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. Park a fully-charged draw on Oathkeeper, then release 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 (intrinsic, verbatim): "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): "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."
What it does: precision hits charge a meter; at full charge a hip-fire places a floating Guidance Ring, and any arrow you fire through that ring is reborn as a nest of seeking projectiles that home onto nearby targets. Catalyst seekers apply scorch on hit, and the catalyst loop — deploy a ring, or strike with a seeker — keeps draw time, hip-fire accuracy and reload buffed, so once it is running it self-sustains: ring up → seekers out → scorch plus buff refresh → next ring faster. As a Solar Primary-ammo bow it never runs dry, so you can feed rings continuously. 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
The single-target answer the bow lacks; Knock 'Em Down extends its duration.
Class ability
Marksman's Dodge
Instantly reloads the bow on dodge — keeps the seeker loop fed between rings.
Movement
Triple Jump
Extra aerial control to place rings mid-air over a lane; Oathkeeper buffs bow airborne handling.
Melee
Knife Trick
Spreads scorch and starts cheap ignitions; a ranged melee that fits the back-line role.
Grenade
Tripmine Grenade
Scorch on stick; a Solar grenade feeds the Char/Combustion scorch spread.
Aspect 1
Gunpowder Gamble
Defeating scorched targets charges an improvised Solar explosive → a 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) grant reload + Weapons stat to you and allies, stacking ten times — double-dips the bow's own damage and draw.
Fragments
Ashes · Char · Searing · Empyrean
Scorch stacking, ignition-spread, ability refund on scorched kills, and Radiant/Restoration uptime.
Exotic armour
Oathkeeper (Gauntlets)
Adamantine Brace lets a bow hold perfect draw indefinitely and adds hold-time damage — makes the ring an on-demand button.
Weapons
Solar champion-stun primary + heavy MG/Rocket
The bow carries no stun and no boss spike; the other two slots cover champions and single-target.
Fragments
Ember of Ashesapply more 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 grants melee energy + a Firesprite, +10 Class
Ember of EmpyreanSolar final blows extend Radiant/Restoration — a Solar bow keeps both alive
Why it works (the mechanics)
Oathkeeper makes the ring an on-demand button. Hierarchy only spawns a ring when you hip-fire at full charge. 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 (up to ten stacks); the catalyst buffs draw, accuracy and reload off ring deploys and seeker hits. One action — land arrows — feeds the ring, the subclass buff, and the weapon's handling, so the loop tightens itself.
Seekers scorch → Gunpowder Gamble ignites → Char chains it. Catalyst seekers apply scorch across the whole pack, and Ember of Ashes raises each application by ~50%. Scorched kills charge Gunpowder Gamble; throwing it ignites; Ember of Char makes that ignition apply 40 Scorch (60 with Ashes) to everything nearby — so a single ring becomes mass scorch, one Gamble, then a chain ignition. The bow primes; the subclass pays off.
The ignition economy refills your kit.Ember of Searing turns scorched-target kills into melee energy (8–25% by rank) plus a Firesprite, and Marksman's Dodge instantly reloads the bow so the next ring is already loaded. Knife Trick tops scorch and melee; the seekers keep the pack scorched — abilities and gunplay pay for each other.
Empyrean keeps you Radiant and healing for free.Ember of Empyrean extends Restoration and Radiant up to 15 s on every Solar final blow, and a Primary-ammo bow supplies an endless stream of Solar kills — so once you are Radiant (Golden Gun cast or the artifact's Radiant sources) the buff simply never lapses while adds keep dying.
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 do not kill — and its precision final blows feed straight back into the build's precision-hit theme.
Stats & mods
Weapons 200 → Class → Health. Weapons is the priority: it directly scales the bow's PvE damage and On Your Mark already pushes it, so you double-dip. Class keeps Marksman's Dodge (your reload and the Searing regen) up; Health is the dump. Chase a Weapons/Class-leaning archetype (Powerhouse or Gunner pieces).
