This weapon line is going to be based on the Seraphynx Ray of light attack (ROLA for simplicity).
Appearance: Basic design is similar to the Blaster line but at the end of the barrel is a ring like the one on the Neutralizer. On the stock gun the orb in the ring is red (Like the Shard bomb red). The gun will have 2 lines to 5* and will split off at the 3* level so only the 2* gun has normal damage. The Piercing line is color themed after the Fearless Rigadoon, the Elemental line is color themed after the Voltedge
Basic attack: Fires a weak short range of light. This does light knockback and lasts for a very short amount of time (shorter than even a LVL 1 seraphynx ROLA) This attack however can penetrate enemies so a quick pulse can deal good damage to a crowd of enemies. This attack can't deal status.
Charge attack: The charge attack acts like the ROLA for a full leveled Seraphynx. When you unleash the charge the attack activates and leaves and orb of light a little smaller than a Lost soul (from the apocrean event). This ray will continue to fire for a few seconds dealing knockback damage and weak stun status.
This gun is meant to provide a counter to dodgy enemies or ones with shields that can plague gunners as well as enemies like Gorgos that would float in and out of the charge attack beam. In Ld this would be used to provide short term path denial with the charge as well as quick light damage with the regular attack.
EDIT: Notes
This gun has a 2 shot clip
Can be fired while moving.
Charge attack doesn't push the player back
Regular attack is slightly weaker than a Magnus of the same star level
Charge attack CAN deal damage equal to a Plague Needle charge
Note: to get this damage the enemy is required to stay in the Ray for the full duration
Charge speed is similar to the magnus charge time
Walk speed while charging is the same as the Pre-GU magnus line charge walk speed
Seraphynx is a very weak aid when it comes to offense. If you are going to base a weapon of the little critter, you would have to increase the range of the beam, increase the beam size, and increase knock back effect by a little bit. Also, if there is any status on this beam, then decrease the damage of the beam, but let it keep every other effect like area denial.