Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Arc · Special · 1000 RPM · No intrinsic champion
Centerpiece: Coldheart (Trace Rifle · Special · Arc) · Subclass: Arc (Arcstrider) · Role: Never-stop-firing sustained-DPS beam on majors, minibosses and bosses Sandbox: 9.7.0 · Updated 2026-07-03
Coldheart pays you for not letting go of the trigger — the laser ramps the longer it stays on one target, so peak damage is back-loaded onto the boss. The catalyst refills the mag while you're amplified; Cenotaph Mask reloads it for free and turns it into a fireteam Special/Heavy ammo printer. Stack those three and the beam quite literally never stops: Arc keeps you amplified, amplified keeps the mag full, the full mag keeps the beam alive. It's a loop with no off-switch.
The weapon
Cold Fusion (intrinsic, verbatim): "This weapon shoots a steady cold-fusion-powered Arc laser, dealing more damage the longer it remains on a target."
Coldheart Catalyst — Supercharged Magazine (verbatim): "While amplified, ammo is gradually transferred from reserves to the magazine. While in Speed Booster, ammo regenerates faster and overflows the magazine."
Coldheart is a continuous-beam Arc Trace Rifle whose per-tick damage escalates the longer the beam dwells on a single target — the meaningful number is back-loaded, so the worst thing you can do is stop firing or swap targets early. That single fact dictates the entire build: everything below exists to keep the beam on and the magazine full. The catalyst solves the magazine half — the mag refills from reserves whenever you're amplified, and overflows while in Speed Booster — so you reach the high end of the dwell curve instead of clipping it on a reload. The subclass keeps amplified lit, and the paired exotic removes the last scrap of downtime. Plant, hold, ramp; the beam is a held-trigger DPS wall.
Loadout
Slot
Pick
Why
Subclass
Arc (Arcstrider)
Amplified is the catalyst's trigger; jolt clears the trash the beam doesn't dwell on, and Arc kills feed the ability economy.
Super
Gathering Storm
Throw-and-forget Arc Staff — jolts and sticks a lingering damage zone so you keep beaming while it ticks.
Class ability
Marksman's Dodge
Reloads on dodge — a manual top-up of the beam on demand, and repositions without dropping fire for long.
Movement
Triple Jump
Air control to keep line-of-sight on the dwell target between beams.
Melee
Combination Blow
Melee final blows keep you amplified between gunfights — the cheapest way to stay in the catalyst's mag-refill window.
Grenade
Arcbolt Grenade
Chains to jolt multiple targets; jolted kills make Ionic Traces (Spark of Ions) and refund ability energy.
Aspect 1
Flow State
"Defeating a jolted target makes you amplified." The keystone — Arc kills keep amplified up, which keeps the catalyst's mag-refill running and speeds reloads.
Aspect 2
Lethal Current
"After dodging, your next melee attack has increased lunge range, jolts the target, and creates a damaging aftershock." Manufactures the jolted targets Flow State needs, off the dodge you already use to reload — and every jolted kill sprays Ionic Traces.
Fragments
Spark of Ions · Spark of Discharge · Spark of Amplitude · Spark of Beacons
Two Ionic-Trace sources feed the abilities, one makes Orbs while amplified, one blinds the pack off every Arc Special kill.
Exotic armour
Cenotaph Mask (Helmet)
Auto-reloads the Trace mid-fight and turns Coldheart into a fireteam ammo economy — removes the only downtime the catalyst can't.
Weapons
Anti-Champion Primary (Kinetic) + Arc Heavy
Primary covers the Barrier/Unstoppable stuns the subclass can't; an Arc Heavy shares Surge mods and burst the beam's ramp is too slow to deliver.
Spark of DischargeArc weapon final blows → Ionic Trace — Coldheart's own kills feed it
Spark of Amplituderapid kills while amplified → Orb of Power — you're amplified constantly
Spark of Beaconswhile amplified, Arc Special/Heavy final blows create a blinding explosion — Coldheart is an Arc Special, so kills blind the pack for free crowd control
Why it works (the mechanics)
The build is one closed loop with no entry cost. Be amplified → the catalyst transfers reserves into the mag mid-beam → you keep firing → Arc kills keep you amplified (Flow State on jolted kills, Combination Blow on melee kills). The thing that runs the loop is also the thing the loop produces; once it's lit, the beam doesn't stop.
Cenotaph Mask removes the only remaining downtime.High Priority "steadily reloads a portion of your equipped Trace Rifle's magazine from reserves" — so even without amplified the mag tops itself up. The catalyst handles amplified uptime, Cenotaph handles the gaps: two independent auto-reload sources stacked on the one gun that punishes reloading.
