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Prismatic

Microcosm — Paracausal Battery (Hunter)

Boss/Champion DPS battery on a self-charging Transcendence loop
✓ Manifest Kinetic · Heavy · 1000 RPM · No intrinsic champion

Weapon: Microcosm (Trace Rifle · Heavy · Kinetic) · Subclass: Prismatic · Role: Boss/Champion DPS battery on a self-charging Transcendence loop Sandbox: 9.7.0 · Created 2026-06-16

A Heavy trace rifle that fires a continuous Kinetic beam and "deals massive bonus damage to shields." On Prismatic Hunter it stops being a damage stick and becomes a battery: it's Kinetic, so every kill feeds Facet of Grace → Transcendence; the catalyst's Thresh feeds your Super off the same trigger; Star-Eater overcharges that Super. You charge two damage windows by holding the trigger, then dump both on the boss. Hold beam, fill the bars, delete the phase.

The weapon

Paracausal Beam (verbatim): "Fires a beam of Kinetic light, dealing massive bonus damage to shields."

Catalyst — two perks (verbatim): "Thresh: Killing combatants with this weapon generates a small amount of Super energy." / "Stopping Power: This weapon's Kinetic ordinance can more easily stagger combatants, and grant increased target acquisition and damage against low-health targets."

What it does: a sustained-beam Heavy trace that ticks Kinetic damage with huge bonus damage versus elemental shields (so shielded majors/Champions evaporate), and on a single ammo pool that lasts. Thresh turns add-clear into raw Super energy; Stopping Power adds stagger and an execute bonus on low-health targets. The element matters as much as the damage: Kinetic is the one element that pays into Facet of Grace for Transcendence. Microcosm is also the weapon the catalyst arms for Champions via Stopping Power's "easier to stagger" line (see Verify — its champion behaviour is bespoke catalyst text, not an archetype stun).

Loadout

SlotPickWhy
SubclassPrismatic HunterTranscendence is the engine; Microcosm is the Kinetic spark that lights it.
SuperGolden Gun: Marksman (Solar)Star-Eater overcharges it into a boss-nuke that alternates with the beam; precision shots + Thresh keep it spun.
Class abilityMarksman's DodgeInstant full reload — refills the beam between bursts without breaking the DPS window.
MeleeThreaded Spike (Strand)Ranged, returns on bounce; safe Transcendence/orb feed without leaving cover during a phase.
GrenadeMagnetic Grenade (Void)Sticky single-target detonation for the priority; any grenade works — it's the Transcendence-grenade payoff that matters.
Aspect 1Gunpowder GambleKills charge a Solar explosive — free add-clear that doesn't cost beam ammo, and the kills feed Grace + Thresh.
Aspect 2Stylish ExecutionerDebuffed kill → invis + Truesight: free survivability and repositioning during a damage phase.
Fragments

Exotic armour: Star-Eater Scales (Legs). Other two weapons: a Special weapon for Champions/shields (Barrier or Overload archetype frame, e.g. a Barrier-stunning sniper/fusion to cover what the beam doesn't) + a Primary that makes Orbs (matching-element surge optional) to keep Star-Eater fed.

Why this works (the mechanics)

Stats & mods

Weapons 200 → Super 100+ → Class. Weapons is the PvE weapon-damage stat and your damage is a weapon; Super 100+ accelerates the Star-Eater rotation; Class feeds Marksman's Dodge reloads. Grenade/Melee are secondary (abilities here exist to feed Transcendence, not to carry).

Archetypes: Powerhouse (Weapons/Super) or any piece favouring Weapons. Stat tuning: +Weapons / −Health where the build lets you (Grace already costs Health).

Mods, by piece:

Set bonuses are garnish, never a driver — slot one only if your rolls already hit the stats above (a Weapons/Super archetype set is the only "fit").

Where it shines