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Solar

One Thousand Voices — Ahamkara's Feast (Hunter)

Boss/miniboss beam-DPS + Orb-fed overcharged Super
✓ Manifest Solar · Heavy · No intrinsic champion

Weapon: One Thousand Voices (Fusion Rifle · Heavy · Solar) · Subclass: Gunslinger · Role: Boss/miniboss beam-DPS + Orb-fed overcharged Super Sandbox: 9.7.0 · Created 2026-06-16

Hold the trigger and a wall of Solar death pours out of the muzzle — no burst, no bolts, a continuous beam. OTV is the rare Heavy exotic that wants sustained uptime, so the whole Hunter kit exists to keep one buff live while the beam chews: Radiant. Star-Eater turns the Orbs the beam already spits into an overcharged Golden Gun you cash in between beam windows, then feeds you back into more beam. The fantasy is the grimoire line: you made a wish, and the wish screams.

The weapon

Ahamkara's Eye (intrinsic): "Charging this weapon unleashes a giant continuous beam of death."

Catalyst — Fall from Grace: "The weapon has become partially Taken. Detonations produce Taken energy that aggressively seeks out nearby targets and Blights them."

OTV charges like a fusion (1000ms charge), then instead of firing seven bolts it emits one sustained Solar beam for the magazine's duration — a hose, not a shot. Damage ramps the longer the beam holds the target, and the beam's impacts produce detonations. With the catalyst, those detonations spew homing Taken blight energy that seeks adds and debuffs them — turning a single-target boss laser into an incidental add-clearer and applying a damage-amp blight to nearby targets. It is Heavy ammo, Solar element, an Exotic Fusion Rifle that occupies the Power slot. Four-round mag, generous reserves for a Heavy: you get several full beam windows per brick.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant is a flat weapon-damage buff that rides OTV's beam; the whole class makes Radiant trivially permanent.
SuperGolden Gun: MarksmanPrecision hits make Orbs of Power — the fuel Star-Eater converts; the cash-in between beam windows.
Class abilityMarksman's DodgeInstant reload (re-arm the beam mid-fight) + reposition to keep line on the boss.
MeleeKnife Trick / Lightweight KnifePrecision-kill → Radiant via Ember of Torches; keeps the beam buffed without a Super.
GrenadeHealing GrenadeCure + the grenade is not the damage; survive the stand-still beam window.
Aspect 1On Your MarkPrecision hits stack reload + Weapons stat ×10 → a second PvE damage multiplier on the beam, plus Restoration at max (9.7.0).
Aspect 2Knock 'Em DownMarksman Golden Gun gains increased duration → more precision shots → more Orbs → faster Star-Eater overcharge.
Fragments (4)

Exotic armour — Star-Eater Scales (Legs): Feast of Light — "You gain additional Super energy from Orbs of Power you pick up. While your Super energy is full, picking up an Orb of Power overcharges your Super, causing you to gain a burst of healing when cast and a bonus to your Super damage. At maximum overcharge, you also gain an overshield."

Other two weapon slots:

Why this works (the mechanics)

Stats & mods

Weapons 200 → Super 100+ → Health/Class for survival. Weapons is the obvious priority (it scales the beam directly and stacks with Radiant + On Your Mark); Super high because Star-Eater's whole loop is Super throughput. Archetype: target pieces favouring Weapons/Super (Powerhouse-style), legs locked to Star-Eater.

Mods:

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (9/10)Solar Siphon 3eRapid Solar weapon final blows create an Orb of Power.
Solar Siphon 3eRapid Solar weapon final blows create an Orb of Power.
Dynamo 3eReduces Super cooldown when using your class ability near targets.
Arms (9/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Firepower 3eYour grenade final blows create Orbs of Power.
Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Chest (6/10)Void Resistance 1eReduces incoming Void damage from combatants.
Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (3/10)Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Orbs of Restoration 1ePicking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Class Item (4/10)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Powerful Attraction 2eAutomatically collects nearby Orbs of Power when you activate your class ability.
Bomber 1e fillReduces grenade cooldown when using 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).