Hurl the javelin into a boss, walk away, watch the health bar dissolve. Gathering Storm is the Hunter's fire-and-forget DPS super — overcharged through Star-Eater Scales it leads damage rotations while you keep shooting.
Star-Eater Scales — Feast of Light (Leg Armor, verbatim):
You gain additional Super energy from Orbs of Power you pick up. While your Super energy is full, picking up an Orb of Power overcharges your Super, causing you to gain a burst of healing when cast and a bonus to your Super damage. At maximum overcharge, you also gain an overshield.
Star-Eater is the default leg exotic for any one-cast DPS super. The overcharge is a separate multiplier from the Super stat's own damage bonus, so a 200-Super, fully-overcharged Gathering Storm stacks both into the same javelin. You spend the add phase collecting Orbs (Ionic Traces, weapon multikills) to overfill the Super, then cash the whole thing into the boss with a healing burst and an overshield to cover the cast. (Alt:
Gifted Conviction — tankier, less Super damage.)
| Slot | Pick | Why |
|---|---|---|
| Subclass | Native home of Gathering Storm; jolt verbs feed the javelin's chain damage. | |
| Super | Javelin embeds, erupts, jolts and DoTs everything nearby for ~10s — a parallel damage stream. | |
| Class ability | Weapon-rotation friendly; auto-reloads the DPS weapon mid-phase. | |
| Movement | Air control to reposition for the javelin throw line. | |
| Melee | Flex: survivability blind, or a ramping punch for add phases. | |
| Grenade | Sustained jolt damage to stack on the javelin's eruption. | |
| Aspect 1 | Airborne Arc burst: Amplified + jolt; 9.7.0 counts as class ability + scales with Class >100. | |
| Aspect 2 | Jolt uptime between casts. | |
| Fragments | Ions / Discharge / Shock / Resistance | Ionic Trace generation (orb economy) + grenade jolt + survivability. |
| Exotic armour | Overcharges the Super off Orbs for a separate damage multiplier + healing/overshield on cast. | |
| Weapons | Linear Fusion / Rocket + Arc Voltshot primary | Boss-DPS kit that stacks with the javelin; Voltshot primary for add jolt. |
Super 200 (hard requirement) → Weapons → Health. 200 Super is the floor for one-cast DPS; Weapons feeds the kit that fires alongside the javelin; Health for survivability on the cast. Archetypes:
Colossus (Super/Health),
Powerhouse (Weapons/Super), Paragon.
Mods:
Picks (2/3/2): Dielectric + Elemental Siphon — Flashover + Harsh Refraction + Gold From Lead — Particle Reconstruction + Defibrillating Blast
| Piece | Mod · cost | What it does |
|---|---|---|
| Helmet (9/10) | Hands-On 3e | Gain bonus Super energy on melee kills. |
| Hands-On 3e | Gain bonus Super energy on melee kills. | |
| Ashes to Assets 3e | Gain bonus Super energy on grenade kills. | |
| Arms (6/10) | Utility Kickstart 3e fill | 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 Transfer 2e fill | Causing damage with a grenade reduces your melee cooldown. | |
| Fastball 1e fill | Increases grenade throw distance. | |
| Chest (5/10) | Arc Resistance 1e fill | Reduces incoming Arc damage from combatants. |
| Concussive Dampener 3e fill | Reduces incoming area-of-effect damage from combatants. | |
| Sniper Damage Resistance 1e fill | Reduces incoming damage from combatants that are at long range. | |
| Legs (3/10) | Arc Weapon Surge 1e | Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. |
| Arc Weapon Surge 1e | Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Arc Weapon Surge 1e fill | Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. | |
| Class Item (3/10) | Reaper 1e | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. |
| Reaper 1e | Shortly after using your class ability, your next weapon final blow spawns an Orb of Power. | |
| Bomber 1e | Reduces grenade cooldown when using your class ability. |
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). Flex/loadout-dependent: final blows.