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Arc

Zeus Bolt — Gathering Storm (Arc Hunter)

One-cast boss DPS

Centerpiece: Star-Eater Scales (Legs) · Subclass: Arcstrider · Role: One-cast boss DPS Sandbox: 9.7.0 · Updated 2026-06-29

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.

The exotic

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.)

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Native home of Gathering Storm; jolt verbs feed the javelin's chain damage.
SuperGathering StormJavelin embeds, erupts, jolts and DoTs everything nearby for ~10s — a parallel damage stream.
Class abilityMarksman's DodgeWeapon-rotation friendly; auto-reloads the DPS weapon mid-phase.
MovementTriple JumpAir control to reposition for the javelin throw line.
MeleeDisorienting Blow / Combination BlowFlex: survivability blind, or a ramping punch for add phases.
GrenadePulse GrenadeSustained jolt damage to stack on the javelin's eruption.
Aspect 1AscensionAirborne Arc burst: Amplified + jolt; 9.7.0 counts as class ability + scales with Class >100.
Aspect 2Lethal Current / Flow StateJolt uptime between casts.
FragmentsIons / Discharge / Shock / ResistanceIonic Trace generation (orb economy) + grenade jolt + survivability.
Exotic armourStar-Eater Scales (Legs)Overcharges the Super off Orbs for a separate damage multiplier + healing/overshield on cast.
WeaponsLinear Fusion / Rocket + Arc Voltshot primaryBoss-DPS kit that stacks with the javelin; Voltshot primary for add jolt.
Fragments

Why it works (the mechanics)

Stats & mods

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:

Artifact — Tablet of Ruin

Picks (2/3/2): Dielectric + Elemental Siphon — Flashover + Harsh Refraction + Gold From Lead — Particle Reconstruction + Defibrillating Blast

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Hands-On 3eGain bonus Super energy on melee kills.
Hands-On 3eGain bonus Super energy on melee kills.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
Arms (6/10)Utility Kickstart 3e fillWhen 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 fillCausing damage with a grenade reduces your melee cooldown.
Fastball 1e fillIncreases grenade throw distance.
Chest (5/10)Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Arc Weapon Surge 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge 1eYour 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 fillYour 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 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces 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.