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
Slot
Pick
Why
Subclass
Arcstrider (Arc)
Amplified is the spin-up enabler — handling, reload and flat damage resistance so you can hold the trigger in the open.
Super
Gathering Storm
Stake the staff into a pack or boss for Jolt plus a lingering lightning field — clears what the minigun is already chewing.
Class ability
Gambler's Dodge
Dodging near enemies refills melee → feeds the Lethal Current punch that arms the Grasps' holster-reload.
Movement
Triple Jump
Extra mid-air correction to reposition the planted playstyle without losing the ramp for long.
Melee
Combination Blow
Melee final blow heals, refreshes dodge and stacks melee damage — this is the kill that triggers Sealed Ahamkara Grasps.
Grenade
Flux Grenade
Sticks a single target and detonates for heavy single-target — a panic button while the drum spins back up.
Aspect 1
Lethal Current
After dodging, your next melee jolts the target and creates a damaging aftershock — the reliable Jolt that powers Flow State.
Aspect 2
Flow State
Defeating a jolted target makes you Amplified — reload, handling and DR, exactly what a 150-round minigun wants.
Fragments
See below
Survivability for standing still + Amplified uptime + a stat-friendly spread.
Exotic armour
Sealed Ahamkara Grasps (Gauntlets)
Powered-melee kills reload all holstered weapons — it refills the 150-round drum for you. The build.
Weapons
Special 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
Spark of Momentum · Spark of Resistance · Spark of Feedback · Spark of Discharge
Why it works (the mechanics)
Sealed Ahamkara Grasps solves the only real weakness Sweet Business has — the reload. The intrinsic reads "Powered melee and finisher final blows grant Nightmare Fuel… Gaining Nightmare Fuel reloads all holstered weapons." So the loop is: punch something to death with Combination Blow → Nightmare Fuel → Sweet Business is reloaded in the holster while you fire your other gun → 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, so the Grasps' draw-damage buff is live during the first seconds of spin-up — which is exactly the window you want the extra damage.
Amplified is what lets a minigun exist in hard content. A spin-up gun forces you to plant your feet and hold the trigger, normally a death sentence. Lethal Current jolts on your post-dodge melee → killing that jolted target makes you Amplified via Flow State → Amplified grants flat DR plus reload and handling. The catalyst's flinch reduction while spun up stacks with Amplified's resistance, 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 the next punch → the kill makes you Amplified → Combination Blow heals and refreshes the dodge → repeat. Sweet Business thins the pack so the punch always has a low-health target to execute.
Multiple reload sources mean the drum is always full. Payday reloads on any Special or Heavy pickup; Spark of Momentum reloads on sliding over ammo; the Grasps reload the holster on every punch kill. Between them you effectively never press the reload button on a 150-round magazine.
Overpenetration is free line-clear. Sweet Business fires through combatants, so a spun-up drum mows a whole line of red-bars — its native lane — while the Grasps punch-loop handles the one elite that needs deleting.
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:
Boots: Kinetic Weapon Surge ×2 (Sweet Business is Kinetic) · Innervation or Orbs of Restoration for ability energy off orbs.
Arms: Melee Font (drives Melee toward the loop) · Heavy-Handed (melee kill drops Special ammo, a second melee→Payday-reload path) · Fastball.
Chest: Arc / Solar / Void Resistance (one each — flat incoming-DR for the planted playstyle).
Surge: Kinetic Weapon Surge ×2 on boots — the surge lands directly on Sweet Business.
Anti-Champion: none on the boots; Overload is covered in-kit by Jolt, Unstoppable/Barrier come from the artifact + your other two weapon slots (see below).
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.
Trace Evidence generates Ionic Traces from rapid precision hits or final blows on Jolted or Blind targets — it pays off the exact verbs this build applies, and each Trace grants Armor Charge.
The Thick Of It grants Armor Charge on rapid final blows while surrounded and boosts weapon handling while surrounded — built for a planted minigun standing in the middle of a pack.
Curative Orbs makes an Orb of Power the first time you break a shield and heals you off elemental pickups and orbs — a survivability drip for the stand-still playstyle.
Weakened Clear reloads your stowed weapons and weakens a combatant when you break a shield or damage a Champion — a bonus holster-reload for the 150-round drum plus a Weaken on the elite you're about to punch.
Debilitating Wave makes finishers emit a wave matching your Super's element — an on-element Arc Blind AoE while the drum spins back up.
Kinetic Impacts is the Unstoppable stun Sweet Business lacks; note it triggers off sustained Grenade Launcher damage, so the stun rides your Special/Heavy GL slot, not the auto itself.
Arc Compounding makes Arc sources deal increased damage to Blind targets — it amplifies your Arc abilities and Super into the Blinds the finisher wave applies.
Where it shines
Add-dense PvE — its home. Vanguard Ops, Battlegrounds, the clear phases of dungeons and raids, Onslaught. Anywhere there's a wall of red-bars to hose down and the occasional major to punch-execute; minigun plus overpenetration is best-in-slot horde clear.
Lower-tier GMs / −20 content, with caveats. Amplified DR + catalyst flinch reduction + chest resists let you hold the trigger in the open, but the planted playstyle is risky in −30/−40 and the weapon does no champion stun on its own — bring artifact mods and a champion side-arm.
Champion coverage: Sweet Business stuns nothing intrinsically (weapon_facts champion = none; Payday is a reload/accuracy perk). Overload is covered in-kit by Jolt (Lethal Current / Flow State / Gathering Storm). Unstoppable comes from the artifact's Kinetic Impacts (via a Grenade Launcher) and Barrier must come from your other two weapon slots.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Arc Siphon3efill
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (3/10)
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Melee Font1e
You gain a bonus to your melee stat while you have any Armor Charge. Your Armor Charge decays over time.
Fastball1e
Increases grenade throw distance.
Chest (3/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Void Resistance1e
Reduces incoming Void damage from combatants.
Arc Resistance1efill
Reduces incoming Arc damage from combatants.
Legs (3/10)
Kinetic Weapon Surge1e
Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Kinetic Weapon Surge1e
Your Kinetic 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 (3/10)
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.
Bomber1e
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). Flex/loadout-dependent: Unstoppable/Barrier come from the artifact + your other two weapon slots (see below).