✓ Manifest Arc · Heavy · 165 RPM · No intrinsic champion
Weapon: The Prospector (Grenade Launcher · Heavy · Arc) · Subclass: Arcstrider · Role: Stand-in-the-pile add-clear / blind-lock engine Sandbox: 9.7.0 · Created 2026-06-16
A full-auto Arc cluster-bomb launcher that pays you for being surrounded. The catalyst (Danger Zone) widens the blast the more bodies crowd you and stops the splash from killing you — so the correct play is to wade into the pack, not back off it. Pair that suicidal positioning with Gifted Conviction's jolt-DR and Spark of Beacons' blind-on-Arc-Heavy-kill loop, and the thing that should get you killed is the thing that keeps you alive. Drum-fed area denial that blinds the room while it clears it.
Prospector Catalyst — Danger Zone:"The blast radius of this weapon increases when surrounded by combatants. While active, this weapon deals significantly less damage to the wielder." (Masterwork-gated; also adds the listed catalyst perk to the weapon.)
What it does: full-auto, drum-mag (Augmented Drum + Full Auto Trigger System intrinsic), 4-in-mag sticky-grenade GL. Each detonation throws cluster bombs for a second wave of splash, and every kill emits an Arc explosion — so one trigger pull seeds a chain of overlapping AoE. The catalyst inverts the GL safety rule: instead of fearing your own splash, you hug enemies for a bigger blast and near-immunity to self-damage. It is a held-trigger area-denial gun, not a DPS gun — feed it crowds.
Loadout
Slot
Pick
Why
Subclass
Arcstrider
Native amplified/jolt/Ionic-Trace verbs that the gun's Arc explosions and kills feed directly.
Super
Gathering Storm
Throw-and-jolt area super; sticks the pack so The Prospector farms a jolted, blinded crowd.
Class ability
Marksman's Dodge
Reloads the drum on dodge — refills the 4-round mag mid-fight without leaving the pile.
Melee
Combination Blow
Melee kill → heal + full melee back + stacking melee-damage buff; in-your-face melee that matches the in-the-pile range.
Grenade
Storm Grenade
With Touch of Thunder it leaves a roaming thundercloud — extra jolt/Ionic-Trace source layered over the GL splash.
Aspect 1
Flow State
"Defeating a jolted target makes you amplified." The gun's Arc explosions + grenade jolt keep you amplified for free → arms Spark of Beacons.
Aspect 2
Touch of Thunder
Storm Grenade gains the roaming thundercloud (more jolt uptime, more Ionic Traces → more dodge/ability energy).
Fragments
Spark of Beacons (amplified + Arc Special/Heavy kill → blinding explosion — this is the keystone), Spark of Ions (jolted kill → Ionic Trace), Spark of Discharge (Arc weapon kill → Ionic Trace), Spark of Resistance (DR while surrounded — pairs with Danger Zone's positioning, +10 Melee)
Exotic armour
Gifted Conviction (Chest)
Jolting nearby targets grants damage resistance — and you jolt constantly. Lets you live in the pile Danger Zone demands.
Weapon 2 (Primary)
Arc Adaptive/Lightweight auto rifle or SMG with Voltshot/Jolting Feedback
Jolt primer (feeds Flow State → amplified) and Overload archetype coverage; reloads the gunplay loop between drum dumps.
Weapon 3
— (The Prospector occupies Heavy)
Energy slot taken by Weapon 2; The Prospector is your Heavy.
Why this works (the mechanics)
Danger Zone rewards the exact positioning that should kill you. Blast radius scales up while surrounded, and self-damage is cut to near nothing — so the optimal range is inside the group. Every other GL build plays at max range; this one plays at zero. That is the whole identity.
The amplified → blind loop is self-sustaining off the gun. Arc explosions from kills + Storm Grenade jolt keep targets jolted; Flow State turns each jolted kill into amplified; while amplified, Spark of Beacons makes your Arc Heavy final blows (The Prospector is Arc Heavy) detonate a blinding explosion. So the gun's own kills blind the room — and blinded enemies can't shoot back, which is what makes standing in the pile survivable.
