← Back
Solar

Hierarchy of Needs — Held Draw (Solar Hunter)

Standoff-range seeker turret + scorch/ignition feeder
Hierarchy of Needs on light.gg
✓ Manifest Solar · Primary · No intrinsic champion

Centerpiece: Hierarchy of Needs (Combat Bow · Primary · Solar) · Subclass: Gunslinger · Role: Standoff-range seeker turret + scorch/ignition feeder Sandbox: 9.7.0 · Updated 2026-07-03

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

SlotPickWhy
SubclassGunslinger (Solar)Turns the catalyst's scorch into ignitions and ability economy.
SuperGolden Gun: MarksmanThe single-target answer the bow lacks; Knock 'Em Down extends its duration.
Class abilityMarksman's DodgeInstantly reloads the bow on dodge — keeps the seeker loop fed between rings.
MovementTriple JumpExtra aerial control to place rings mid-air over a lane; Oathkeeper buffs bow airborne handling.
MeleeKnife TrickSpreads scorch and starts cheap ignitions; a ranged melee that fits the back-line role.
GrenadeTripmine GrenadeScorch on stick; a Solar grenade feeds the Char/Combustion scorch spread.
Aspect 1Gunpowder GambleDefeating scorched targets charges an improvised Solar explosive → a guaranteed ignition on demand. The seekers do the scorching; this is the detonator.
Aspect 2On Your MarkPrecision 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.
FragmentsAshes · Char · Searing · EmpyreanScorch stacking, ignition-spread, ability refund on scorched kills, and Radiant/Restoration uptime.
Exotic armourOathkeeper (Gauntlets)Adamantine Brace lets a bow hold perfect draw indefinitely and adds hold-time damage — makes the ring an on-demand button.
WeaponsSolar champion-stun primary + heavy MG/RocketThe bow carries no stun and no boss spike; the other two slots cover champions and single-target.
Fragments

Why it works (the mechanics)

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:

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.

Picks (2/3/2):

Where it shines

Mod selection (masterworked — full allocation)

PieceMod · costWhat it does
Helmet (7/10)Solar Siphon 3e fillRapid Solar weapon final blows create an Orb of Power.
Ashes to Assets 3e fillGain bonus Super energy on grenade kills.
Heavy Ammo Finder 1e fillIncreases the effect of all contributions towards the Heavy ammo meter.
Arms (8/10)Weapon Loader (faster reload) 3e
Utility Kickstart 3e fillWhen your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Momentum Transfer 2e fillCausing damage with a grenade reduces your melee cooldown.
Chest (6/10)Solar Resistance 2e fillReduces incoming Solar damage from combatants.
Concussive Dampener 3e fillReduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance 1e fillReduces incoming damage from combatants that are at long range.
Legs (3/10)Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge 1eYour Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Solar Weapon Surge 1eYour 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)Reaper 1eShortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber 1eReduces grenade cooldown when using your class ability.
Powerful Attraction 2e fillAutomatically 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.