Lodestar is a continuous Arc beam that only becomes itself once you're amplified — the catalyst dumps a pile of reload, aim assist and ADS movement onto a weapon that already laces enemies for the price of holding the trigger. So build the whole Hunter around staying amplified: an Arcstrider that makes amplified off jolt kills, Mask of Bakris to bolt a stacking Arc-damage buff on top, and a fragment shell that turns Lodestar's stream of Arc kills into Ionic Traces, Orbs and Bolt Charge. Hold the beam, shift, repeat.
The weapon
Starlight Beam (intrinsic, verbatim): "This weapon fires a low-intensity Arc beam with enhanced stability and accuracy."
Catalyst — Supercharged Matrix (verbatim): "While amplified, this weapon gains greatly increased reload speed, aim assist, and movement while aiming down sights."
What it does: a Primary-ammo Arc Trace Rifle — a held hitscan beam feeding from a near-bottomless ammo pool, not a burst gun. The intrinsic is a stat-line buff (stability and accuracy) rather than a kill-chain perk, so the catalyst is the real intrinsic: it converts the entire feel of the gun once you're amplified — near-instant reloads between targets, glued aim assist on the stream, and you keep moving at near-walk speed in ADS so you can beam-and-reposition. The build's only job is "be amplified all the time," and Arc Hunter makes that trivial. Because it draws Primary ammo, Lodestar never competes with your Special or Heavy for bricks, so those two slots are free to cover everything the beam can't — champions and boss burst.
Loadout
Slot
Pick
Why
Subclass
Arc — Arcstrider
Amplified is an Arc keyword; the whole kit manufactures it to switch the catalyst on.
Super
Gathering Storm
Roaming-free nuke that jolts a whole pack → amplified fuel via Flow State, plus a heavy-hitter for elites.
Class ability
Gambler's Dodge
Bakris converts Dodge into Light Shift, so any dodge works — Gambler's for melee/amplified uptime.
Movement
Strafe Jump
Neutral aerial control; you play grounded on the beam, so nothing exotic is needed here.
Melee
Combination Blow
Not the point of the build but keeps amplified and health rolling between beams.
Grenade
Flux Grenade
Throwaway damage; with Spark of Shock it becomes a jolt-a-pack Flow State trigger.
Aspect 1
Flow State
"Defeating a jolted target makes you amplified." The engine — jolt anything, kill it with the beam, stay amplified.
Aspect 2
Lethal Current
Post-dodge (Light Shift counts) melee jolts + aftershock + blinds — a free jolt/blind source to feed Flow State.
Fragments
Ions · Discharge · Resistance · Amplitude · Shock
Two Trace sources off Arc kills, an orb fountain, jolting grenade, plus flat DR for the stationary beam.
Exotic armour
Mask of Bakris (Helmet)
Light Shift stacks a real Arc-weapon damage multiplier onto a beam that has none, and refunds Dodge off kills.
Weapons
Special (Barrier/Unstoppable) + Heavy (MG/Rocket)
Lodestar is your Primary, so both other slots are free for champion stun and boss DPS.
Fragments
Spark of Ions · Spark of Discharge · Spark of Resistance · Spark of Amplitude · Spark of Shock
Why it works (the mechanics)
The catalyst gates on amplified, and the subclass never lets amplified drop. Flow State makes you amplified off any jolted-target kill, and Lodestar is the thing killing jolted targets. Once one pack is jolted (Lethal Current melee, Spark of Shock grenade, or Gathering Storm), the loop self-sustains: amplified → catalyst reload/AA/ADS-move → easier beam kills → more amplified.
Bakris stacks a real damage multiplier onto a beam that lacks one. Lodestar's intrinsic is only stability and accuracy — it has no built-in damage ramp. Light Shift supplies the missing multiplier: 10% / 21% / 33% increased Arc weapon damage at 1/2/3 stacks (Clarity), and beam kills under the buff refund Dodge energy, so you shift → buffed beam mows the pack → refund → shift again. This is the single biggest damage lever on the gun.
Two independent Ionic Trace sources off beam kills (Ions + Discharge). Spark of Ions prints a Trace on every jolted-target kill; Spark of Discharge adds a chance-Trace on any Arc final blow. A Trace Rifle's high kill-rate spams both, so ability energy floods back in even though you barely throw anything.
Spark of Amplitude turns permanent-amplified + rapid kills into an orb fountain. "Rapidly defeating targets while you are amplified creates an Orb of Power" — the beam's tick-rate makes rapid kills the default, not an edge case. Those orbs feed the armour mods below and the fireteam's Super economy.
