every dozen seconds.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Radiant, Scorch and ignitions are the currency the whole kit and artifact trade in.
Super
Golden Gun: Deadshot
Rapid-fire Solar Super; refunds rounds on kills and its multikills bank Burning Souls on demand.
Class ability
Acrobat's Dodge
The heal button — the cast grants Cure via Wormhusk and Radiant to nearby allies on landing.
Movement
Triple Jump
Extra mid-air resets keep you above the fireteam to reposition between dodges.
Melee
Knife Trick
Fans Solar knives for easy multikills and Scorch to fish Burning Souls stacks.
Grenade
Healing Grenade
Doubles the medic identity — a second cure/restoration source to layer on the dodge.
Aspect 1
Crackshot
Turns the class-ability cast into three scorching marked shots; landing all three cures you again.
Aspect 2
On Your Mark
Class-ability casts and precision hits give you and allies reload + Weapons stat, stacking ten times.
Fragments
Benevolence · Solace · Torches · Mercy
Convert your ally-healing into ability energy and keep the buffs running long.
Exotic armour
Wormhusk Crown (Helmet)
The centerpiece — dodge = Cure, Burning Souls spreads the heal and amps Solar abilities.
Weapons
Solar primary (Heal Clip + Incandescent) or Sunshot; free energy/heavy
Solar kills feed Burning Souls; Heal Clip reloads patch cures between dodges.
Fragments
Ember of Benevolence
Ember of Solace
Ember of Torches
Ember of Mercy
Why it works (the mechanics)
The heal rides your most-spammable button. Class-ability cooldowns are the shortest in the kit and scale with the Class stat, so pushing Class toward 200 makes Wormhusk a heal roughly every dozen seconds — no positioning, no resource, no aim. Acrobat's Dodge stacks a second effect on the same cast: Radiant to you and nearby allies for 10 seconds on landing.
Ember of Benevolence closes the ability-regen loop. Applying cure, restoration or radiant to allies grants increased grenade, melee and class-ability regeneration — and your dodge does exactly that (Cure via Burning Souls, Radiant via Acrobat's). The more your team clusters on you, the faster the next dodge comes back.
Burning Souls converts the medic into a damage amp. Rapid Solar final blows — trivial with Deadshot, Knife Trick fans and Incandescent scorch-spread — stack Burning Souls, which raises Solar ability damage. That fatter damage flows straight back into Crackshot's shots, the knife and Golden Gun, so support and offence share one resource.
Crackshot makes the dodge dual-purpose. One input now heals the squad (Wormhusk), fires three scorching marked shots, and cures you a second time if all three land — three effects off a button you were already pressing to heal.
On Your Mark layers a team buff on the same cast. Activating the class ability grants you and nearby allies reload speed and Weapons stat, stacking to ten; at ten stacks final blows cure you. Every dodge is now a heal, a Radiant source, a reload aura and a damage buff at once.
Ember of Torches and Solace keep the buffs alive. Powered-melee hits (Knife Trick) make you and allies Radiant, and Solace extends every Radiant/restoration effect applied to you — so the Radiant windows overlap instead of ticking out between dodges.
Stats & mods
Class 200 → Health → Super. Lean Reaver (Class/Melee) or Demolitionist (Grenade/Class) so the dodge and Healing Grenade come back fast; Health keeps the medic alive in the middle of the fireteam.
Mods:
Boots: Recuperation + Better Already — Orb pickups replenish and instantly restart your health regen.
Arms: Heavy Handed — Knife Trick final blows make Orbs of Power to fuel the leg mods.
Chest: standard elemental/melee resist mods to survive the front line you are healing.
Class item: Bomber + Utility Kickstart — dodge refunds grenade energy; Orbs grant temporary Armor Charge.
Surge: Solar Surge — more damage from the Solar primary that banks your Burning Souls.
Anti-Champion: Unstoppable via Radiant → Scorch → ignition (Kindling Trigger + Revitalizing Blast on the artifact).
The Solar tier list for a Radiant/Scorch medic — weapon hits self-fuel Radiant, Radiant chains into Scorch and ignitions, and those ignitions plus champion stuns are your Unstoppable answer.
Fever And Chill grants Radiant from rapid Solar hits, so the loop keeps itself Radiant even when the dodge is on cooldown.
Kindling Trigger makes your Radiant Solar guns apply Scorch to unscorched targets — Scorch stacks into ignitions, which is the Unstoppable break.
Rays of Precision ignites on Solar precision final blows while Radiant; Knife Trick and Deadshot precision hits cash this in constantly.
Revitalizing Blast ignites a Champion on stun and clears your own stun — a self-cleanse plus another ignition source.
Perpetual Destruction + Argent Ordnance + Anti-Champion Nosecone turn a heavy rocket into a Champion shredder that refunds its own ammo and spends Armor Charge for burst.
Where it shines
Fireteam content — GMs, dungeons, raids: built to stand in the middle of the squad and broadcast Cure + Radiant on cooldown while still contributing Solar clear.
Add-dense rooms: Knife Trick fans, Incandescent scorch-spread and Deadshot keep Burning Souls fed, so the heal never dries up.
Champion coverage: intrinsic Unstoppable via Radiant → Scorch → ignition (Kindling Trigger) plus Revitalizing Blast's stun-ignite; bring the artifact heavy rocket (Anti-Champion Nosecone) and a Barrier/Overload weapon for the rest.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Chest (6/10)
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Better Already1e
Your health begins to regenerate immediately after picking up an Orb of Power.
Recuperation1e
Replenishes health each time you pick up an Orb of Power.
Solar Weapon Surge1efill
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (5/10)
Utility Kickstart3e
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Bomber1e
Reduces grenade cooldown when using your class ability.
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
All 15 sockets used, 10 energy per masterworked piece; costs from the manifest. Core mods are the build's engine; fill mods are strong defaults — swap freely (chest resists should match the activity's damage types).