✓ Manifest Solar · Primary · No intrinsic champion
Weapon: Hierarchy of Needs (Combat Bow · Special · Solar) · Subclass: Gunslinger · Role: Standoff-range seeker turret + scorch/ignition feeder Sandbox: 9.7.0 · Created 2026-06-16
A bow you barely have to aim. Land precision hits to charge a Guidance Ring, hip-fire through it, and the ring spits homing arrows that — with the catalyst — scorch everything they touch. Pair it with Oathkeeper so a fully-charged draw can be parked indefinitely, then released on your schedule to drop the ring exactly when the pack forms. The subclass turns those scorch stacks into ignitions, and the ignitions back into ability energy. You stand at the back, the arrows do the walking.
The weapon
Hierarchy of Needs (verbatim, manifest): "Precision hits and final blows build Guidance Ring energy. Opposing Guardians grant additional energy. At full charge, hip firing creates a Guidance Ring."
Catalyst — Panoptic Tessellation (verbatim, manifest): "Deploying a Guidance Ring or striking a target with a seeking projectile improves draw time, hip-fire accuracy, and reload speed for a moderate duration." (The knowledge base also records the catalyst's seekers applying +15 Scorch per hit — see Verify notes.)
What it does: precision hits charge a meter; at full charge a hip-fire places a floating Guidance Ring. Any arrow you fire through that ring is reborn as a nest of seeking projectiles that home onto nearby targets. Catalyst seekers scorch on hit, and the catalyst loop (deploy ring / hit with seeker) keeps draw time, hip-fire accuracy and reload buffed — so once it's running it self-sustains: ring up → seekers out → scorch + buff refresh → next ring faster. It is a back-line add-clear engine, not a single-target DPS gun.
Loadout
Slot
Pick
Why
Subclass
Gunslinger (Solar)
Turns the catalyst's scorch into ignitions and ability economy.
Super
Golden Gun: Marksman
Single-target answer the bow lacks; Knock 'Em Down extends it.
Class ability
Marksman's Dodge
Reloads the bow on dodge — keeps the seeker loop fed between rings.
Melee
Knife Trick (or Lightweight Knife)
Spreads scorch / makes you Radiant via Torches; cheap ignition starter.
Grenade
Tripmine (or Solar grenade)
Scorch on stick; any Solar 'nade feeds Char/Combustion spread.
Aspect 1
Gunpowder Gamble
Defeat scorched targets → charged improvised Solar explosive → guaranteed ignition on demand. The seekers do the scorching; this is the detonator.
Aspect 2
On Your Mark
Precision hits (the bow's whole job) → reload + Weapons stat ×10 for you and allies — double-dips the bow's own damage and draw.
Fragments
Ember of Ashesmore scorch per hit — every seeker stacks toward ignition faster
Ember of Charignitions spread scorch — turns one ring into a chain
Ember of Searingdefeating scorched targets → melee energy + Firesprite → +10 Class
Ember of EmpyreanSolar kills extend Radiant/Restoration — a Solar bow keeps both alive
Exotic armour:Oathkeeper (Gauntlets).
Other weapons:
Primary: a Solar Sidearm/SMG or auto with a champion-stunning archetype (the bow carries no stun — see champion coverage). Keeps a Solar surge active for Empyrean and matches the subclass.
Heavy: a Machine Gun or Rocket for the single-target/boss damage the seeker bow is bad at; pick the archetype that covers your second champion type.
Why this works (the mechanics)
Oathkeeper makes the ring an on-demand button. Hierarchy only spawns a ring when you hip-fire at full charge. Oathkeeper's Adamantine Brace lets a bow hold perfect draw indefinitely and adds a damage bonus scaling with hold time — so you charge the meter, park the draw, wait for the pack to clump, then release the ring on your timing instead of the bow's. It also buffs bow airborne effectiveness, so you can place rings mid-air over a position.
Precision hits are the only currency, and three things pay you for them. The bow charges its ring off precision hits; On Your Mark stacks reload + Weapons stat off the same hits; the catalyst buffs draw/accuracy off ring deploys and seeker hits. One action (land arrows) feeds the ring, the subclass, and the weapon's handling — the loop tightens itself.
Seekers scorch → Gunpowder Gamble ignites → Char chains it. Catalyst seekers apply scorch across the whole pack (Ember of Ashes makes each stack harder). Scorched kills charge Gunpowder Gamble; throwing it ignites; Ember of Char makes that ignition re-scorch everything nearby — so a single ring → mass scorch → one Gamble → chain ignition. The bow does the priming, the subclass does the payoff.
The ignition economy refills your kit. Ember of Searing turns scorched-target kills into melee energy + a Firesprite (and +10 Class); Marksman's Dodge reloads the bow so the next ring is already loaded. You throw knives for Radiant (Torches, if slotted) and the seekers keep the scorch topped — abilities and gunplay pay for each other.
Golden Gun covers what the bow can't. Hierarchy is an add-clear turret with no single-target spike. Marksman Golden Gun (extended by Knock 'Em Down) is the precision-burst answer for a champion or miniboss the seekers tickle but don't kill — and its precision final blows feed back into the build's whole precision-hit theme.
Stats & mods
Weapons 200 → Class 100+ → Health. Weapons stat is the priority: it directly scales bow PvE damage and On Your Mark already pushes it, so you double-dip. Class 100+ keeps Marksman's Dodge (your reload + the Searing/Singeing regen) up; Health is the dump.
Helmet: Harmonic/Solar Siphon (precision kills → Orbs), Ashes to Assets (Super on grenade/ignition kills), Hands-On if you lean on melee.
Gauntlets (Oathkeeper): Bow Loader + Dexterity (faster draw/ready — the whole gun is draw-speed gated), Heavy Hand if meleeing for Radiant.
Chest: elemental resists to taste — the bow keeps you at range, so survivability is light.
Boots:Solar Weapon Surge ×2 (straight onto the bow + seekers), Bow Scavenger/Reserves (Special ammo — seekers eat reserves fast).
Class item:Bomber (grenade on dodge → faster Tripmine scorch) + Reaper or Distribution.
Archetypes: Powerhouse (Weapons/Super) or Gunner pieces; chase Weapons-heavy rolls.
Where it shines
Add-dense PvE — patrol, seasonal, low/mid Nightfalls, the clear phases of raids and dungeons. A ring over a doorway turns into a self-aiming scorch sprinkler; On Your Mark hands the whole fireteam reload + Weapons stat off your back-line poking. It is a standoff weapon — you never push, you place rings and let the seekers walk into the room.
Champion coverage — flag. Hierarchy of Needs has no bespoke champion stun in the manifest (unlike Le Monarque → Overload, Wish-Ender → Barrier, Leviathan's Breath → Unstoppable). As a Precision/Lightweight-frame Special bow it carries no intrinsic stun either. Cover champions with your other two weapons (an Overload auto/SMG + an Unstoppable/Barrier heavy) or with artifact anti-champion mods. The bow's job is scorch and add-clear; it is not your champion answer. Ignitions do stagger and thin champion health, but they do not stun.