✓ Manifest Arc · Heavy · 100 RPM · No intrinsic champion
Weapon: Grand Overture (Machine Gun · Heavy · Arc) · Subclass: Arc (Arcstrider) · Role: Blind-lock crowd control + sustained heavy DPS Sandbox: 9.7.0 · Created 2026-06-16
Hold the trigger and the slug launcher charges, then hoses Arc rounds full-auto; land hits and you load Omega Strike, a micro-missile volley. With the catalyst that volley blinds everything it touches and explodes the corpses. Arc Hunter turns that one blind into a self-feeding engine: blinded kills make Ionic Traces → Traces make you amplified → amplified heavy-ammo kills blind again (Spark of Beacons). The gun manufactures the exact debuff the subclass pays you for, so a room never stops being blind and you never stop being amplified.
The weapon
Wrath of the Colossus (intrinsic, verbatim): "Heavy slug launcher that charges, then fires full auto while the trigger is held."
Omega Strike (perk, verbatim): "Land hits with the Slug Launcher to load micro-missiles [Alternate Weapon Action] and then fire to launch several micro-missiles in a volley."
Catalyst — Grand Overture Catalyst (verbatim): "Omega Strike hits blind combatants. Defeating combatants with Omega Strike causes them to explode."
What it does: full-auto Arc slugs (RPM 100, Impact 53, 70-round mag) for sustained trash/major chip, and every hit charges the alt-fire bar. Tap the alt-fire and you launch a tracking micro-missile volley — with the catalyst that volley [Arc] blinds the whole cluster it lands on, and any combatant it kills detonates. So the gun does two jobs at once: a chunky full-auto damage stream and an on-demand AoE blind + corpse-explosion that crowd-controls a pack before you finish it with the slug stream. The blind is the hook the entire build is built around — it is an Arc debuff, and Arc Hunter has more payoffs for blinded targets than any other kit.
Loadout
Slot
Pick
Why
Subclass
Arc — Arcstrider
Only kit that turns blinded targets into Ionic Traces → amplified → more blind.
Super
Gathering Storm
Throw-and-stick Arc Staff that jolts a whole pack — adds a second debuff layer and an Ionic-Trace fountain.
Class ability
Gambler's Dodge
Refills melee for the rare Combination Blow tap; reloads-feel via amplified.
Movement
Triple Jump
Air control to reposition the (immobile-while-firing) MG.
Melee
Combination Blow
Backup amplified + heal source when the Trace loop is dry; not the engine.
Grenade
Pulse Grenade
Lingering Arc DoT that, with Touch of Thunder, periodically creates Ionic Traces — a third Trace source independent of the gun.
Aspect 1
Electrostatic Mind
Defeating jolted or blinded targets creates an Ionic Trace; collecting one makes you amplified. The keystone.
Aspect 2
Touch of Thunder
Upgrades Pulse Grenade to spawn Ionic Traces over its duration — guaranteed Trace/amplified even before the gun fires.
Fragments
Spark of Beaconswhile amplified, Arc Special/Heavy final blows create a blinding explosion — Grand Overture is Arc + Heavy, so kills blind on top of Omega Strike
Spark of Ionsdefeating a jolted target or a Bolt-Charge target creates an Ionic Trace — feeds the loop off Gathering Storm's jolt
Spark of Amplituderapidly defeating targets while amplified creates an Orb of Power
Spark of DischargeArc weapon final blows have a chance to create an Ionic Trace — every Grand Overture kill is a Trace chance
Exotic armour — Fallen Sunstar (Helmet)
Ionic Conductor:"Ionic traces you create move faster and grant you additional ability energy. Nearby allies also gain ability energy when you collect an ionic trace."
This is the multiplier on the whole engine. The build's entire economy is make Ionic Traces → collect them → be amplified. Fallen Sunstar makes every Trace travel faster (so you actually grab the ones a blinded-kill pack spits out) and turns each one into a wad of melee/grenade/class energy — which recharges Pulse Grenade (more Traces) and Gambler's Dodge (more amplified-reload, more Combination Blow). It converts "the gun blinds and kills" into "the gun also pays my entire ability bar," and it shares that energy with the fireteam. No melee-uptime tax, no rotation — it just amplifies the loop the weapon already drives.
Why this works (the mechanics)
The gun manufactures its own keystone debuff. Omega Strike + catalyst blinds on hit and explodes on kill. Electrostatic Mind pays out specifically on defeating blinded targets — so the alt-fire is a blind-and-feed button: blind the pack, mow it with the full-auto stream, every blinded kill is an Ionic Trace.
