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Prismatic

Golden Eye — Prismatic Hunter (Golden Gun: Marksman)

Precision boss DPS

Centerpiece: Celestial Nighthawk (Helmet) · Subclass: Prismatic · Role: Precision boss DPS Sandbox: 9.7.0 · Updated 2026-07-03

Two Golden Guns per damage phase — one cast from your Super, one loaded into your sniper — both concentrated into a single overcharged shot by Celestial Nighthawk. Prismatic layers Transcendence on top as a third damage window, so every boss phase opens with a heal, a damage buff, and two one-shot cannons. This is the deadliest single-target Hunter setup in the game, explained from the mechanics up.

The exotic

Hawkeye Hack: Precision final blows reduce the cooldown of your Super. Modifies Golden Gun to fire a single, high-damage shot. Targets defeated by that shot give you Super energy and explode.

Celestial Nighthawk collapses the three-round Marksman Golden Gun into one shot carrying the whole Super's damage — Clarity measures it at roughly 650% increased damage with an immediate Ignition on hit, and a kill refunds 33% Super energy plus a corpse explosion. The build-defining wrinkle is that the same intrinsic also overcharges Still Hunt's weapon-mode Golden Gun (Cayde's Retribution), turning your sniper into a second Nighthawk cannon that charges off precision hits rather than Super energy. That decoupling is why this pairing has anchored Hunter boss DPS since The Final Shape: you fire two full-strength Golden Guns per phase without ever needing two Supers' worth of energy.

Loadout

SlotPickWhy
SubclassPrismaticRuns a Solar Super and melee for the Light half while banking Stasis slow for the Dark half → Transcendence.
SuperGolden Gun: MarksmanThe Nighthawk vehicle — one overcharged precision shot per cast.
Class abilityMarksman's DodgeReloads the stowed sniper mid-rotation, keeping Still Hunt topped up.
MovementTriple JumpFlexible aerial reposition for peeking a boss from cover; swap to taste.
MeleeKnife Trick (Solar)Fan of scorching knives — fills the Light gauge and triggers Radiant via Facet of Dawn.
GrenadeDuskfield (Stasis)Dark-gauge engine; its slow tags targets as Darkness-debuffed for Facet of Courage.
Aspect 1Gunpowder GambleDefeats charge a throwable Solar explosive you shoot mid-air for an ignition — Solar burst between Supers.
Aspect 2Winter's ShroudDodging slows nearby targets (a Dark verb) and speeds class-ability regen.
FragmentsDawn · Courage · Purpose · HopeRadiant on demand, damage vs slowed targets, Orb-to-Restoration, and faster dodges while buffed.
Exotic armourCelestial Nighthawk (Helmet)Concentrates Golden Gun into one shot and overcharges Still Hunt's Golden Gun mode.
WeaponsStill Hunt · Solar primary · HeavyStill Hunt is the second Golden Gun; primary feeds Light energy; heavy covers non-precision phases.
Fragments

Why it works (the mechanics)

Stats & mods

Super 200 → Weapons → Health. Lean into a Super/Weapons archetype (Colossus for Super/Health, Powerhouse for Weapons/Super) so the Golden Gun comes back fast and the sniper phases hit their damage ceiling; Health rides third as survivability floor.

Mods:

Artifact — Queensfoil Censer

The Solar-Radiant-precision artifact this DPS loop is built for: it turns the sniper's own precision hits into Radiant, ignites on the kill, and ramps weapon damage while solo — while the Stasis tier pays off the Duskfield/Winter's Shroud slow as defensive Frost Armor.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Hands-On 3eGain bonus Super energy on melee kills.
Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
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 (6/10)Solar Resistance 2e fillReduces incoming Solar 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)Solar Weapon Surge 1e fillYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation 1e fillReplenishes health each time you pick up an Orb of Power.
Better Already 1e fillYour health begins to regenerate immediately after picking up an Orb of Power.
Class Item (3/10)Special Finisher 1eFinishers generate Special ammo for the whole fireteam.
Special Finisher 1eFinishers generate Special ammo for the whole fireteam.
Special Finisher 1eFinishers generate Special ammo for the whole fireteam.

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: a Rapid-Fire frame.