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Arc

Heir Apparent — Bulwark (Hunter)

Spun-up suppressing-fire anchor — blind the room, tank the return fire
✓ Manifest Solar · Heavy · 900 RPM · No intrinsic champion

Weapon: Heir Apparent (Machine Gun · Heavy · Arc) · Subclass: Arc / Arcstrider · Role: Spun-up suppressing-fire anchor — blind the room, tank the return fire Sandbox: 9.7.0 · Created 2026-06-16

Aim down sights, the rotary barrel spins up, and an Arc shield snaps into being in front of you (catalyst-fed). Now you're a 900-RPM area-denial turret that shrugs off the fire it's drawing. The trick is that Heir Apparent is a Heavy Arc weapon — so while you're amplified, every kill it lands triggers a blinding explosion (Spark of Beacons). Suppressing fire that also stuns the whole room, behind a shield that reloads itself when it pops. The Arc subclass exists to keep you amplified and the shield exists to let you stand still long enough to abuse it.

The weapon

Heir Apparent — Heavy Slug Thrower (verbatim): "[Aim Down Sights] : Spins up this weapon. This weapon can be fired only when fully spun up."

Catalyst — Legion's Bulwark (verbatim): "Increases the Arc shield's durability and partially reloads the magazine if it is destroyed."

What it does: ADS spins the barrel; once fully spun up an Arc shield materialises in front of you and the gun fires at 900 RPM with a 115-round mag. The shield soaks incoming fire from the front while you hose. The catalyst makes that shield tankier and — the part that drives the loop — partially reloads the mag when the shield is destroyed, so taking fire is rewarded, not punished. It's a stationary-anchor weapon by design: the spin-up tax means you commit to a firing position, and the shield is what makes committing safe.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Amplified is the keystone; Arc is the weapon's native element.
SuperGathering StormAnchor super — slap the staff into the densest pack, jolt + roaming damage; off-theme alternatives fine.
Class abilityMarksman's DodgeFull reload on dodge — tops the 115 mag without leaving the firing line; pairs with Lethal Current's jolt-melee.
MeleeDisorienting Blow / Combination BlowJolt + blind on melee feeds Flow State (jolt kill → amplified) and stacks more blind.
GrenadePulse GrenadeLingering Arc damage that jolts (Spark of Shock) → jolt kills → amplified; extended by Spark of Magnitude.
Aspect 1Flow StateDefeating a jolted target → amplified. This is the amplified uptime engine that arms Spark of Beacons.
Aspect 2Lethal CurrentAfter dodging, next melee jolts + leaves an aftershock — a free jolt source to convert into amplified, on the dodge you're already using to reload.
Fragments

Exotic — Mask of Bakris (Helmet)

Light Shift (verbatim): "While you have a Stasis or Arc Super equipped, your Dodge becomes a longer range, faster moving shift that partially cloaks you during use. After shifting, your Stasis and Arc weapons gain a stacking damage bonus for a short time. Final blows with this bonus active refund class ability energy."

Bakris turns your dodge into a stacking Arc-weapon damage buff — and Heir Apparent is an Arc weapon. The dodge you're already pressing (Marksman's = reload; Lethal Current = jolt melee) now also buffs every slug you fire, and Arc-weapon final blows under the buff refund class energy → another dodge → reload + buff refresh. Three things off one button: reload the 115 mag, buff the damage, jolt the next target. The "Arc Super equipped" condition is satisfied by Arcstrider.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100+ → Class. Weapons stat is the priority: it's the 9.7.0 PvE weapon-damage stat and Heir Apparent is the whole build. Health 100+ because this is a stationary anchor that wants to be shot at (shield + mag refund), and Class feeds Marksman's Dodge frequency (reload uptime).

Archetypes: Powerhouse (Weapons/Super) or Gunner pieces; favour any roll leaning Weapons + Class. Mods: Machine Gun Loader and Machine Gun Scavenger (reserves matter on a 115-round Heavy), Arc Weapon Surge ×2 on boots (≈+17% straight onto Heir Apparent), Heavy Ammo Finder/Finisher to keep the brick flowing. Resilience-equivalent chest resist mods (Arc/Solar/Void) stack under the shield. Stat tuning: trade Grenade/Super down into Weapons if your rolls allow — the grenade only exists to seed jolt, it's not a damage source here.

Where it shines

### The other two slots

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (8/10)Weapon Loader (faster reload) 3e
Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (5/10)Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Arc Scavenger 1eArc weapons get bonus reserves when picking up ammo used by that weapon.
Arc Weapon Surge 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge 1eYour Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces grenade cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically collects nearby Orbs of Power when you activate 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: it's not a damage source here.