Mods:
Boots: Solar Weapon Surge ×2 (straight onto the bow and its seekers) + Bow Reserves.
Arms: Bow Loader + Bow Dexterity — the whole gun is draw/ready-speed gated.
Chest: elemental resist to taste; the bow keeps you at range, so survivability is light.
Class item: Bomber (grenade on dodge → faster Tripmine scorch) + Reaper.
Surge: Solar Weapon Surge, matching the bow and seekers.
Anti-Champion: carried by the artifact and the paired weapons — the bow has no intrinsic stun.
Artifact — Implement of Curiosity
The Solar half of this artifact mirrors the build's loop exactly: precision hits make you Radiant, Radiant and scorched kills detonate, the bow's own precision shots bank the Armor Charge it spends on reload damage, and it supplies the champion stun the bow itself lacks.
Fever and Chill grants Radiant on rapid Solar precision hits — the bow's whole job, so Radiant is on tap without spending the Super.
Semi-Auto Striker banks Armor Charge on rapid precision bow shots, feeding the reload-damage loop below.
Cauterized Darkness makes Stasis- or Strand-debuffed non-boss targets take increased Solar damage from all sources. This build applies no Stasis/Strand debuff itself, so it only lights up when a fireteammate supplies one — kept for its Solar-damage ceiling in coordinated play (flagged in Verify).
Elemental Daze — when you stun a Champion with an elemental weapon, it detonates a matching-element explosion that applies that debuff to the champion and nearby targets. It does not itself stun; it pays off a stun your Solar champion-stun weapon lands.
Elemental Coalescence turns your Solar Super element into elemental pickups that feed Empyrean and the ability economy.
Radiant Shrapnel releases a burst from sustained damage while Radiant or on scorched-target kills — paying off both of the build's verbs.
Argent Quiver spends the banked Armor Charge on bow reload for bonus damage and reload speed — closing the Semi-Auto Striker loop on-weapon.
Where it shines
Add-dense PvE — patrol, seasonal, low/mid Nightfalls, and the clear phases of raids and dungeons. A ring over a doorway becomes a self-aiming scorch sprinkler; On Your Mark hands the whole fireteam reload and Weapons stat off your back-line poking.
Standoff positions. You never push — you place rings and let the seekers walk into the room, staying safe at range while the pack burns.
Fireteam support. On Your Mark's reload/Weapons buff and the Orbs from Solar Siphon make this a generous team weapon in coordinated content.
Champion coverage — flag. Hierarchy of Needs has no intrinsic champion stun (unlike Le Monarque → Overload, Wish-Ender → Barrier, Leviathan's Breath → Unstoppable). It breaks nothing on its own. Cover both champion types with your other two weapons (an Overload primary + an Unstoppable/Barrier heavy); the artifact's Elemental Daze only amplifies a stun you already land, it does not create one. Ignitions stagger and thin champion health but do not stun.
Mod selection (masterworked — full allocation)
Piece
Mod · cost
What it does
Helmet (7/10)
Solar Siphon3efill
Rapid Solar weapon final blows create an Orb of Power.
Ashes to Assets3efill
Gain bonus Super energy on grenade kills.
Heavy Ammo Finder1efill
Increases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)
Weapon Loader (faster reload)3e
Utility Kickstart3efill
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer2efill
Causing damage with a grenade reduces your melee cooldown.
Chest (6/10)
Solar Resistance2efill
Reduces incoming Solar damage from combatants.
Concussive Dampener3efill
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance1efill
Reduces incoming damage from combatants that are at long range.
Legs (3/10)
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge1e
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge1e
Your 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)
Reaper1e
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber1e
Reduces grenade cooldown when using your class ability.
Powerful Attraction2efill
Automatically 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). Flex/loadout-dependent: matching the bow; seekers. - **Anti-Champion:** carried by the artifact; the paired weapons — the bow has no intrinsic stun.