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
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Radiant is a flat weapon-damage buff that rides OTV's beam; the whole class makes Radiant trivially permanent.
Super
Golden Gun: Marksman
Precision hits make Orbs of Power — the fuel Star-Eater converts; the cash-in between beam windows.
Class ability
Marksman's Dodge
Instant reload (re-arm the beam mid-fight) + reposition to keep line on the boss.
Melee
Knife Trick / Lightweight Knife
Precision-kill → Radiant via Ember of Torches; keeps the beam buffed without a Super.
Grenade
Healing Grenade
Cure + the grenade is not the damage; survive the stand-still beam window.
Aspect 1
On Your Mark
Precision hits stack reload + Weapons stat ×10 → a second PvE damage multiplier on the beam, plus Restoration at max (9.7.0).
Aspect 2
Knock 'Em Down
Marksman Golden Gun gains increased duration → more precision shots → more Orbs → faster Star-Eater overcharge.
Fragments (4)
Ember of Torchespowered-melee → Radiant for you + allies
Ember of EmpyreanSolar weapon/ability final blows extend Radiant/Restoration — OTV kills are Solar, so the beam refreshes its own buff
Ember of SolaceRadiant/Resto last longer
Ember of Singeingclass-ability regen on scorch → faster Marksman's Dodge → faster reloads
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:
Kinetic/Energy Special — a Solar Sniper or Fusion (e.g. a Solar sniper with Bait and Switch / Vorpal): the precision-Orb feeder and a backup single-target damage stick when OTV reserves run dry. Solar so Empyrean keeps Radiant alive off it too.
Primary — anything that makes Orbs and clears chaff (a Solar Pulse/Auto with a Siphon mod). Its job is body-count → Orbs → Star-Eater; OTV handles the orange bars.
Why this works (the mechanics)
OTV wants sustained uptime, and Radiant is the only buff that rides a sustained beam cleanly. Weapon-surge-style buffs and Radiant are flat weapon-damage multipliers that apply per-tick — a continuous beam re-checks the buff every tick, so a flat damage-amp is worth more on OTV than on a burst weapon. Gunslinger makes Radiant permanent (Knife Trick → Torches → Empyrean refreshes off the beam's own Solar kills → Solace extends it). The beam is never not buffed.
The Orb economy is self-licking. OTV's beam + catalyst detonations + the Marksman Super's precision Orbs flood the floor with Orbs of Power. Star-Eater eats them: below full it dumps bonus Super energy (Golden Gun comes back fast); at full it overcharges the next Super for a heal-on-cast, big damage bonus, and an overshield. So the beam pays for the Super, and the Super (Marksman precision Orbs) pays Star-Eater back.
On Your Mark is a stealth second multiplier on the beam. Its ten stacks add Weapons stat (9.7.0 PvE weapon-damage scaling) on top of Radiant — two independent damage sources from just landing precision hits, which a held beam does constantly. Restoration at max stacks keeps you alive through the stand-still window.
The catalyst turns a single-target laser into incidental control. Fall from Grace's homing Taken blight seeks adds off boss detonations and debuffs them — free add-pressure and a debuff while you stay locked on the boss. It's why OTV doesn't feel one-dimensional in a room full of trash.
Two damage windows that alternate, not compete. Beam the boss → reserves tick down → swap to overcharged Golden Gun (Star-Eater bonus) for a second nuke while OTV "reloads" via Marksman's Dodge and ammo economy → back to beam. The Super and the Heavy are staggered burst, doubling effective DPS uptime on a single priority target.
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:
Boots: Solar Weapon Surge ×2 (≈+17% Solar weapon damage — straight onto the beam) · Orbs of Restoration (orb pickup → ability energy; you make a flood).
Helmet: Solar Siphon (kills → Orbs, more Star-Eater fuel) · Ashes to Assets (Super on grenade kills) · Dynamo (Super on Marksman's Dodge near enemies).
Gauntlets: Heavy Handed / melee loaders as preferred · Firepower-style Orb generation if available.
Chest: Solar/Arc/Void Resistance for the stationary beam window · Heavy Ammo Finder if you want more OTV bricks.
Class item: Powerful Attraction (dodge vacuums Orbs into Star-Eater) · Reaper (dodge → next kill spawns an extra Orb).
Where it shines
Boss / miniboss DPS is the headline: hold the beam through a damage phase with Radiant + On Your Mark + Solar Surge ×2 + (when relevant) the overcharged Golden Gun cash-in. This is a raid/dungeon-boss and GM-miniboss deleter.
Add-dense rooms are handled by the catalyst, not by leaving the boss — blight detonations seek and debuff nearby trash while you stay on the priority.
Champion coverage — flag it. OTV is a bespoke Heavy exotic with no intrinsic Anti-Champion 2.0 stun (it isn't a standard fusion archetype on the stun table). It does not stun champions itself. Cover them with the kit: - Artifact — Stunning Fusion (ADS a Fusion/LFR briefly → payload stuns unshielded combatants → Unstoppable): run it on your secondary Solar fusion/LFR, since OTV's beam doesn't ADS-load a stun payload. - Artifact — Concentrated Forward Firepower is the OTV-native artifact mod: sustained Fusion/LFR/MG damage grants the beam bonus stability/range/AA — pure beam-uptime support. - Barrier/Overload: cover via your primary/special archetype or an artifact anti-Barrier/Overload mod. Golden Gun and the beam burn shields and bosses regardless of stun state.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Solar Siphon3e
Rapid Solar weapon final blows create an Orb of Power.
Solar Siphon3e
Rapid Solar weapon final blows create an Orb of Power.
Dynamo3e
Reduces Super cooldown when using your class ability near targets.
Arms (9/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Firepower3e
Your grenade final blows create Orbs of Power.
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 (6/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
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 (4/10)
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.
Bomber1efill
Reduces 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).