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Arc

Traveler's Chosen — Gathering Light (Arc Hunter)

Ability-spam battery — feed all three abilities off kills, punch with Liar's
✓ Manifest Kinetic · Primary · 300 RPM · No intrinsic champion

Weapon: Traveler's Chosen (Sidearm · Primary · Arc*) · Subclass: Arcstrider · Role: Ability-spam battery — feed all three abilities off kills, punch with Liar's Sandbox: 9.7.0 · Created 2026-06-16

The only Primary in the game whose alt-fire is "press to refund melee, grenade, AND class energy." Traveler's Chosen turns trash kills into an ability bank, then lets you cash the whole bank at once. The build is built around the cash-out: Arc melee that heals on the punch (Liar's), a dodge that resets the melee, and an Arc verb economy (amplified / jolt / Bolt Charge / Ionic Traces) that every refunded ability tops up. Osmosis keeps the gun Arc so the whole loop stays one element. You are never out of an ability for more than a second.

The weapon

Final blows with this weapon grant stacks of Gathering Light. [Alternate Weapon Action] : Consume stacks, granting melee, grenade, and class ability energy based on the number of stacks. Intrinsic support perk — Gift of the Traveler: Each stack of Gathering Light improves this weapon's reload, handling, and target acquisition.

Catalyst — Osmosis: Using your grenade ability partially refills the magazine and changes this weapon's damage type to match your grenade until you stow it. / Surplus: Increases handling, reload speed, and stability for each fully charged ability.

What it does: kill minors with the sidearm → bank Gathering Light stacks (and the gun reloads/handles better per stack via Gift of the Traveler). When stacks are high, hit [AWA] to dump them into all three ability energies at once — not one ability, all of them. Osmosis then matches the gun's element to your grenade (Arc here), so every refilled grenade re-Arcs the weapon and the Spark loop keeps feeding. Surplus rewards the state this build lives in — abilities charged — with flat handling/reload/stability. It is the single best ability-economy Primary for a Hunter who wants to throw abilities constantly and never holster a champion answer.

Loadout

SlotPickWhy
SubclassArcstrider (Arc)Amplified/jolt/Bolt Charge are all cast-driven; Traveler's Chosen is an ability-cast machine. Osmosis keeps the gun Arc.
SuperGathering Storm (or Arc Staff)Storm tick-damage clears the field and feeds Ionic Traces; Staff if you want roaming uptime.
Class abilityGambler's DodgeNear an enemy, fully refunds the melee — re-arms Cross Counter / Combination Blow instantly. Scales with the Melee stat (9.7.0).
MeleeCombination BlowMelee kill → heal + stacking melee damage + dodge energy. Liar's follow-up counterpunch heals on top. The [AWA] dump keeps it always charged.
GrenadeStorm GrenadeBest Arc add-clear; with Touch of Thunder it chases targets. Throwing it re-procs Osmosis (re-Arcs the gun + reloads it).
Aspect 1Lethal CurrentAfter dodging, next melee jolts + adds an aftershock and lunge — turns the Gambler's-refunded punch into AoE jolt.
Aspect 2Flow StateJolted kill → amplified (DR + faster reload/handling/dodge regen) → the whole survivability + speed layer keys off Lethal Current's jolt.
Fragments (4)

Exotic armour — Liar's Handshake (Gauntlets)

Cross Counter: Using your Arc melee ability or being hit by a melee attack will allow you to follow up with an extremely powerful melee counterpunch that will heal you.

Why it is the pick: it doubles your melee output and your sustain on a subclass whose melee is already the engine. Use Combination Blow → Cross Counter grants a second, harder, healing punch. Both punches are Combination Blow hits, so both stack its damage buff and both spit out dodge energy. The problem with any melee-spam Hunter is melee uptime — and that is exactly the hole Traveler's Chosen plugs: the [AWA] dump refunds the melee, Gambler's Dodge refunds the melee, Ionic Traces refund the melee. Liar's is the only exotic that converts that absurd melee uptime into both a damage multiplier and a heal-per-swing.

Why this works (the mechanics)

Stats & mods

Melee 200 → Health 100+ → Class. Melee is the whole build — it drives Combo Blow damage, Cross Counter, Gambler's refund scaling, and Lethal Current. Class next for dodge uptime (the melee reset); Health as the floor since amplified + Combo Blow heals + Liar's heals already cover sustain.

Archetypes: Brawler / Gunner pieces (Melee + Weapons or Class). Champion mods go on the secondary weapons (see below), not here.

Where it shines

The other two slots: