A hand cannon that shoots healing. Every kill drops a Remnant; scoop one and your next hipfire shot becomes an ally-seeking Noble Round that heals a teammate and buffs both your weapon damage and theirs. Stack a Solar support subclass and Aeon Swift on top, and you become the guy nobody on the fireteam wants to run a GM without — the medic who also makes everyone hit harder.
The weapon
Lumina is the rarest thing in Destiny: a primary you fire at your own team.
Noble Rounds (intrinsic): "Kills with this weapon leave behind Remnants. Absorbing a Remnant converts your next hipfired shot into an ally-seeking Noble Round and partially refills the magazine."
Blessing of the Sky (catalyst-tied perk, on the gun): "Using a Noble Round on an ally heals them and grants both you and them a weapon damage bonus for a short duration."
Catalyst — Resonant Virtue: "Gain two Remnants per final blow instead of one." Doubles your Noble Round supply, so you can keep a steady stream of heals/buffs going while still shooting adds.
So the gameplay loop is: kill an add → pick up Remnant(s) → hipfire a Noble Round into a wounded ally → that ally is healed and now deals bonus weapon damage, and so do you. It is a heal and a team DPS buff from one trigger. 140 RPM, Kinetic, Primary ammo — it's a workhorse add-clear HC even before the support layer, and it never competes for special/heavy ammo your DPS players want.
Loadout
Slot
Pick
Why
Weapon (Kinetic/Primary)
Lumina
The centerpiece — heal + team weapon-damage buff.
Energy weapon
Solar special (e.g. Solar fusion/GL/sniper for DPS windows)
Solar element feeds Ember of Empyrean (extends your resto/radiant) and surge mods.
Heavy
Champion/DPS heavy (MG or rocket of your champion-coverage element)
You're support, but Anti-Champion 2.0 wants an archetype that stuns.
Super
Golden Gun: Marksman + Knock 'Em Down
On-theme single-target delete; Knock 'Em Down adds duration. (Marksman creates Orbs on precision hits → feeds Aeon orb economy.)
Class ability
Marksman's Dodge
Reload on dodge → re-arms Lucky… er, Lumina between Noble Rounds; activates On Your Mark.
Melee
Lightweight Knife
Precision-kill loop; cheap, keeps you shooting.
Grenade
Healing Grenade
A second team-heal source; pairs with Ember of Benevolence.
Aspect 1
On Your Mark
Class ability / precision hits grant you and nearby allies reload + Weapons stat (×10). Team buff that doesn't cost a Noble Round.
Aspect 2
Gunpowder Gamble
Add-clear charge → more kills → more Remnants → more Noble Rounds. (Knock 'Em Down also fine if you want a tankier Super.)
Exotic armour
Aeon Swift (gauntlets) — Sect of Vigor
The support-flavour exotic: ally DR + class-energy on ally death/revive.
Fragments (Solar)
Ember of Benevolenceapplying restoration/cure/radiant to allies → big grenade/melee/class regen — Lumina's heals and Healing Grenade proc this constantly
Ember of EmpyreanSolar final blows extend your resto/radiant
Ember of Solacelonger resto/radiant on you
Ember of TorchesRadiant from powered melee — adds a buff verb to the kit
Why this works (the mechanics)
Lumina is a heal and a damage buff from one shot. Blessing of the Sky gives the targeted ally a heal and a weapon-damage bonus, and gives you the same damage bonus. Most "support" exotics do one or the other; Lumina does both, to two people, per Noble Round. The catalyst (two Remnants per kill) means you're rarely out of Noble Rounds during a normal add-clear pace.
Solar Gunslinger turns Lumina's heals into your own ability economy. Ember of Benevolence reads "applying restoration, cure, or radiant to allies grants increased grenade, melee, and class ability regeneration." Every Noble Round you fire at a teammate (and every Healing Grenade) is therefore also refilling your own abilities — supporting the team is how you stay topped up. That's the synergy that makes Solar the right subclass instead of just "a healer with a healing nade".
