Be cautious with barricade wave against Hive wizards or Grim (Flying Bat—Dread), as they are not close to the ground, making the Solar wave less reliable to catch them.
Your barricade regens quickly, thanks to Khepri's Horn and Ember of Singeing, especially with high Resilience.
The Throwing Hammer activates Radiant (20% weapon damage buff) and creates Sunspots on kills, which heal you. Solar weapon or ability kills extend Radiant, and recharge your barricade.
Each Hammer kill stacks Roaring Flames, boosting hammer damage and allowing uncharged melees to scorch, so keep punching after a kill without waiting for the hammer to recharge after picking it up. But Melee is not the most potent part of the build, just a powerful utility.
Don’t worry about losing the hammer; high Strength ensures it returns quickly, as (again) it’s meant for utility.
Roaring Flames also boosts Super damage, making it ideal against bosses or tougher enemies when active.
Both Burning Maul and Hammer of Sol create Sunspots on ground impact; standing in them extends your Super duration.
Solar weapon kills and Scorch effects (from Incandescent or weapons like One Thousand Voices or Dragon’s Breath) help recharge your barricade, especially when nearly ready.
The Healing Grenade is a panic button for quick healing and can be used to extend Restoration with Empyrean. Its role is primarily meant as a quick save, but can act as an on-demand healing source without the need of a Sunspot.