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Solar

One Thousand Voices — Ahamkara's Feast (Solar Hunter)

Boss/miniboss beam-DPS + Orb-fed overcharged Golden Gun
One Thousand Voices on light.gg
✓ Manifest Solar · Heavy · No intrinsic champion

Centerpiece: One Thousand Voices (Fusion Rifle · Heavy · Solar) · Subclass: Gunslinger · Role: Boss/miniboss beam-DPS + Orb-fed overcharged Golden Gun Sandbox: 9.7.0 · Updated 2026-07-03

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."

One Thousand Voices charges like a fusion, 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 nearby combatants and Blights them, turning a single-target boss laser into an incidental add-clearer that also debuffs whatever it splashes. It is manifest-confirmed Heavy ammo, Solar element, an Exotic Fusion Rifle that occupies the Power slot with a small mag and Heavy-tier reserves, so you get several full beam windows per brick. The play pattern is simple and greedy: stand, aim, hold, and keep a flat damage buff live for every tick.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant is a flat weapon-damage buff that rides OTV's beam per-tick, and the whole class makes Radiant trivially permanent.
SuperGolden Gun: MarksmanPrecision hits make Orbs of Power — the fuel Star-Eater converts — and it's the burst you cash in between beam windows.
Class abilityMarksman's DodgeInstant reload to re-arm the beam mid-fight plus a reposition to keep line on the boss.
MovementTriple JumpExtra mid-air corrections to reach a clean firing line and hold the stationary beam window safely.
MeleeKnife TrickA precision throwing knife whose kills proc Radiant via Ember of Torches, keeping the beam buffed without spending the Super.
GrenadeHealing GrenadeCure/heal on demand; it's survival, not damage, so you can stand still through the beam window.
Aspect 1On Your MarkPrecision hits stack reload + Weapons — a second PvE damage multiplier stacking with Radiant on the beam, with Restoration at max stacks.
Aspect 2Knock 'Em DownMarksman Golden Gun gains increased duration → more precision shots → more Orbs → faster Star-Eater overcharge.
FragmentsTorches · Empyrean · Solace · SingeingSelf-refreshing Radiant off the beam's own Solar kills, extended durations, and faster class-ability regen.
Exotic armourStar-Eater Scales (Legs)Eats the flood of Orbs the beam makes → overcharged Golden Gun with a heal, damage bonus, and overshield.
WeaponsSolar Special (sniper/fusion) + Solar PrimaryThe special is a precision Orb-feeder and dry-reserve backup; the primary is body-count → Orbs → Star-Eater fuel.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Super → Health. Weapons is the obvious priority — it scales the beam directly and stacks with Radiant and On Your Mark; Super sits high because Star-Eater's whole loop is Super throughput; Health covers the stationary beam window. Archetype lean: target pieces favouring Weapons/Super (a Powerhouse-style spread), with legs locked to Star-Eater Scales.

Mods:

Artifact — Implement of Curiosity

The Solar/Radiant artifact for a Solar beam build: Fever and Chill makes OTV's precision-heavy beam self-fuel Radiant, the Tier 3 Solar mods pay that Radiant back as scorch and Solar projectiles, and since OTV stuns nothing on its own the artifact supplies the Unstoppable stop the build flags it needs.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (5/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Arms (9/10)Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Heavy Handed 3eYour powered melee final blows create Orbs of Power.
Firepower 3eYour grenade final blows create Orbs of Power.
Chest (6/10)Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
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.
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.

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).