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
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Radiant is a flat weapon-damage buff that rides OTV's beam per-tick, and the whole class makes Radiant trivially permanent.
Super
Golden Gun: Marksman
Precision hits make Orbs of Power — the fuel Star-Eater converts — and it's the burst you cash in between beam windows.
Class ability
Marksman's Dodge
Instant reload to re-arm the beam mid-fight plus a reposition to keep line on the boss.
Movement
Triple Jump
Extra mid-air corrections to reach a clean firing line and hold the stationary beam window safely.
Melee
Knife Trick
A precision throwing knife whose kills proc Radiant via Ember of Torches, keeping the beam buffed without spending the Super.
Grenade
Healing Grenade
Cure/heal on demand; it's survival, not damage, so you can stand still through the beam window.
Aspect 1
On Your Mark
Precision hits stack reload + Weapons — a second PvE damage multiplier stacking with Radiant on the beam, with Restoration at max stacks.
Aspect 2
Knock 'Em Down
Marksman Golden Gun gains increased duration → more precision shots → more Orbs → faster Star-Eater overcharge.
Fragments
Torches · Empyrean · Solace · Singeing
Self-refreshing Radiant off the beam's own Solar kills, extended durations, and faster class-ability regen.
Exotic armour
Star-Eater Scales (Legs)
Eats the flood of Orbs the beam makes → overcharged Golden Gun with a heal, damage bonus, and overshield.
Weapons
Solar Special (sniper/fusion) + Solar Primary
The special is a precision Orb-feeder and dry-reserve backup; the primary is body-count → Orbs → Star-Eater fuel.
Fragments
Ember of Torchespowered-melee → Radiant for you and 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/Restoration last longer
Ember of Singeingclass-ability regen on scorch → faster Marksman's Dodge → faster reloads
Why it works (the mechanics)
OTV wants sustained uptime, and Radiant is the buff that rides a beam cleanly. Radiant is a flat weapon-damage multiplier applied per-tick; a continuous beam re-checks the buff every tick, so a flat damage-amp pays out more on OTV than on a burst weapon. Gunslinger makes Radiant near-permanent — Knife Trick → Ember of Torches, then Ember of Empyrean refreshes it off the beam's own Solar kills and Ember of Solace stretches the duration. The beam is essentially never unbuffed.
The Orb economy is self-licking. The beam, its catalyst detonations, and the Marksman Super's precision Orbs flood the floor with Orbs of Power. Star-Eater eats them: below full it dumps bonus Super energy so Golden Gun returns faster; at full overcharge it converts the next Super into a heal-on-cast, a large damage bonus, and an overshield. So the beam pays for the Super, and Marksman's precision Orbs pay Star-Eater back.
On Your Mark is a stealth second multiplier on the beam. Its stacks add the Weapons stat's PvE weapon-damage scaling on top of Radiant — two independent damage sources from simply landing precision hits, which a held beam does constantly — and grant Restoration at max stacks to survive the stand-still window.
The catalyst turns a single-target laser into incidental control. Fall from Grace's homing Taken blight seeks combatants off boss detonations and Blights them — free add-pressure and a debuff while you stay locked on the priority target. 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 the 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 → 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:
Boots: Solar Weapon Surge ×2 (Solar weapon damage straight onto the beam) · Orbs of Restoration (Orb pickup → ability energy; you make a flood).
Arms: Heavy Handed / melee loaders as preferred · Firepower-style Orb generation on grenade if available.
Chest: Elemental 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).
Surge: Solar Surge to match the beam's element (stacks additively with the boots' weapon-surge lean).
Anti-Champion: artifact-sourced — Energy Acceleration for Unstoppable (OTV carries no native stun); bring an anti-Barrier/Overload option on the special/primary.
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):
Tier 1: Fever and Chill · Semi-Auto Striker
Tier 2: Energy Acceleration · Elemental Daze · Cauterized Darkness
Tier 3: Radiant Shrapnel · Shieldcrush
Fever and Chill grants Radiant on rapid precision hits with Solar weapons — OTV's held precision beam keeps itself permanently Radiant with no Super or melee spend.
Semi-Auto Striker lets your Solar sniper/scout feeder generate Armor Charge from precision shots, funding charge-consuming mods on the side.
Energy Acceleration is the build's declared Unstoppable coverage — OTV has no native stun, and this is the artifact stop the "Where it shines" note calls for.
Elemental Daze makes an elemental Champion stun detonate and apply a matching Solar debuff, stacking with the catalyst's blight for extra add pressure.
Cauterized Darkness makes debuffed non-boss combatants take increased Solar damage from all sources — straight onto the beam and the catalyst blights.
Radiant Shrapnel turns sustained Radiant weapon damage and scorched-kill finishers into Solar projectiles — a pure Solar payoff a held beam triggers constantly.
Shieldcrush speeds and buffs your melee while you hold Star-Eater's max-overcharge overshield, feeding Knife Trick → more Radiant.
Where it shines
Boss / miniboss DPS is the headline: hold the beam through a damage phase with Radiant + On Your Mark + Solar Surge, then cash the overcharged Golden Gun between windows. This is a raid/dungeon-boss and GM-miniboss deleter.
Add-dense rooms are handled by the catalyst, not by leaving the boss — Taken blight detonations seek and Blight nearby trash while you stay on the priority target.
Champion coverage — flag it. OTV is a bespoke Heavy exotic with no intrinsic Anti-Champion stun (manifest champion field: none). It does not stun Champions itself. Cover them off the artifact: Energy Acceleration provides Unstoppable via sustained damage, and an anti-Barrier/Overload mod on your special/primary covers the rest. 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 (5/10)
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Heavy Ammo Finder1e
Increases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Arms (9/10)
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Heavy Handed3e
Your powered melee final blows create Orbs of Power.
Firepower3e
Your grenade final blows create Orbs of Power.
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 (4/10)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
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.
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).