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Solar

Edge of Intent — Field Medic (Solar Hunter)

Frontline Solar-glaive medic and scorch/ignite bruiser who heals the fireteam without leaving the glaive
Edge of Intent on light.gg
✓ Manifest Solar · Special · 45 RPM · No intrinsic champion

Centerpiece: Edge of Intent (Glaive · Special · Solar) · Subclass: Gunslinger · Role: Frontline Solar-glaive medic and scorch/ignite bruiser who heals the fireteam without leaving the glaive Sandbox: 9.7.0 · Updated 2026-07-03

A Solar glaive that doubles as a deployable healing turret. Melee and shoot to charge it, then choose your payoff: fire the special projectile to scorch a pack, or spend the charge to drop a turret that pours Cure and Restoration onto the team. The catalyst sprays more Cure on reload, so the whole build is one feedback loop — scorch feeds ignitions, ignitions feed your abilities, and three layers of healing let a Hunter hold a frontline choke like a support class.

The weapon

Edge of Intent (intrinsic): "Melee and projectile damage charge this weapon. When fully charged, [Alternate Weapon Action] to enable a special projectile attack. Projectile final blows scorch nearby targets."

Restorative Turret (native perk): "[Alternate Weapon Action]: When weapon is fully charged, consume charge before firing to make your next shot deploy a healing turret on impact that provides Cure and Restoration to nearby allies."

Catalyst — Heal Clip: "Reloading shortly after dealing a final blow grants Cure to you and your nearby allies."

What it does: like every glaive you build charge by meleeing and by landing projectile shots, and glaive melee carries a block that grants damage resistance so you can hold the frontline this build wants to stand on. At full charge the weapon offers a fork. Fire the special projectile and its final blows scorch nearby targets — the Solar verb the entire Gunslinger engine is built to cash in. Or consume the charge to deploy a Restorative Turret that provides Cure and Restoration to nearby allies, turning the glaive into a stationary heal station. The catalyst then layers a third heal on top: reload just after a kill and Heal Clip sprays Cure to you and everyone near you. Scorch for offence, turret plus Heal Clip for the team — one weapon, both jobs.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Scorch/ignite is the glaive's payoff verb, and Solar is the only subclass that pays you for it.
SuperGolden Gun: MarksmanOn-demand precision delete for the priority target the glaive can't one-shot; Knock 'Em Down extends its duration.
Class abilityMarksman's DodgeFully reloads the glaive on dodge — an instant charge top-off and a free Heal Clip re-arm between packs.
MovementTriple JumpExtra mid-air correction to reposition on the frontline and reach the choke you are holding.
MeleeProximity KnifeCaliban's turns it into a scorch/ignite bomb — a second scorch source that never touches the glaive's charge.
GrenadeHealing GrenadeCure plus Restoration on demand, stacking the medic identity and the survivability layers.
Aspect 1Knock 'Em DownEnhances Marksman Golden Gun's duration and, with Solar Supers, deepens the healing/uptime economy.
Aspect 2Gunpowder GambleKills charge a free Solar explosive that ignites a pack — guaranteed extra ignitions off scorched targets.
FragmentsEmber of Searing · Ember of Ashes · Ember of Char · Ember of EmpyreanSearing: scorched kills grant melee energy + a Firesprite. Ashes: more scorch per hit for faster ignitions. Char: ignitions spread scorch. Empyrean: Solar final blows extend your Restoration/Radiant.
Exotic armourCaliban's Hand (Gauntlets)Roast 'Em makes the Proximity Knife scorch on damage and ignite on kill — a parallel scorch+ignite engine that keeps ignitions rolling while the glaive recharges.
WeaponsAnti-champion Primary + Solar Rocket LauncherThe glaive breaks no champion itself, so the Primary carries stun coverage under Anti-Champion 2.0; a Solar Rocket keeps you on-element and feeds Anti-Champion Nosecone + Argent Ordnance.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Melee. Weapons is a flat PvE damage multiplier on the glaive and everything else; Health because this build deliberately stands on the frontline under its heal stack; Melee feeds Caliban's Proximity Knife uptime (the second scorch source).

Archetype lean: Gunner/Powerhouse pieces (Weapons + Health/Super). No set bonus is required — the heal stack lets you push Weapons aggressively without dying, so sets are garnish.

Mods:

Artifact — Queensfoil Censer

The pure-Solar artifact for a pure-Solar build: it turns the Radiant you already generate from Golden Gun and Knock 'Em Down into more scorch, then cashes scorch into ignitions — bolting straight onto the glaive's scorch-to-ignite loop, while a Solar rocket picks up the champion damage the glaive itself can't provide.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Special Ammo Finder 3eIncreases the effect of all contributions towards the Special ammo meter.
Ashes to Assets 3eGain bonus Super energy on grenade kills.
Arms (4/10)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Impact Induction 2eCausing damage with a powered melee attack reduces your grenade cooldown.
Chest (5/10)Void Resistance 1eReduces incoming Void damage from combatants.
Void Resistance 1eReduces incoming Void damage from combatants.
Concussive Dampener 3eReduces incoming area-of-effect damage from combatants.
Legs (3/10)Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (3/10)Special Finisher 1eFinishers generate Special ammo for the whole fireteam.
Outreach 1eReduces melee cooldown when using your class ability.
Bomber 1eReduces grenade cooldown when using 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: the rocket; not the glaive — see Where it shines.