Weapon: Sweet Business (Auto Rifle · Primary · Kinetic) · Subclass: Arc (Arcstrider) · Role: Spin-up minigun add-clear with a never-reload reload loop Sandbox: 9.7.0 · Created 2026-06-16
A 360-RPM minigun with a 150-round mag that gets more accurate the longer you hold the trigger — the one weapon in the game that punishes you for ever letting go. The catch is the reload: 150 rounds is a lifetime to stuff back in. So the build never reloads it the normal way. Sealed Ahamkara Grasps refills the holstered mag every time you punch something to death, Arc keeps you Amplified for the handling/DR to stand in the open and rev, and a Special weapon pickup trips the catalyst's instant reload. Hold the trigger. Don't stop.
The weapon
Payday (verbatim): "Larger magazine. Increased accuracy when firing from the hip. Picking up Special or Heavy ammo immediately reloads this weapon."
Catalyst — Serious Business (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 the trigger is held the higher the RPM/accuracy ramp, and hip-fire is intentionally as accurate as ADS (Payday). The 150-round mag (manifest: Magazine 150) plus Business Time / Composite Stock intrinsics means a single mag is a sustained burst measured in seconds, not bursts. Armor-Piercing Rounds is intrinsic — rounds overpenetrate and do bonus damage to combatant shields. The whole gun is built around not stopping: the catalyst removes the only thing that interrupts a spun-up minigun (flinch), and Payday's ammo-pickup reload means you never have to manually feed the 150-round drum mid-fight.
Loadout
Slot
Pick
Why
Subclass
Arcstrider (Arc)
Amplified is the spin-up buff: weapon handling + reload + a flat DR to stand in the open and rev.
Super
Gathering Storm
Stake the staff into a pack/boss for jolt + a long lightning field — clears what the minigun is chewing and refunds nothing you need to babysit.
Class ability
Gambler's Dodge
Refills melee near enemies → feeds the Lethal Current punch that arms Ahamkara's reload.
Melee
Combination Blow
Melee kill heals + refreshes dodge + stacks melee damage — the kill that triggers Sealed Ahamkara Grasps' holster-reload.
Grenade
Flux Grenade
Sticks a single target and detonates for heavy single-target — a panic button while the mag spins down.
Aspect 1
Lethal Current
After dodging, the next melee jolts + aftershocks — the reliable jolt that powers Flow State.
Aspect 2
Flow State
Defeating a jolted target → Amplified. Amplified is reload speed + handling + DR + faster Arc ability regen — exactly what a 150-round minigun wants.
Fragments
Spark of Momentum (slide over ammo → reload + Bolt Charge), Spark of Resistance (DR while surrounded, +10 Melee), Spark of Feedback (melee DR→damage, +10 Health), Spark of Discharge (Arc kills → Ionic Traces; note: SB is Kinetic, so this feeds off ability/Super Arc kills)
Survivability for standing still + ability uptime + a stat-friendly spread.
Exotic armour
Sealed Ahamkara Grasps (Gauntlets)
The build. See below.
Energy weapon
A Special Arc weapon (Fusion / Glaive / Shotgun)
Picking up its Special bricks instantly reloads Sweet Business (Payday) and arms Spark of Momentum.
Heavy
Machine Gun or Rocket (any element)
The boss/blueberg-wall answer the minigun can't burst.
Why this works (the mechanics)
Sealed Ahamkara Grasps solves the only weakness Sweet Business has — the reload. Verbatim: "Powered melee and finisher final blows grant Nightmare Fuel… While active, freshly drawn weapons deal additional damage and grant Nightmare Fuel on final blows. Gaining Nightmare Fuel reloads all holstered weapons." So the loop is: punch something to death (Combination Blow) → Nightmare Fuel → Sweet Business is reloaded in the holster while you keep firing the other gun, then swap back to a full 150-round drum. You never sit through the minigun's manual reload.
"Freshly drawn weapons deal additional damage" double-dips on the swap. When you swap back to Sweet Business after a punch kill, it's both freshly reloaded and freshly drawn — the Grasps' draw-damage buff is live on the first seconds of spin-up, which is exactly when you want the extra damage.
Amplified is the spin-up enabler. A minigun forces you to plant your feet and hold the trigger — normally a death sentence in hard content. Flow State keeps you Amplified (jolt a target with Lethal Current → kill it → Amplified), which grants flat damage resistance plus reload/handling. The catalyst's flinch-immunity-when-spun-up stacks with Amplified's DR so incoming fire neither staggers your accuracy ramp nor kills you for standing still.
The jolt loop is self-sustaining. Gambler's Dodge (near enemies) refills the melee → Lethal Current jolts on the next punch → Flow State Amplified → Combination Blow kill heals and refreshes the dodge → repeat. Sweet Business thins the pack so the punch always has a low-health target to execute.
Two independent reload sources mean the drum is always full. Payday reloads on any Special/Heavy brick pickup; Spark of Momentum reloads on sliding over ammo. Between those and the Ahamkara holster-reload, you effectively never press the reload button on a 150-round mag.
Armor-Piercing Rounds + overpenetration is free major/red-bar shred. The intrinsic AP rounds punch through shields and bodies, so a spun-up SB mows lines of adds — its native lane — while the Grasps/punch loop handles the one elite that needs deleting.
Stats & mods
Weapons 200 → Health 100+ → Melee 100 → Class. Weapons stat is the priority: it's flat PvE weapon-damage scaling and SB is your primary damage all fight. Melee ~100 keeps the Combination Blow / Lethal Current loop charged; Health 100+ because the playstyle is standing in the open holding a trigger. Class feeds Gambler's Dodge uptime.
Mods, by piece:
Helmet: Heavy/Special Ammo Finder · Dynamo (Super on class-ability near enemies).
Gauntlets: Melee Font (→ ~100 Melee) · Heavy-Handed (melee kill → Special ammo, which reloads SB via Payday — a second melee→reload path) · Fastball.
Chest: Arc + Solar + Void Resistance (one each — flat DR for the planted playstyle).
Boots:Kinetic Weapon Surge ×2 (≈+17% to Sweet Business directly — it's Kinetic) · Innervation/Orbs of Restoration.
Stat tuning: +Weapons/−Class where the archetype allows — the gun is the build.
Champion note (Anti-Champion 2.0): Sweet Business is a Rapid-Fire-tier exotic Auto but carries no bespoke champion stun in its perk text — Payday is a reload/accuracy perk, not a stun. Treat SB as having no intrinsic champion coverage and lean on the kit: Jolt (Lethal Current / Flow State / Gathering Storm) is the in-sandbox Overload behaviour, and you should slot an artifact anti-Champion mod (or carry an Unstoppable/Barrier energy or heavy weapon) for the other two. Do not assume the 360-RPM frame stuns anything on its own.
Where it shines
Add-dense PvE — its home. Vanguard Ops, Battlegrounds, the clear phases of dungeons/raids, Onslaught. Anywhere there's a wall of red-bars to hose down and the occasional major to punch-execute. The minigun + AP overpenetration is best-in-slot horde clear.
Lower-tier GMs / −20 content, with caveats: Amplified DR + catalyst flinch-immunity + chest resists let you hold the trigger in the open, but the planted playstyle is risky in −30/−40 and SB does no champion stun — bring artifact mods and a champion side-arm.
Champion coverage: Jolt (your whole Arc kit) covers Overload-style ability disruption; Barrier and Unstoppable must come from the artifact or your other two weapon slots. SB itself stuns nothing.
Weak spots: boss DPS (it's a primary — that's what the Heavy slot is for) and any encounter that punishes standing still. PvP is a meme; this is a PvE doc.