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Arc

Sweet Business — Open for Business (Arc Hunter)

Spin-up minigun add-clear with a never-reload holster loop
Sweet Business on light.gg
Your gear best achievable Weapons 161 / 200 target — 39 short
Health 30 · Melee 46 · Grenade 63 · Super 23 · Class 38 · Weapons 161 · armour only; stat mods + fragments add more
✓ Manifest Kinetic · Primary · 360 RPM · No intrinsic champion

Centerpiece: Sweet Business (Auto Rifle · Primary · Kinetic) · Subclass: Arcstrider (Arc) · Role: Spin-up minigun add-clear with a never-reload holster loop Sandbox: 9.7.0 · Updated 2026-07-03

A 360-RPM minigun with a 150-round drum that gets more accurate the longer you hold the trigger — the one weapon in the game that punishes you for ever letting go. The problem is the reload: 150 rounds is a lifetime to feed back in. So this build never reloads it the normal way. Sealed Ahamkara Grasps refills the holstered drum every time you punch something to death, Arc keeps you Amplified so you can stand in the open and rev, and any Special-ammo pickup trips Payday's instant reload. Hold the trigger. Don't stop.

The weapon

Payday (intrinsic, verbatim): "Larger magazine. Increased accuracy when firing from the hip. Picking up Special or Heavy ammo immediately reloads this weapon."

Serious Business (catalyst, verbatim): "When this weapon is fully spun up, the flinch from incoming damage is greatly reduced."

Sweet Business spins up like a minigun: the longer you hold the trigger the higher the fire-rate and accuracy ramp climb, and hip-fire is intentionally as accurate as aiming down sights (Payday). At 360 RPM with a 150-round magazine, one drum is a sustained hose measured in seconds, not a burst. Its whole design is built around not stopping — so the two things that would interrupt a spun-up minigun are engineered away. The catalyst removes flinch once you are fully spun up, so incoming fire can't knock your accuracy ramp back down. Payday's ammo-pickup reload means you never manually feed the 150-round drum mid-fight: walk over a Special brick and it is full again. Plant your feet, find the line of adds, and let the spin-up do the work.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Amplified is the spin-up enabler — handling, reload and flat damage resistance so you can hold the trigger in the open.
SuperGathering StormStake the staff into a pack or boss for Jolt plus a lingering lightning field — clears what the minigun is already chewing.
Class abilityGambler's DodgeDodging near enemies refills melee → feeds the Lethal Current punch that arms the Grasps' holster-reload.
MovementTriple JumpExtra mid-air correction to reposition the planted playstyle without losing the ramp for long.
MeleeCombination BlowMelee final blow heals, refreshes dodge and stacks melee damage — this is the kill that triggers Sealed Ahamkara Grasps.
GrenadeFlux GrenadeSticks a single target and detonates for heavy single-target — a panic button while the drum spins back up.
Aspect 1Lethal CurrentAfter dodging, your next melee jolts the target and creates a damaging aftershock — the reliable Jolt that powers Flow State.
Aspect 2Flow StateDefeating a jolted target makes you Amplified — reload, handling and DR, exactly what a 150-round minigun wants.
FragmentsSee belowSurvivability for standing still + Amplified uptime + a stat-friendly spread.
Exotic armourSealed Ahamkara Grasps (Gauntlets)Powered-melee kills reload all holstered weapons — it refills the 150-round drum for you. The build.
WeaponsSpecial Arc weapon (Fusion / Glaive / Shotgun) + Machine Gun or Rocket (any element)The Special brick reloads Sweet Business via Payday and arms Spark of Momentum; the Heavy is the boss/wall answer a primary can't burst.
Fragments

Why it works (the mechanics)

Stats & mods

Weapons 200 → Health → Melee. Weapons is the priority: it's flat PvE weapon-damage scaling and Sweet Business is your primary damage all fight. Health next because the playstyle is standing in the open holding a trigger; Melee to keep the Combination Blow / Lethal Current loop charged. This leans a Gunner/brawler archetype — Weapons-primary with a Health second stat.

Mods:

Artifact — Slayer Baron Apothecary Satchel

The Arc/Stasis-leaning artifact, and the right home for an Arcstrider Jolt loop: it turns the build's own Jolt and Blind verbs into Ionic Traces and Armor Charge, keeps the Orb economy fed, and supplies the Unstoppable stun Sweet Business can't bring itself. Overload is covered by the kit's Jolt; this pool supplies Unstoppable.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Arc Siphon 3e fillRapid Arc weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (3/10)Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font 1eYou gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Fastball 1eIncreases grenade throw distance.
Chest (3/10)Void Resistance 1eReduces incoming Void damage from combatants.
Void Resistance 1eReduces incoming Void damage from combatants.
Arc Resistance 1e fillReduces incoming Arc damage from combatants.
Legs (3/10)Kinetic Weapon Surge 1eYour Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge 1eYour Kinetic 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 (3/10)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.
Bomber 1eReduces 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). Flex/loadout-dependent: Unstoppable/Barrier come from the artifact + your other two weapon slots (see below).