Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ 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
Slot
Pick
Why
Subclass
Arcstrider (Arc)
Amplified is the keystone; Arc is the weapon's native element.
Super
Gathering Storm
Anchor super — slap the staff into the densest pack, jolt + roaming damage; off-theme alternatives fine.
Class ability
Marksman's Dodge
Full reload on dodge — tops the 115 mag without leaving the firing line; pairs with Lethal Current's jolt-melee.
Melee
Disorienting Blow / Combination Blow
Jolt + blind on melee feeds Flow State (jolt kill → amplified) and stacks more blind.
Grenade
Pulse Grenade
Lingering Arc damage that jolts (Spark of Shock) → jolt kills → amplified; extended by Spark of Magnitude.
Aspect 1
Flow State
Defeating a jolted target → amplified. This is the amplified uptime engine that arms Spark of Beacons.
Aspect 2
Lethal Current
After 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
Spark of Beaconsamplified + Arc Heavy final blow → blinding explosion — the synergy
Spark of ShockArc grenades jolt → jolt kills → Flow State amplified
Spark of DischargeArc weapon kills → Ionic Traces → ability energy from gunfire
Spark of Ionsjolt kills → Ionic Traces
Spark of Amplituderapid kills while amplified → Orbs of Power — Heir Apparent makes these in bulk
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)
Spin-up + shield = a sanctioned turret stance. The intrinsic punishes mobility (you can only fire fully spun up), so the natural play is to anchor. The catalyst shield is what makes anchoring survivable, and destroying the shield partial-reloads the mag — incoming fire literally feeds your ammo.
Spark of Beacons is the build. While amplified, an Arc Special or Heavy final blow creates a blinding explosion. Heir Apparent is a 115-round Arc Heavy at 900 RPM — you generate a near-continuous stream of kills, so as long as you're amplified the whole room is being blinded. Blind is crowd-control and damage mitigation: blinded enemies can't shoot back, which compounds the shield's tanking.
Amplified uptime is solved three ways. Flow State (jolt kill → amplified), plus jolt sources everywhere: Pulse Grenade (Spark of Shock), Lethal Current's dodge-melee, Disorienting Blow. Kill a jolted target → amplified → Beacons arms → Heir Apparent kills blind the room → Spark of Amplitude spawns Orbs → Super back. Amplified also grants its own +damage-resistance and reload/handling, which directly improves the gun's feel through the spin-up.
Mask of Bakris is a pure damage + economy multiplier on this exact gun. Stacking Arc-weapon damage bonus from the dodge, refund class energy on Arc final blows under the buff → more dodges → more reloads/buffs. The dodge does triple duty (reload via Marksman's, jolt via Lethal Current, damage via Bakris).
The gun feeds the abilities, the abilities feed the gun. Spark of Discharge + Spark of Ions turn Arc weapon/jolt kills into Ionic Traces → grenade/melee energy from gunfire → more jolt sources → more amplified → more Beacons blind. It's a closed loop anchored on standing still and holding the trigger.
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
Add-dense PvE — Onslaught, GM lost-sector chokepoints, defend-the-point. Anything where you can pick a firing lane and hold it is ideal: the spin-up tax is free when you weren't moving anyway, and Beacons blind turns a doorway into a kill box. Heir Apparent's huge mag + self-feeding reload make it a sustained area-denial tool other MGs can't match.
Champion coverage — this is the flag. Heir Apparent carries no bespoke champion stun (its perk text is purely the spin-up/shield). It does not intrinsically stun any champion. Cover champions off-weapon: the build's jolt (Flow State chain, Spark of Shock, Lethal Current) plus Gathering Storm handle Overload-style threats and ability-spam elites, and blind (Spark of Beacons / Disorienting Blow) staggers them, but for guaranteed Barrier/Unstoppable stuns in GM-tier content you must bring an Anti-Champion 2.0 archetype in your other slots or a seasonal artifact champion mod. Treat Heir Apparent as the clear tool, not the champion tool.
Weak in: anything requiring mobility or single-target boss DPS — the spin-up and the 39-impact 900-RPM profile make it a horde gun, not a damage-phase gun.
### The other two slots
Primary: an Arc weapon (any) so Spark of Discharge/Ions/Beacons stay fed and surge-matching is clean — a Voltshot or Jolting Feedback roll extends the jolt economy. Pick an Anti-Champion archetype frame here for the champion you lack.
Special: an Arc shotgun/sidearm with Spark of Beacons in mind (it also triggers on Arc Special final blows while amplified) — doubles your blind output, and covers the gap when you're moving and can't spin up Heir Apparent.
Artifact - NPA Repulsion Regulator
The Arc/amplified artifact for an Arc/amplified build: it deepens the keystone (amplified uptime arms Spark of Beacons) and reprints the build's own loop as a mod, while plugging the Overload champion hole Heir Apparent has no intrinsic answer for.
Tier 1:Amped Up (stay amplified longer on Arc — directly extends the keystone that arms Beacons) - Thunderous Retort (bonus Arc Super damage when amplified — Gathering Storm cast inside your amplified window)
Tier 2:Counter Charge (Armor Charge on Champion stun — feeds the chest-resist/surge economy under the shield) - Overload Grenades (turns the Pulse Grenade into Overload stun — the champion this gun can't break) - Targeting Autoloader (reload + weapon damage on kills while surrounded — the anchor stance is always surrounded, fits an Arc Auto-Rifle primary)
Tier 3:Shock and Awe (Arc final blows while amplified jolt nearby targets — Spark of Beacons' loop as a mod, free jolt to re-trigger Flow State) - Squad Goals (amplified finisher amplifies allies — keeps the keystone flowing in fireteam content)
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Arms (8/10)
Weapon Loader (faster reload)3e
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Chest (5/10)
Arc Resistance1efill
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Arc Scavenger1e
Arc weapons get bonus reserves when picking up ammo used by that weapon.
Arc Weapon Surge1e
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc Weapon Surge1e
Your 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)
Reaper1efill
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1efill
Reduces grenade cooldown when using your class ability.
Powerful Attraction2efill
Automatically 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.