Arc · Roam · Anarchy · Geomag Stabilizers
Geomag Chaos Reach
Chaos Reach as a cooldown you stop tracking. Geomag Stabilizers extends the Super while it is damaging things and refunds energy for it whenever you collect an Ionic Trace — and the Luminopotent four-piece makes Ionic Traces out of jolt, which this subclass applies to everything on screen without being asked.
That is the whole build in one sentence, and the rest of it is about how little you have to do to keep the two halves talking. Shock and Clear has no cooldown worth speaking of. Every jolted kill is a Trace, every Trace is Super energy, and the Super is what does the killing that makes the jolt.
Written for solo and general end-game. It handles a damage phase adequately rather than well.
How it plays
Throw the grenade, throw the Ionic Sentry, drop a rift for the Arc Soul, and hold the Super button when it is up — which is often.
The Sentry and the Arc Soul are the engine and they both count as grenades, so they scale off the Grenade stat and both discharge Bolt Charge on their own. Spark of Shock makes them jolt, Shock and Clear turns the jolt into Traces, Spark of Discharge turns Traces into Bolt Charge, Spark of Frequency doubles the Bolt Charge you gain from every source, and Geomag tops it off while you sprint. You are at max stacks essentially always, and everything in the kit discharges them for you.
Electrostatic Mind is the aspect you would normally run for Trace generation and it is not here — the four-piece does its job better and without the cooldown, which frees the slot for a second turret.
Survivability is Healing Rift and blind, and that is the honest weakness. Spark of Resistance covers being surrounded, the Super carries heavy damage resistance while it is running, and you are in the Super a lot. There is no Devour and no overshield.
Why the gear
Geomag Stabilizers and four pieces of Luminopotent are the build; everything in the weapon slots is a preference.
Voltaic Shade is the recommendation because it rolls both Jolting Feedback and Voltshot, so it feeds Shock and Clear on its own without touching an ability. It comes from the Equilibrium dungeon and focusing it is worth the trip. Note that it is an Arc Scout Rifle — the source describes it as playing into the two-piece, Ionic Overclock, but that bonus only reads Fusion Rifles, Linear Fusion Rifles and Heat weapons, so the Scout is here for the jolt and nothing else. Any Voltshot or Jolting Feedback weapon substitutes cleanly.
Anarchy in the power slot is the damage-phase answer: stick it, let it tick, and pour Chaos Reach in on top.
The Artifact is the NPA Repulsion Regulator. Amped Up keeps amplified running to about twenty seconds, which matters because Thunderous Retort grants bonus Arc Super damage — around 30% — for casting while amplified, and you are always amplified. Lightning Strikes Twice speeds up grenade recharge on cast and extends it off Arc final blows. Shock and Awe adds a burst of lightning that jolts on amplified Arc kills, feeding the loop again.
The kinetic slot is free. The source leaves it empty and swaps in whatever the activity needs.
A second opinion on the same build
A second guide arrives at an identical subclass — the same aspects, the same four fragments, the same Exotic and the same set — from a different direction, and its differences are worth knowing. It runs Delicate Tomb in the energy slot as a dedicated Trace factory and a Bitter End with Jolting Feedback and Cooling Baubles as the heavy, with Cooling Baubles venting heat off every Trace so the machine gun almost never stops.
It also takes the Tablet of Ruin instead, for Flashover, Defibrillating Blast and Limit Break, and makes the point that 20 Grenade is enough to regenerate the abilities but nowhere near enough for the Sentry and Arc Soul to hit hard — which is the argument for the 100 Grenade below.
The spread
200 Super, without hesitation. It is a Super build and the Super wants to be both stronger and sooner.
100 Grenade next, because that is the Ionic Sentry’s damage and the Arc Soul’s, not just their cooldown. 100 Class after it, for rift uptime and therefore Arc Soul uptime. Melee is worth topping up with whatever is left over, since Traces refund every ability at once. Health is the dump stat.