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 guardian nobody wants to run a GM without — the medic who also makes the whole fireteam hit harder.
The weapon
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 (weapon perk): "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."
The loop is: kill an add → a Remnant tracks to you (10 m, 8 s), absorbing it refills 4 rounds and banks one Noble Round stack (max 6) → hipfire that Noble Round into a wounded ally → the seeking orb restores 90 HP and stamps both that ally and you with Blessing of the Sky: +35% weapon damage (15% in PvP) and 100 Class stat for 11 seconds. So one trigger is a heal and a two-target DPS buff. The catalyst doubles Remnant income to two per kill, so at a normal add-clear pace you almost never run dry. It stays a Primary-ammo 140 workhorse the whole time, never competing for the special/heavy your DPS players want.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Solar turns every heal you throw into your own ability regen via Ember of Benevolence.
Super
Golden Gun: Marksman
Summon a precision flaming pistol that scorches and disintegrates targets with Solar Light — on-theme single-target delete whose precision hits make Orbs of Power that feed the orb economy.
Class ability
Marksman's Dodge
Instant reload of all weapons + collects ammo bricks in 15 m — re-arms Lumina between Noble Rounds and triggers On Your Mark.
Movement
Triple Jump / Strafe Jump
Positional control so you can reposition to the team to place Noble Rounds and eat less splash.
Melee
Lightweight Knife
Cheap precision-kill throw; keeps you shooting and generating Remnants.
Grenade
Healing Grenade
A second team-heal source that also procs Ember of Benevolence and Ember of Empyrean.
Aspect 1
On Your Mark
Class ability or precision hits grant you and nearby allies reload speed and Weapons stat, stacks ten times — a free second team buff on top of Noble Rounds.
Aspect 2
Gunpowder Gamble
Defeat targets to charge an improvised Solar explosive — more add kills = more Remnants = more Noble Rounds.
Fragments
Benevolence · Empyrean · Solace · Torches
Convert your healing output into ability regen and keep restoration/radiant sustained.
Exotic armour
Aeon Swift (Gauntlets) — Sect of Vigor
Support role mod: class energy + damage reduction on ally death/revive; DR to critically-wounded allies.
Weapons
Solar special (fusion / GL / sniper) + Champion heavy (MG or rocket)
Solar special feeds Empyrean and surge mods and opens DPS windows; heavy covers the champions Lumina can't.
Fragments
Ember of Benevolenceapplying restoration/cure/radiant to allies boosts grenade, melee, and class regen — Lumina's heals and Healing Grenade proc this constantly
Ember of EmpyreanSolar final blows extend restoration and radiant on you
Ember of Solacelonger restoration/radiant on you
Ember of Torchespowered melee makes you and nearby allies radiant — a second buff verb
Why it works (the mechanics)
One trigger, two payoffs, two people. Blessing of the Sky heals the targeted ally for 90 HP and grants both that ally and you +35% weapon damage plus 100 Class stat for 11 s. Most support exotics do heal-or-buff; Lumina does both, to two guardians, per Noble Round — and Resonant Virtue's two-Remnants-per-kill keeps the supply flowing at normal add-clear pace.
Solar makes supporting the team fund your own kit. Ember of Benevolence reads that applying restoration, cure, or radiant to allies grants increased grenade, melee, and class ability regeneration. Every Noble Round and every Healing Grenade you land on a teammate is therefore also refilling your abilities — the heals you throw are the engine that keeps you topped up.
On Your Mark is a second, free ally buff layered on Lumina. Landing precision hits or using Marksman's Dodge grants you and nearby allies reload speed and Weapons stat, stacking to ten. So between Noble Rounds (heal + damage buff) and On Your Mark (Weapons stat + reload), you stack two independent team buffs — and Weapons stat is a real PvE damage lift in 9.7.0.
Aeon Swift / Sect of Vigor is revive insurance for the medic. The Aeon Cult role mod grants class-ability energy and damage reduction when an ally dies or you resurrect one, plus DR to critically-wounded allies. Your most dangerous moment in a GM is the rez — Aeon makes you tankier exactly then and refunds your dodge so you can re-arm and instantly heal the revived player.
The whole thing is fed by add-clear, not a fragile rotation. Kills → Remnants (×2 with catalyst) → Noble Rounds → heals/buffs → Ember of Benevolence regen → grenade and dodge return → 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.
Golden Gun: Marksman closes the orb economy. Its precision hits create Orbs of Power, and Marksman's Dodge / Powerful Attraction vacuum them — feeding both your Super and any Charged-with-Light-style economy while you keep the fireteam upright.
Stats & mods
Health 200 → Class → Weapons. Health keeps the medic alive standing near the team in −power content; Class returns Marksman's Dodge 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 hands the team a Weapons-stat buff.
Archetype lean: Specialist / Gunner (Health + Class) for a durable support who cycles the dodge often.
Mods:
Boots: Solar Weapon Surge ×2 (surge your Solar special for DPS windows — Lumina is Kinetic), Orbs of Restoration.
Arms: Hand Cannon Loader, Fastball (lands the Healing Grenade where the team is).
Chest: Solar + Kinetic Resistance, or spread all-element resist — you stand near the team and eat splash.
Class item: Reaper / Powerful Attraction (orb vacuum feeds Golden Gun + Aeon), Class Font.
Surge: Solar Weapon Surge (matches the special that opens burn windows).
Anti-Champion: none intrinsic — carry Anti-Champion coverage on the special/heavy (see below).
Artifact — Implement of Curiosity
The Solar artifact amplifies Gunslinger's Radiant loop and pays it back — a fit for a support build whose Embers already pump Radiant to allies, while giving Lumina's Kinetic primary a damage perk and covering the champions a 140 HC can't.
Fever and Chill grants Radiant on rapid precision hits with Solar weapons — feeds your buff economy through the Solar special.
Semi-Auto Striker generates Armor Charge from precision shots, banking Charge for your Orbs-of-Restoration and Argent Quiver while you stay on adds.
Elemental Daze lets your elemental special/heavy stun any Champion — the Anti-Champion coverage Lumina intrinsically lacks.
Cauterized Darkness makes debuffed minors take bonus Solar damage, lifting your Solar special's add-clear.
That Fresh Bullets Smell buffs your Kinetic weapons on ammo bricks — a straight damage uptick on Lumina.
Radiant Shrapnel releases bursts while you sustain damage under Radiant — paying off the Radiant you and the team run.
Argent Quiver spends Armor Charge for weapon damage, cashing the Charge Semi-Auto Striker builds.
Where it shines
Grandmaster Nightfalls / contest-mode raids — the home run. You are the designated medic-plus-buffer: Noble Rounds top up squishy DPS players and hand them +35% weapon damage right before a burn, On Your Mark stacks their Weapons stat, and Aeon makes the inevitable rez survivable, freeing the fireteam to run pure-DPS loadouts.
Coordinated 3-stacks with a dedicated boss-DPS player — Noble Round → Blessing of the Sky damage buff dropped on the DPS guardian exactly as the damage phase opens.
Solo play — weakest case. Noble Rounds need allies to matter; alone you get the heal-on-self loop and a fine 140 Kinetic add-clear HC, but half the exotic sits idle. This is a fireteam tool by design.
Champion coverage: Lumina's 140 RPM frame stuns nothing intrinsically (no anti-champion). Bring your Solar special/heavy in Barrier- and Unstoppable-covering frames, and lean on Elemental Daze from the artifact to stun any Champion with that elemental special/heavy.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Solar Siphon3efill
Rapid Solar 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 (6/10)
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.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
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.
Orbs of Restoration1e
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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 spread all-element resist — you stand near the team.