Lethal Current makes you a jolt and blind battery. After each Light Shift/Dodge the next melee jolts, aftershocks, and blinds — a self-contained way to re-jolt a fresh pack for Flow State whenever adds arrive un-jolted, so the amplified loop never stalls on a dry room.
Champion coverage comes from jolt and the free weapon slots, not the gun. Lodestar has no intrinsic champion stun (Trace Rifle, champion = none), so disruption leans on jolt (Gathering Storm, Lethal Current, Spark of Shock) and the artifact, while the untouched Special/Heavy slots carry the Barrier/Unstoppable archetypes.
Stats & mods
Weapons 200 → Health → Class. Weapons is the highest-value stat (it scales Lodestar's PvE damage on top of the Bakris stack); Health for standing-still beam survivability; Class to keep Light Shift/Dodge cycling so the Bakris buff and refunds stay lit.
Archetype lean: prioritise pieces favouring Weapons (Powerhouse / Gunner) to reach the 200 Weapons target, then Health.
Mods:
Boots: Arc Weapon Surge ×2 (stacked Arc weapon damage straight onto the beam) · Innervation for orb-pickup ability energy.
Arms: Loader mods for weapon handling · Fastball if running the jolt grenade.
Chest: Arc Resistance ×2 + one off-element — you're stationary on the stream, so flat DR matters.
Class item: Powerful Attraction (Dodge vacuums your orbs) · Bomber/Reaper.
Surge: Arc Weapon Surge (on-element with Lodestar and the Bakris buff).
Anti-Champion: none from the beam — bring Barrier/Unstoppable on the Special/Heavy or the artifact; jolt covers Overload-style elites.
Artifact — Slayer Baron Apothecary Satchel
The Arc/blind half of this artifact bolts straight onto Lodestar's loop: a Trace Rifle that kills jolted and blinded adds turns precision fire into Ionic Traces, Armor Charge and Orbs, and the blind it generates becomes an Overload-adjacent disruptor that your Arc damage then punishes harder.
Trace Evidence makes Ionic Traces off precision/kills on jolted or blinded targets — the build jolts everything, so this prints Traces off a Trace Rifle's stream of precision kills.
The Thick Of It grants Armor Charge while surrounded, which you always are on the stationary beam, and that charge is the fuel Retinal Burn spends.
Curative Orbs drops a free Orb on the first shield break, stacking with Spark of Amplitude's orb fountain.
Retinal Burn spends an Armor Charge on Arc precision hits to blind the pack — a champion-adjacent disrupt and the trigger for Arc Compounding.
Debilitating Wave adds an Arc finisher wave matching your Super for instant add-clear when the room gets crowded.
Arc Compounding makes Arc sources hit Blind targets harder, so Lodestar shreds the packs Retinal Burn just blinded — this is the T3 pick that actually fires off the loop.
Conductive Cosmic Crystal gives your Arc and Void abilities bonus damage against targets under a Stasis debuff. It's a marginal pick in this kit: an Arcstrider applies jolt and blind, not a Stasis debuff, so nothing here triggers it unless you bring a Stasis source (see Verify).
Where it shines
Add-dense PvE — Vanguard Ops, Battlegrounds, Nightfall trash waves, GM clear phases. A held Arc beam with permanent-amplified reload and a stacking Bakris damage buff is a continuous-fire mob eraser, and the orb/Trace economy keeps abilities and the team's Supers topped.
Sustained-fire majors — the catalyst's aim assist plus the Bakris stack let Lodestar beam down orange-bar majors and elite health bars quickly, especially once they're jolted or blinded.
Champion coverage (be honest): Lodestar stuns nothing intrinsically (Trace Rifle, champion = none). Overload-style disruption comes from jolt (Gathering Storm, Lethal Current, Spark of Shock) and Retinal Burn's blind. Barrier and Unstoppable must be covered by your Special/Heavy archetypes (Anti-Champion 2.0) or the artifact — since Lodestar draws Primary ammo, both those slots are free to carry the stun the beam can't.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (5/10)
Fastball1e
Increases grenade throw distance.
Fastball1e
Increases grenade throw distance.
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.
Chest (5/10)
Arc Resistance1e
Reduces incoming Arc damage from combatants.
Arc Resistance1e
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (3/10)
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.
Innervation1e
Reduces grenade cooldown each time you pick up an Orb of Power.
Class Item (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2e
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: the Bakris buff). - **Anti-Champion:** none from the beam — bring Barrier/Unstoppable on the Special/Heavy or the artifact; jolt covers Overload-style elites.