Traces → amplified → blind, on a closed loop. Collect a Trace (Electrostatic Mind) → amplified. While amplified, Spark of Beacons makes your Arc Heavy final blows create blinding explosions — and Grand Overture is an Arc Heavy weapon. So even your plain slug-stream kills now blind, which makes more blinded kills, which makes more Traces. The loop closes on itself and never needs your melee.
Three redundant Trace sources keep amplified pinned up. Blinded kills (Electrostatic Mind), Arc weapon kills (Spark of Discharge), jolted/Bolt-Charge kills from the Super (Spark of Ions), and Pulse Grenade ticks (Touch of Thunder). Amplified is effectively permanent, which means Spark of Beacons is always live, which means the gun is always blinding.
Fallen Sunstar turns the Trace flood into a full ability economy. Faster Traces (you catch them all) + each one dumps ability energy → Pulse Grenade and dodge come back fast → more Traces. The gun pays for every ability you own.
Amplified is also the gun's quality-of-life. Amplified grants improved handling and reload speed — Grand Overture's 60 reload and charge-up feel noticeably snappier while the loop is running, so the DPS stream tightens exactly when the room is densest.
Blind is hard CC, not just damage. A blinded combatant can't shoot and staggers — Omega Strike's volley shuts down a whole pack of adds (and pressures majors) before they trade a shot, which is why this carries in content where a raw-DPS heavy would just get you killed.
Stats & mods
Weapons 200 → Health 100 → Grenade 100 → Class. Weapons first (this is a gun-damage build and Grand Overture is the centerpiece); Grenade 100 to cycle Pulse fast for the Trace tick; Class feeds Gambler's Dodge for the Combination Blow/heal safety net.
Helmet: Fallen Sunstar (exotic) · Harmonic Siphon or Arc Siphon (Arc kills → Orbs) · Ashes to Assets (Super on grenade kills).
Gauntlets: Heavy Ammo Finder is wasted as a mod now; run Grenade Font + Heavy-Handed (melee kills → ammo) or loaders. Keep Pulse cycling.
Chest: Arc Resistance + one off-element resist — flat DR under amplified.
Boots:Arc Weapon Surge ×2 (≈+17% Arc weapon damage, straight onto Grand Overture) · Orbs of Restoration (orb pickup → energy to least-charged ability, stacks with Sunstar/Traces).
Class item: Powerful Attraction (dodge vacuums orbs/ammo) · Bomber/Reaper.
Mods that matter most: Arc Surge ×2 on the gun, and lean on Heavy ammo scout/scavenger in the artifact — this build spends heavy fast, so heavy-ammo economy is the real constraint, not damage. Champion-heavy runs: pair a Special weapon that covers your missing champion type (see below).
Where it shines
GM Nightfalls / −30 to −40 content: the blind is the survival tool. Omega Strike locks down a room of adds and minibosses while the slug stream deletes them; amplified DR + the heal off Combination Blow covers the gaps. This is the build's home.
Boss/miniboss damage: the full-auto charge stream is real sustained DPS, and Gathering Storm sticks an Arc Staff into the boss for a jolt-debuff DPS window.
Champion coverage — flag this. Grand Overture is a Machine Gun with a bespoke alt-fire, not a standard Anti-Champion 2.0 archetype, and its perk text states no intrinsic champion stun. Its blind hard-CCs champions (stops them shooting) but does not formally stun any champion type on its own. Cover champions via: Overload — jolt from Gathering Storm / Bolt Charge and Arc artifact Overload mods; Unstoppable / Barrier — bring a Special or Primary of the right archetype (e.g. an Unstoppable-frame weapon and a Barrier-frame weapon), or run the seasonal Arc anti-champion artifact mods. Do not rely on Grand Overture to stun champions; rely on it to blind everything around them while your second weapon stuns the champion itself.
The other two weapon slots
Primary (Kinetic/Stasis): a Barrier-frame Pulse or Scout for champion coverage and ammo economy while Grand Overture is empty. Voltshot/Jolting Feedback on an Arc primary instead would feed Spark of Ions, but the champion slot is more valuable in GMs.
Special: an Unstoppable-frame Shotgun/Fusion, or any Special you can stun Overload with — whatever closes the champion gap your artifact and Super don't. Picks here are coverage, not synergy; the heavy is the star.