Gifted Conviction is the DR you can't otherwise have. Its chest perk grants damage resistance whenever you jolt nearby targets — and the build jolts nonstop (Arc explosions, Storm Grenade, jolt-primer auto). It converts the gun's offensive output directly into the defence the positioning requires. Layered with Spark of Resistance (DR while surrounded) and blind uptime, you have three independent in-the-pile survival sources.
The Ionic-Trace economy reloads everything. Spark of Ions (jolted kills) and Spark of Discharge (Arc weapon kills) both spawn Ionic Traces; the gun manufactures kills in bulk, traces feed melee/grenade/dodge energy → more Storm Grenades, more Combination Blow heals, more Marksman's Dodge reloads. The drum stays fed and the abilities stay charged off the same crowd.
Marksman's Dodge solves the 4-round mag. The Prospector's tiny magazine is its only real downside; dodging refills it instantly, and you're dodging anyway to reposition inside the pack. No leaving the fight to reload.
Gathering Storm is the panic/setup button. Throw it into the densest pack: it jolts and pins a crowd that The Prospector then farms — a pre-jolted, soon-to-be-blinded group is exactly what the whole loop wants.
Stats & mods
Priority: Health → Grenade → Class → Melee. You live in melee range, so Health is the real survival stat under the DR layers; Grenade keeps Storm Grenade (your jolt/trace engine) flowing; Class powers the Marksman's Dodge reload; Melee feeds Combination Blow (Spark of Resistance adds +10 here for free).
Mods:
Helmet: Arc Siphon (Arc kills → Orbs), Ashes to Assets (Super on grenade kills — Storm Grenade farms these), Hands-On if running Combination Blow hard.
Arms: Heavy Hand / Melee loaders for Combination Blow; Grenade Kickstart.
Chest (Gifted Conviction): Arc + Solar + Void Resistance (one each — flat DR stacked under the jolt-DR and blind layers).
Legs:Heavy Ammo Scavenger + Heavy Ammo Finder (keep the drum topped — Heavy reserves are the build's only scarcity) · Innervation (grenade energy on Orb pickup).
Class item: Powerful Attraction (dodge vacuums Orbs/traces) · Bomber (grenade energy on dodge) · Reaper.
Stat tuning: +Health is the trade you want — the gun's self-damage is gone, but enemy fire from melee range is not, and blind uptime has gaps.
Where it shines
Add-dense PvE: Battlegrounds, Onslaught, Nightfall lead-ups, Legend/Master lost sectors — anywhere a crowd forms, Danger Zone maxes its blast and the blind loop locks the room. This is its home.
GM trash-clear: as a room-resetter (blind + jolt + AoE) while your auto and super handle priority targets; not a boss-DPS pick.
Champion coverage — FLAG: The Prospector has no intrinsic champion stun (no "Strong against" tag in its perk text; it is not a Heavy-Burst/Precision-type archetype that maps to a champion under Anti-Champion 2.0). Champion handling comes from: (a) your Weapon 2's archetype — run an Overload auto/SMG, or swap to a Barrier/Unstoppable frame as the activity demands; (b) the artifact — Blinding Jolts turns your constant jolted-kill blinds into a crowd stun-equivalent, and Bad Amplitude (Arc-ability damage jolts champions) plus Dielectric/Defibrillating Blast convert champion damage into Bolt Charge and jolt. Treat champion stun as a secondary-weapon + artifact job, not the GL's.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (9/10)
Arc Siphon3e
Rapid Arc weapon final blows create an Orb of Power.
Ashes to Assets3e
Gain bonus Super energy on grenade kills.
Hands-On3e
Gain bonus Super energy on melee kills.
Arms (8/10)
Grenade Kickstart3e
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Chest (5/10)
Void Resistance1e
Reduces incoming Void damage from combatants.
Arc Resistance1efill
Reduces incoming Arc damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Legs (3/10)
Innervation1e
Reduces grenade cooldown each time you pick up an Orb of Power.
Arc Weapon Surge1efill
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Recuperation1efill
Replenishes health each time you pick up an Orb of Power.
Class Item (4/10)
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.
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). Flex/loadout-dependent: but enemy fire from melee range is not; blind uptime has gaps.