Cenotaph turns Coldheart into a fireteam ammo economy. Damaging a boss or Champion with the Trace marks it; when an ally defeats the marked target, you get Special ammo and your allies get Heavy. You tag the boss with the beam (which you're doing anyway) and become a self-sustaining Special battery feeding the squad's Heavy.
Dwell damage rewards the boss phase this build is built to survive. The ramp is back-loaded, so the big number lands on whatever you hold the beam on longest — a miniboss or boss. Cenotaph plus the catalyst guarantee you never run the mag dry mid-ramp, so you actually reach the high end of the curve.
Jolt and blind clear the adds the beam isn't dwelling on. Lethal Current and Arcbolt jolt; jolted kills chain and make Ionic Traces; Spark of Beacons blinds the pack on every amplified Coldheart kill. The single target you're ramping is the only thing you steer the beam onto — the trash dies to chains and blinds around it.
Ionic Traces double-feed the abilities that feed the gun. Spark of Discharge (Coldheart kills) and Spark of Ions (jolted kills) both spray Ionic Traces; collecting them returns ability energy and tops amplified. The gun pays for the dodge and melee that keep the gun firing.
Stats & mods
Weapons 200 → Class → Health. Weapons is the only stat that scales Coldheart's PvE damage and its sustained-beam ramp; max it. Class keeps Marksman's Dodge — your on-demand reload — charged. Health is the dump. Archetype lean: a Weapons-primary Gunner set with a Class secondary.
Mods:
Boots: Innervation (orb pickup → grenade energy) · Absolution to trim ability cooldowns.
Arms: Heavy Handed (melee kills restore melee energy — Combination Blow uptime) · Melee Font.
Chest: Arc Resistance ×2 + one other Resistance — flat DR while you stand still holding a beam, stationary and exposed by design.
Class item: Powerful Attraction (dodge vacuums the Ionic-Trace orbs) · Bomber (dodge → grenade energy).
Surge: Arc Weapon Surge ×2 on boots — straight onto Coldheart (surge is a manifest/tuning value; see Verify).
Anti-Champion: none intrinsic on Coldheart — routed through subclass jolt (Overload) plus blind, and an anti-Champion Primary for Barrier/Unstoppable.
Artifact — Slayer Baron Apothecary Satchel
The Arc-leaning Satchel pool plugs straight into Coldheart's jolt → blind → Ionic-Trace loop and pays off the Armor Charge / Orb economy the dodge already generates; Champions stay covered by subclass jolt (Overload) plus the blind these mods amplify.
Trace Evidence makes Ionic Traces from rapid precision hits or final blows on jolted or blinded targets — exactly Coldheart's kills — and picking the Trace up grants an Armor Charge.
The Thick Of It grants Armor Charge on rapid final blows while surrounded — fuel for Retinal Burn, plus handling while you hold the beam.
Retinal Burn spends an Armor Charge on rapid Arc precision hits for a blind burst — Coldheart is a precision Arc beam, so it free-stacks Spark of Beacons' blind.
Curative Orbs makes an Orb of Power on shield break — feeds Spark of Amplitude and the dodge's Powerful Attraction vacuum.
Debilitating Wave gives an Arc finisher wave — a panic clear that matches Gathering Storm's theme.
Arc Compounding makes Arc sources deal more damage to blinded targets — your beam ramps harder on the packs you blinded.
Conductive Cosmic Crystal buffs your Arc (and Void) ability damage against Stasis-debuffed targets — a legal T3 pick but idle here (this kit runs no Stasis source); see Verify.
Where it shines
Sustained-DPS boss/miniboss damage: the dwell ramp plus guaranteed mag uptime is a held-trigger DPS wall — ideal for any encounter where you can plant and beam (Nightfall bosses, dungeon minibosses, raid majors).
Fireteam content: Cenotaph's mark → ally-kill → Special-for-you / Heavy-for-them is a team utility; the build peaks in a 3-stack where you're the ammo printer.
Champion coverage: Coldheart breaks nothing intrinsically — Trace Rifles carry no Anti-Champion 2.0 stun and Cold Fusion has no bespoke stun text. You cover Overload via subclass jolt (Arcbolt / Lethal Current / jolted chains) and stagger everything, Champions included, via blind (Spark of Beacons / Retinal Burn). Bring an anti-Champion Primary for a hard Barrier/Unstoppable wall.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3efill
Rapid Arc 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 (7/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (5/10)
Arc Resistance1e
Reduces incoming Arc damage from combatants.
Arc Resistance1e
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (7/10)
Absolution3e
Reduces all ability cooldowns each time you pick up an Orb of Power.
Absolution3e
Reduces all ability cooldowns each time you pick up an Orb of Power.
Innervation1e
Reduces grenade cooldown each time you pick up an Orb of Power.
Class Item (4/10)
Bomber1e
Reduces grenade cooldown when using your class ability.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate 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: stationary; an anti-Champion Primary for Barrier/Unstoppable.