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Arc

Coldheart — The Eternal Beam (Hunter)

Never-stop-firing sustained-DPS beam on majors/minibosses/Champions
✓ Manifest Arc · Special · 1000 RPM · No intrinsic champion

Weapon: Coldheart (Trace Rifle · Special · Arc) · Subclass: Arc (Arcstrider) · Role: Never-stop-firing sustained-DPS beam on majors/minibosses/Champions Sandbox: 9.7.0 · Created 2026-06-16

Coldheart pays you for not letting go of the trigger — its laser ramps the longer it stays on one target. The catalyst refills the mag while amplified; Cenotaph Mask reloads it for free and turns it into a team Special/Heavy ammo printer. Stack those three and the beam quite literally never stops: you hold one continuous laser through a whole pack, ramping into the boss it leaves standing. 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 (exotic perk, 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."

What it does: Coldheart is a continuous-beam Arc Trace Rifle whose per-tick damage escalates the longer the beam dwells on a single target — peak DPS 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 (mag refills from reserves whenever you're amplified, and overflows while Speed Boosting), and the subclass + Cenotaph solve the rest.

Loadout

SlotPickWhy
SubclassArc (Arcstrider)Amplified is the catalyst's trigger; Ionic Traces refill abilities off Arc gun kills; jolt clears the trash the beam doesn't dwell on.
SuperGathering StormThrow-and-forget Arc Staff; jolts + sticks a damage zone so you keep beaming while it ticks. (Storm's Edge if you want roaming clear.)
Class abilityMarksman's DodgeReloads on dodge — a manual top-up of the beam on demand, and repositions without dropping fire long.
MovementTriple JumpAir control to keep line-of-sight on the dwell target.
MeleeCombination Blow (Disorienting Blow if you prefer blind)Melee kills → amplified → catalyst mag refill; the cheapest way to stay amplified between gunfights.
GrenadeFlux / Arcbolt GrenadeJolt fodder; jolted kills make Ionic Traces (Spark of Ions) → ability energy back.
Aspect 1Flow State"Defeating a jolted target makes you amplified." The keystone — Arc kills keep amplified up, which keeps the catalyst mag-refill running.
Aspect 2Lethal CurrentAfter dodging, next melee jolts + aftershock and melee hits jolt — manufactures the jolted targets Flow State needs, off the dodge you're already using to reload.
Fragments

Why this works (the mechanics)

Stats & mods

Weapons 200 → Class 100+ → Health. Weapons is the only stat that scales Coldheart's PvE damage and its sustained-beam ramp; max it. Class ~100 keeps Marksman's Dodge (your on-demand reload) charged. Health is the dump.

Mod economy note: Coldheart kills (Discharge) + jolted kills (Ions) make Ionic Traces, Spark of Amplitude makes Orbs while amplified, Powerful Attraction scoops both on dodge — so the dodge that reloads the gun also refills your abilities and Super. One button, three payouts.

Where it shines

### The other two weapon slots