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Arc

Live Wire — Oathkeeper + Trinity Ghoul (Arc Hunter)

Chain-lightning bow — bank a perfect-draw Trinity Ghoul arrow indefinitely, place it into a pack, and ride the jolt economy (Ionic Traces + Amplified) straight back to the next charged shot
Oathkeeper on light.gg

Centerpiece: Oathkeeper (Gauntlets) · Subclass: Arcstrider (Arc) · Role: Chain-lightning bow — bank a perfect-draw Trinity Ghoul arrow indefinitely, place it into a pack, and ride the jolt economy (Ionic Traces + Amplified) straight back to the next charged shot Sandbox: 9.7.0 · Updated 2026-07-03

Trinity Ghoul turns a kill into a chain-lightning arrow that forks across a crowd and jolts everything it touches. Oathkeeper lets you sit on that perfect draw as long as you like — hold the charged shot, wait for the pack to line up, then loose it for bonus hold-damage. Jolted kills mint Ionic Traces and make you Amplified, which reloads the bow faster, which gets you to the next charged shot. One arrow, a lit-up room.

The exotic

Oathkeeper — Adamantine Brace: "Bow perfect draw can be held indefinitely. Gain a bonus to the Bow's damage when released, based on how long perfect draw was held. Provides a moderate benefit to the airborne effectiveness stat of Bows."

Trinity Ghoul — Split Electron: "Fires an arrow that splits when released. Aiming down sights and fully drawing the bow both decrease the spread."

Trinity Ghoul — Lightning Rod (intrinsic): "Precision kills grant the next shot chain-lightning capabilities." — extended by the Forked Lightning catalyst: "Lightning Rod now triggers from any Arc damage final blow."

Two exotics, one weapon. Oathkeeper is a pure bow amplifier: a full draw grants Adamantine Brace, which lets a perfect draw be held with no stamina drain and adds up to a 200% PVE damage bonus that ramps the longer you hold (about 37.5% per half- second, initial impact only, expiring 4s after the draw). Trinity Ghoul is the bow that most wants to be held — a precision kill charges Lightning Rod, turning the next arrow into chain lightning that explodes and forks through an 8-metre radius as Arc damage that jolts. Oathkeeper removes the "fire now or lose it" timer on that charged arrow, so you bank the chain-lightning shot at max hold-damage and place it exactly where the pack clusters. With the catalyst any Arc kill charges the arrow, and its draw time drops 15%.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)The jolt/Amplified/Ionic-Trace verb set is what converts Trinity Ghoul's chain lightning into ability energy and reload.
SuperGathering StormThrow-and-embed the staff to jolt a wide area — the single-target/boss burst a bow lacks, and jolted kills mint traces + feed Flow State.
Class abilityMarksman's DodgeFull reload on demand — Trinity Ghoul's reserves/reload are its bottleneck, and the dodge also arms Ascension's jolt.
MovementTriple JumpExtra air control and hang time to line up an Ascension spin-dodge, which only fires while airborne.
MeleeCombination BlowA neutral-game panic button between shots; chained kills heal and refund dodge energy.
GrenadeArcbolt GrenadeChains between targets and — with Spark of Shock — jolts them, seeding traces without spending an arrow.
Aspect 1AscensionAirborne spin-dodge that jolts nearby targets and amplifies allies — a ranged jolt source with no melee needed. 2 fragment slots.
Aspect 2Flow StateDefeating a jolted target makes you Amplified → greatly increased reload (the bow's lifeblood) + faster dodge regen. 2 fragment slots.
FragmentsDischarge · Ions · Shock · ResistanceTwo trace generators, a grenade-jolt enabler, and a survivability floor for a stationary archer.
Exotic armourOathkeeper (Gauntlets)Banks the charged Lightning Rod arrow at full draw and stacks hold-damage onto it.
WeaponsTrinity Ghoul (Arc bow) + Arc Special + boss-DPS HeavyThe chain-lightning engine plus the ranges/targets a Primary bow can't cover.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Class → Health. Archetype lean: Gunner / Powerhouse (Weapons) for bow throughput on top of Oathkeeper's hold-bonus, Specialist (Class) so Marksman's Dodge — your reload and your Ascension jolt — has high uptime, then Bulwark (Health) so a stationary archer survives at range. First 100 Weapons is the PVE damage bonus; push it to 200.

Mods:

Artifact — Encrypted Data Disk

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Harmonic Siphon 1eRapid Arc weapon final blows create an Orb of Power. Rapid Solar weapon final blows create an Orb of Power. Rapid Stasis weapon final blows create an Orb of Power. Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Arms (8/10)Weapon Loader (faster reload) 3e
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.
Chest (5/10)Arc Resistance 1eReduces incoming Arc damage from combatants.
Arc Resistance 1eReduces incoming Arc damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
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)Bomber 1eReduces grenade cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Reaper 1e fillShortly 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).