On Your Mark is a second, free team buff layered on top of Lumina. It hands nearby allies reload speed and Weapons stat (up to ×10) just for you landing precision hits or dodging. So between Noble Rounds (damage buff + heal) and On Your Mark (Weapons stat + reload), you're stacking two independent ally buffs — and the Weapons stat is a real PvE damage increase vs minors/majors in 9.7.0.
Aeon Swift / Sect of Vigor is the survivability + revive insurance. Its Aeon's Vow grants class-ability energy and damage reduction when an ally dies or you resurrect one, and Lightgiver Chant gives nearby critically-wounded allies damage reduction. In a GM, your most dangerous moment is the rez — Aeon makes you tankier exactly then and refunds your dodge so you can re-arm Lumina and immediately heal the revived player. It's the support-exotic that keeps the supporter alive.
The whole thing is fed by add-clear, not by a fragile rotation. Kills → Remnants (×2 with catalyst) → Noble Rounds → heals/buffs → Ember of Benevolence regen → Healing Grenade and dodge come back → On Your Mark stacks from the precision hits you're already landing. You play a normal primary, and the team support falls out of it.
Stats & mods
Health 150 → Class 130 → Weapons. Health keeps the medic alive in −power content; Class (130) gets Marksman's Dodge back fast — every dodge is a reload, an On Your Mark trigger, and (via Benevolence) ability regen. Weapons last because Lumina is a primary and On Your Mark already supplies a Weapons-stat buff to the team.
Archetypes: Specialist (Class/Weapons), Gunner/Paragon for Health/Class, Brawler if you lean on the knife. Mods:
Helmet: Hands-On / Heavy Handed for ability return; Harmonic/Kinetic Siphon (Orbs for the Aeon economy and Golden Gun energy).
Gauntlets (Aeon Swift): Hand Cannon Loader, Fastball (lands the Healing Grenade where the team is).
Chest: Solar + Kinetic Resistance, or all-element resist — you stand near the team and eat splash.
Boots: Hand Cannon / Solar Weapon Surge ×2 (Lumina is Kinetic, so surge your Solar special for DPS windows), Orbs of Restoration.
Class item: Reaper / Powerful Attraction (orb vacuum feeds Aeon + Super), Class Font (→ ~130 Class).
Champions (Anti-Champion 2.0): Lumina's 140 RPM frame does not stun on its own — bring your special/heavy in frames that cover Barrier and Unstoppable. Golden Gun and Healing Grenade plus Aeon's ally-DR are your "keep the team upright while the DPS players handle champs" toolkit.
Set bonus (optional garnish): any 2pc that adds orb generation or ability regen is fine, but the build is complete without one — sets are flavour here, not the driver.
Where it shines
Grandmaster Nightfalls / contest-mode raids: the build's home. You are the designated medic-plus-buffer — Noble Rounds top up the squishy DPS players and hand them a damage bonus right before a burn, On Your Mark stacks their Weapons stat, and Aeon makes the inevitable rez survivable. You free the rest of the fireteam to run pure-DPS loadouts because you're covering heals.
Coordinated 3-stacks where someone is on dedicated boss-DPS: Noble Round → Blessing of the Sky damage buff on the DPS player right as the damage phase opens.
Soloing: weakest case. Noble Rounds need allies to be great — solo, you get the heal-on-self loop and a fine 140 Kinetic add-clear HC, but you're leaving half the exotic on the table. This is a fireteam tool by design.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Hands-On3e
Gain bonus Super energy on melee kills.
Kinetic Siphon1e
Rapid Kinetic weapon final blows create an Orb of Power.
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Arms (7/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Weapon Loader (faster reload)3e
Fastball1e
Increases grenade throw distance.
Chest (6/10)
Solar Resistance2efill
Reduces incoming Solar 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)
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (6/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction2e
Automatically collects nearby Orbs of Power when you activate your class ability.
Class Font3e
You gain a bonus to your class stat while you have any Armor Charge. Your Armor Charge decays over time.
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: or all-element resist — you stand near the team.