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Arc

Coldheart — The Eternal Beam (Arc Hunter)

Never-stop-firing sustained-DPS beam on majors, minibosses and bosses
Coldheart on light.gg
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

SlotPickWhy
SubclassArc (Arcstrider)Amplified is the catalyst's trigger; jolt clears the trash the beam doesn't dwell on, and Arc kills feed the ability economy.
SuperGathering StormThrow-and-forget Arc Staff — jolts and sticks a lingering damage zone so you keep beaming while it ticks.
Class abilityMarksman's DodgeReloads on dodge — a manual top-up of the beam on demand, and repositions without dropping fire for long.
MovementTriple JumpAir control to keep line-of-sight on the dwell target between beams.
MeleeCombination BlowMelee final blows keep you amplified between gunfights — the cheapest way to stay in the catalyst's mag-refill window.
GrenadeArcbolt GrenadeChains to jolt multiple targets; jolted kills make Ionic Traces (Spark of Ions) and refund ability energy.
Aspect 1Flow 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 2Lethal 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.
FragmentsSpark of Ions · Spark of Discharge · Spark of Amplitude · Spark of BeaconsTwo Ionic-Trace sources feed the abilities, one makes Orbs while amplified, one blinds the pack off every Arc Special kill.
Exotic armourCenotaph Mask (Helmet)Auto-reloads the Trace mid-fight and turns Coldheart into a fireteam ammo economy — removes the only downtime the catalyst can't.
WeaponsAnti-Champion Primary (Kinetic) + Arc HeavyPrimary 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.
Fragments

Why it works (the mechanics)

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:

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (7/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Chest (5/10)Arc Resistance 1eReduces incoming Arc damage from combatants.
Arc Resistance 1eReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (7/10)Absolution 3eReduces all ability cooldowns each time you pick up an Orb of Power.
Absolution 3eReduces all ability cooldowns each time you pick up an Orb of Power.
Innervation 1eReduces grenade cooldown each time you pick up an Orb of Power.
Class Item (4/10)Bomber 1eReduces grenade cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2eAutomatically 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.