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Solar

Hierarchy of Needs — Held Draw (Hunter)

Standoff-range seeker turret + scorch/ignition feeder
✓ 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

SlotPickWhy
SubclassGunslinger (Solar)Turns the catalyst's scorch into ignitions and ability economy.
SuperGolden Gun: MarksmanSingle-target answer the bow lacks; Knock 'Em Down extends it.
Class abilityMarksman's DodgeReloads the bow on dodge — keeps the seeker loop fed between rings.
MeleeKnife Trick (or Lightweight Knife)Spreads scorch / makes you Radiant via Torches; cheap ignition starter.
GrenadeTripmine (or Solar grenade)Scorch on stick; any Solar 'nade feeds Char/Combustion spread.
Aspect 1Gunpowder GambleDefeat scorched targets → charged improvised Solar explosive → guaranteed ignition on demand. The seekers do the scorching; this is the detonator.
Aspect 2On Your MarkPrecision hits (the bow's whole job) → reload + Weapons stat ×10 for you and allies — double-dips the bow's own damage and draw.
Fragments

Exotic armour: Oathkeeper (Gauntlets).

Other weapons:

Why this works (the mechanics)

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.

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.