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Solar

Whisper of the Worm — Bottomless Mag (Hunter)

Sustained boss/champion DPS — the no-reload precision turret
✓ Manifest Solar · Heavy · 72 RPM · No intrinsic champion

Weapon: Whisper of the Worm (Sniper Rifle · Heavy · Solar) · Subclass: Gunslinger · Role: Sustained boss/champion DPS — the no-reload precision turret Sandbox: 9.7.0 · Created 2026-06-16

Land three precision hits in a heartbeat and the mag refills from nowhere — White Nail turns Whisper into a sniper that never reloads as long as you keep hitting the crit. The whole build is one sentence: stack every multiplier the game lets you stack on top of that uninterrupted fire. Tractor Cannon for the 30% weaken, Radiant for the buff, a one-shot Nighthawk Golden Gun to open the burst, and a subclass that makes precision hits pay you back. Miss nothing, reload nothing, delete the boss.

The weapon

White Nail (exotic intrinsic, verbatim): Higher base precision damage. Rapidly landing three precision hits will refill the magazine.

Whisper Catalyst — Whispered Breathing (verbatim): Aiming this weapon without firing for a brief moment grants bonus range and precision damage while it remains zoomed.

What it does: three fast crits pull a fresh mag straight from reserves with no reload animation, so against a stationary crit box (every raid/dungeon boss) Whisper fires effectively forever until reserves run dry. The catalyst layers a free precision-damage bump the instant you settle the scope before the shot — it costs nothing to hold ADS for a beat, so you always fire "breathing." It's a 3-round-mag Aggressive sniper whose real magazine is its entire reserve pool. No champion stun is listed for Whisper (Verify notes), so the build brings its own champion answers in the other slots.

Loadout

SlotPickWhy
SubclassGunslinger (Solar)Radiant + a one-shot Super burst window stack cleanly onto White Nail's sustained fire.
SuperGolden Gun: MarksmanWith Celestial Nighthawk → one massive shot to open the DPS phase before Whisper takes over.
Class abilityMarksman's DodgeInstant reload (tops Whisper's mag for free) + reposition to the crit angle.
MeleeWeighted Throwing KnifePrecision knife kill → Radiant; refunds melee while Radiant (Knock 'Em Down).
GrenadeHealing GrenadeSustain so you can hold the scope; the gun is the damage.
Aspect 1On Your MarkPrecision hits grant stacking reload + Weapons stat ×10 — and Whisper is nothing but precision hits.
Aspect 2Knock 'Em DownMarksman Golden Gun gains increased duration; while Radiant, knife kills refund melee.
Fragments (On Your Mark gives 3 slots + Knock 'Em Down 2 = 5)

Exotic armour: Celestial Nighthawk (Helmet) — Hawkeye Hack: Precision final blows reduce the cooldown of your Super. Modifies Golden Gun to fire a single, high-damage shot. Targets defeated by that shot give you Super energy and explode.

Other two weapon slots:

Why this works (the mechanics)

Stats & mods

Weapons 200 → Health 100+ → Class. Weapons is the PvE weapon-damage stat and this build's entire output is weapon damage; Health for survivability while you stand still on the crit; Class for faster Marksman's Dodge reloads.

Archetypes: Powerhouse (Weapons/Super) and Gunner pieces; Brawler if you want Melee for the knife loop. Mods: Sniper Loader + Sniper Scavenger + Heavy Ammo Finder/Finisher (reserves are the real ammo cap), Solar Surge ×2–3 on boots (≈+22% Solar weapon damage straight onto Whisper), Font of Wisdom/Focusing Strike to feed Super, and a Special/Heavy Finisher to recover reserves mid-phase. Stat tuning: +Weapons / −Mobility-equivalent dump where available.

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Heavy Ammo Finder 1eIncreases the effect of all contributions towards the Heavy ammo meter.
Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Arms (6/10)Focusing Strike 1eGrants class ability energy when you cause damage with a powered melee attack.
Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (8/10)Ammo Reserves 3e
Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Legs (3/10)Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge 1e fillYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class Item (4/10)Reaper 1e fillShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1e fillReduces grenade cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically 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).