A Heavy Arc sniper that Jolts on every hit and stuns Overload all by itself — no artifact mod required. The catalyst turns that into a fireteam loop: your hits pump every ally's regular sniper to maxed-out precision damage, and maxing an ally hands the bonus back to you. Pair it with Arcstrider, where "Jolt" is the whole subclass: jolt → Amplified → damage resist → orbs, all spun off the same trigger the gun already pulls. Buff the team, stun the champion, delete the major.
The weapon
Personal Assistant (verbatim): "Aim at a target to view their health and other critical information in the scope. Jolts targets when dealing damage. Strong against [Disruption] Overload Champions."
Catalyst — Networked Targeting (verbatim): "While Personal Assistant is active, hits grant this weapon and nearby allies' non-Exotic Sniper Rifles increased overall weapon performance and precision damage. Granting maximum stacks of the effect to an ally grants this weapon bonus damage."
What it does: it's a Heavy-slot Arc precision sniper that applies Jolt on every hit. Jolt is a chaining Arc lightning debuff and is the keystone of Arc Hunter, so the gun is permanently feeding the subclass. The bespoke anti-champion line means D.A.R.C.I. stuns Overload intrinsically — you do not spend an artifact slot on Overload, and you don't depend on archetype stun. The catalyst is a team buff: hits ramp your own performance/precision and buff nearby allies' legendary snipers; max an ally out and D.A.R.C.I. gets bonus damage back — a reciprocal loop that makes it the best sniper to hold in a coordinated sniper-DPS fireteam.
Loadout
Slot
Pick
Why
Subclass
Arcstrider
The gun already Jolts; the whole kit converts Jolt → Amplified → orbs → DR.
Super
Gathering Storm
Throw the staff to embed + Jolt a pack/boss; pairs with the Arc damage profile and feeds add-clear between sniper shots.
Class ability
Marksman's Dodge
Reloads D.A.R.C.I. on dodge (heavy ammo is precious) + repositions for the next angle.
Melee
Disorienting Blow
Blinds on hit → safety to line up sniper shots; on-class Arc melee.
Grenade
Pulse Grenade
With Touch of Thunder it makes Ionic Traces + ramps damage — chip + ability energy while you ADS.
Aspect 1
Flow State
"Defeating a jolted target makes you amplified." Every D.A.R.C.I. kill is a jolted kill → permanent Amplified (faster reload/handling on the sniper, ~15% DR, faster dodge).
Aspect 2
Ascension
Airborne: jolts + amplifies allies — AND it's the trigger for the Gifted Conviction exotic (bouncing jolt explosives + DR).
Fragments
Spark of Ions, Spark of Discharge, Spark of Amplitude, Spark of Beacons
See below — convert jolt/Arc kills into Ionic Traces, Bolt Charge, orbs, and a blinding heavy-ammo explosion.
Exotic armour
Gifted Conviction (Chest)
"Activating Ascension or Tempest Strike throws bouncing explosives that jolt and damage. Jolting nearby targets grants you damage resistance." The gun jolts non-stop, so the DR is effectively always live.
Kinetic/Energy 1
Voltshot SMG / Auto (Arc)
Add-clear that also Jolts → feeds Flow State + Spark of Ions when D.A.R.C.I. is stowed; matches the Arc surge.
Energy 2 / pair
Barrier/Unstoppable legendary
D.A.R.C.I. covers Overload; bring a frame (or matching artifact mod) for the other two champion types.
Heavy
D.A.R.C.I. itself
The centerpiece occupies the Heavy slot — build the other two around add-clear + champion coverage.
Spark of Amplituderapid kills while Amplified → Orbs of Power — you're always Amplified via Flow State
Spark of Beaconswhile Amplified, Arc Heavy final blows create a blinding explosion — D.A.R.C.I. is an Arc Heavy weapon, so its kills blind the surrounding pack for free CC
Why this works (the mechanics)
The gun's trigger and the subclass's trigger are the same trigger. D.A.R.C.I. Jolts on hit; Arcstrider is built entirely around Jolt. One precision shot = damage + Jolt + (on kill) Amplified (Flow State) + Ionic Trace (Spark of Ions) + Bolt Charge (Spark of Discharge) + an Orb while Amplified (Spark of Amplitude) + a blinding explosion (Spark of Beacons, since it's an Arc Heavy). No rotation — the sniper does it all.
