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Strand

Finality's Auger — The Forge (Hunter)

Boss/champion burst DPS — turret + swap-buff total damage
✓ Manifest Solar · Heavy · No intrinsic champion

Weapon: Finality's Auger (Linear Fusion Rifle · Heavy · Strand) · Subclass: Threadrunner (Strand) · Role: Boss/champion burst DPS — turret + swap-buff total damage Sandbox: 9.7.0 · Created 2026-06-16

A Heavy LFR you fire and a turret you build. Bolt the boss with the linear, then [Alt-Weapon-Action] a Ruinscribe Turret skyward and it keeps autofiring while you reload. The catalyst is Bait and Switch — tag the boss with all three weapons in a short window and the Auger lights up. So the optimal DPS rotation isn't "hold the trigger," it's swap, swap, swap, then dump — and on Hunter, Star-Eater turns every Super into one more multiplier on top of that.

The weapon

Ruinscribe's Forge: "[Alternate Weapon Action] to fire a special projectile that deploys a Ruinscribe Turret. This projectile costs 3 ammo to fire. Aim the projectile skyward to provide the clearest sight lines for the turret which will automatically shoot at nearby targets." (verbatim)

Catalyst — Bait and Switch: "Deal damage with all equipped weapons within a short time to give this weapon a damage boost." (verbatim)

What it does: it's two damage sources in one slot. The linear is high-impact precision burst; the turret is set-and-forget add/boss damage that ticks while you're off-weapon. Critically, the turret keeps applying damage during the swap window — so it helps maintain the Bait and Switch buff while you tag the boss with your other two weapons, then you come back to the linear for the buffed volley. Total-DPS weapon: stacked window damage, not raw per-shot.

Loadout

SlotPickWhy
SubclassThreadrunner (Strand)Element-matched to the Auger → Strand surges and weapon-damage fragments land on the LFR.
SuperSilkstrikeCheap roaming Super to bank Star-Eater overcharge between damage phases; or swap to a one-and-done if Prismatic (see Verify).
Class abilityGambler's DodgeReloads-adjacent uptime + reposition to keep turret sightlines and dodge-back to the linear.
MovementTriple JumpAir control to lob the turret projectile skyward (the perk wants it aimed up).
MeleeThreaded SpikeReturns melee energy on hit; cheap verb feeder, keeps you in cover.
GrenadeGrappleMobility to relocate fast between turret placement and DPS spot; pairs with Cyrtarachne alt (see Verify).
Aspect 1Widow's SilkExtra grenade charge → Grapple uptime for repositioning; opens fragment slots.
Aspect 2Threaded SpecterClass ability drops a Strand decoy → pulls aggro off you during the long charge-and-fire DPS rotation.
Fragments (4)

Exotic armour — Star-Eater Scales (Legs)

Feast of Light: "You gain additional Super energy from Orbs of Power you pick up. While your Super energy is full, picking up an Orb of Power overcharges your Super, causing you to gain a burst of healing when cast and a bonus to your Super damage. At maximum overcharge, you also gain an overshield." (verbatim)

Why Star-Eater on a gun build: a DPS phase is a burst-economy problem. Walk into the phase with an overcharged Super for one big hit, then the Auger + turret + Bait-and-switch swaps carry the rest. The overcharge healing/overshield also keeps you alive through the long, exposed LFR charge-up. On boss DPS, the meta isn't "gun or Super" — it's Super opener → swap rotation → linear dump, and Star-Eater maximises the opener's contribution to total damage.

Why this works (the mechanics)

Stats & mods

Weapons 100+ → Super 100 → Health. Weapons stat boosts PvE weapon damage vs minors/majors and bumps the linear's output; Super stat speeds the next Star-Eater opener. Health for surviving the exposed charge-up.

Where it shines