Overload is handled by the gun, so the artifact is free. Personal Assistant carries a bespoke Overload stun (jolt-based). You don't burn a slot on Overload and don't rely on archetype stun — spend the freed budget on Barrier/Unstoppable for the other two champion types instead.
Gifted Conviction makes the DR permanent. Its DR is gated on "jolting nearby targets" — and D.A.R.C.I. jolts everything it touches. Activating Ascension also throws its bouncing jolt-explosives, so you get the DR up front and keep it topped by normal sniping. A Heavy sniper player normally stands still and exposed; this is the survivability that makes that viable in GMs.
The catalyst is a fireteam multiplier, not a solo perk. Networked Targeting buffs allies' legendary snipers to maxed precision damage and pays you bonus damage when you max one out. In a 2-3 sniper DPS fireteam, D.A.R.C.I. is the one weapon that should be held — it lifts everyone else's damage and gets lifted in return. (Solo, it's still a self-buff; the team value is the headline.)
Amplified is the quiet engine. Flow State keeps you permanently Amplified off jolted kills → faster reload/handling on a slow Heavy sniper (huge for sustained DPS), ~15% DR stacking with Gifted Conviction, and faster dodge = faster Marksman reloads. Amplified is also the gate for Spark of Amplitude/Beacons, so it's doing four jobs at once.
Heavy-ammo economy is the only real constraint, and the build answers it. Marksman's Dodge reloads from reserves; Spark of Discharge/Ions flood Ionic Traces for ability uptime so you're not starved between heavy bricks; Heavy Ammo Finder + Heavy scavenger mods keep reserves stocked.
Stats & mods
Weapons 200 → Health 100+ → Class. Weapons is the priority: it raises PvE weapon damage vs minors/majors on top of the catalyst ramp, and benefits the add-clear secondary. Health 100+ keeps you alive while planted and ADS (Heavy snipers don't reposition mid-shot); Class feeds Marksman's Dodge for reload + Ascension/Gifted Conviction uptime.
Archetypes: Powerhouse / Gunner pieces (Weapons + Super/Health). Stat tuning: +Weapons / −Class where rolls allow.
Mods, by piece:
Helmet: Heavy Ammo Finder · Harmonic/Arc Siphon (Arc kills → Orbs).
Gauntlets: Loader for your secondary's type · Heavy-Handed (melee → ammo) optional for Disorienting Blow.
Chest: Resistance mods (Arc/elemental) under the Amplified + Gifted Conviction DR stack.
Boots:Arc Weapon Surge ×2 (≈+17% Arc weapon damage straight onto D.A.R.C.I.) · Sniper Rifle Scavenger / Heavy ammo reserves.
Class item: Powerful Attraction (dodge vacuums the orbs Spark of Amplitude spawns) · Bomber/Reaper.
Where it shines
GM Nightfalls / −30 to −40 content: Overload handled by the gun, two free champion slots, permanent Amplified + Gifted Conviction DR to survive while planted, and a Heavy sniper that one-shots majors and stuns the Overload that walls most teams.
Coordinated sniper-DPS fireteams (raids/dungeons): the catalyst's headline use — D.A.R.C.I. buffs every ally's legendary sniper to maxed precision and gets paid back. Hold it; let the team's Cataclysmic/whatever ride the buff.
Champion coverage:Overload — intrinsic to D.A.R.C.I. (Personal Assistant, jolt-based). Barrier + Unstoppable — bring a legendary frame or artifact mod on your other two slots; the gun does not cover them.
Weak fit: ammo-starved sustained-DPS races where a primary-ammo or Special exotic would feed faster — D.A.R.C.I. is Heavy-gated.