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Octavia Prime

Metronomicon {Chapter 3} Primed And Ready

by last updated 3 years ago

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Strike up a symphony of destruction with the mistress of music, Octavia, in her grandest and most spectacular form. Featuring altered mod polarities for greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
265
HEALTH
370
SHIELD
370
SPRINT SPEED
1.05
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
160
Damage Reduction
34.8%
EFFECTIVE HIT POINTS
1,061
Guide
0 Comments
Octavia Prime builds
Builds by _Norr

Metronomicon {Chapter 3} Primed And Ready

Hello and welcome to the third chapter of the Metronomicon!

In this chapter we will be looking at a very expensive all-round build! (using 2 forma, 3 if you want to use a exilus mod aswell)


Mods Used in order of importance:

{[Primed Flow]} This mod increases maximum warframe energy by 275%, increasing it from 263 to a whopping 744 Maximum Energy.
This combined with Arcane Energize and/or [Protea] Dispensary (Helminth) removes Octavias energy problems completley!
If you do not have Arcane Energize, and do not have [Protea] Dispensary, swap [Primed Flow] with [Streamline].
(You do not need a maxed out Arcane Energize, even at rank 1 or 2 it is super good)
If you do not have [Primed Flow], use a regular [Flow] or [Streamline] instead, regular [Flow] increases maximum energy to 525, which is still really good.

{[Primed Continuity]} This mod increases ability duration by 55%, that is 25% higher than regular [Continuity].
Use regular [Continuity] if you do not have [Primed Continuity]

{[Constitution]} This mod increases ability duration by 28% and 40% faster knockdown recovery.
(Faster knockdown recovery is a small, but nice bonus).

These 2 Duration mods combined adds a total of 83%
(Mallet, Resonator and Metronome duration increased by 16.6 seconds, Metronome buff duration increased by 12.5 seconds,
Amp duration increased by 24.9 seconds)
Longer ability duration means that you have to use abilities less often = more energy!

{[Umbral Intensify]}: This mod increases ability strength by 44%. 14% higher than regular Intensify!

{Transient Fortitude}: This mod increases ability strength by 55%, and decreases ability duration by -27.5%.
(Mallet, Resonator and Metronome duration decreased by 5.5 seconds, Metronome buff duration decreased by 4.2 seconds,
Amp duration decreased by 8.2 seconds)
Although it decreases the duration on abilities by 4-8 seconds, the ability duration decrease does not impact the total duration too much, the 4-8 seconds loss is fine since you have "unlimited" energy anyway.
And 55% Strength is really good.

{[Augur Secrets]} This mod increases ability strength by 24%.
(Augur set bonus is nice, but it does not matter since you will not take damage in the first place because of Metronome)

{[Rolling Guard]} This mod makes you invulnerable for 3 seconds when rolling, and removes all status effects, has a 7 second cooldown that activates after invulnerable period has expired.
Having the ability to remove status effects is SUPER useful, and being invulnerable let's you get out of deadly situations.
If you do not have [Rolling Guard], then [Adaptation] is also a really popular defensive mod, it grants damage resistance to damage types received recently. (for example; if you take puncture damage, you gain puncture damage resistance)
Each resistance stack is 10%, up to a maximum of 90% damage resistance for 20 seconds.
Rolling Guard is however recommended over Adaptation, because the default health/shield and armor of [Octavia Prime] is really low, making [Adaptation] not super effective versus high level enemies.

If you do not want a defensive mod, then [Augur Message] or [Blind Rage] are recommended as replacements.

{[Stretch]} This mod increases ability range by 45%.
This can be replaced by Overextended for double the effect (90% ability range), but Overextended also decreases ability strength by -60%.
Other good options are again Augur Message or Blind Rage.


{Aura Mods}:

You have a choice between [Energy Siphon] and [Corrosive Projection] (Because of naromon polarity).
Energy Siphon is a much better early to mid game Aura.
However, if your going to do Sortie / Arbitration / Steel Path, then Corrosive Projection is a better choice in most cases.

Other good aura mods are Growing Power and Brief Respite


{Exilus Mods}:

If you have opened the Exilus mod slot, then here are some recommendations (In order of importance):

{[Power Drift]} This mod adds 15% ability strength and 30% Chance to resist knockdown!
As said before, Strength is important!

{Cunning Drift} This mod adds 15% ability range (and +12% "Slide" and -30 "friction")
The Additional Range is a nice bonus!

{[Primed Sure Footed]} This mod makes you immune to knockbacks, which is really useful for obvious reasons.
However, this mod drains 16, forcing you to install another ~2 forma.

{Preparation} This mod doubles the starting energy you have (when spawning and re-spawning after bleeding out)
This is decent if you are using [Blind Rage], but even then you do not really need the extra starting energy.

{[Conductor]} This is one of [Octavia]'s augment mods, the mod allows you to control the resonator, command it to move to a location (and it stays there until new command is given)
It moves at 150% speed when given a command.
The advantage of this is that mallet can now be moved (with resonator)
The disadvantage is that you can't re-cast resonator, so if it gets stuck, you have to wait the entire duration until you can re-cast it again.
While a moveable mallet sounds nice, it is ultimately unnecessary since mallet only costs 25 (17) energy, re-casting mallet is almost always possible.
However, Conductor is still a fun and cool exilus mod.


{Arcanes}:

{Arcane Energize} is demanded, even at rank 1-2 it is super useful for energy management.

Second arcane is optional, does not matter what you use, up to you!
(Arcane Guardian is always a good option)


{Helminth Abilities}:

Swapping Resonator with [Protea] Dispensary gives you a much easier time with energy management, and it gives health orbs and ammo aswell!
A fantastic helminth support ability.

Other Helminth Recommendations are;
Roar, increases damage to you and nearby allies.
Eclipse, increases armor or damage (depending on if you stand in light areas or dark areas) replacing [Stretch] with [Total Eclipse] gives this effect to allies, super useful!
Shock with [Shock Trooper] Augment adds additional electricity damage to allies, quite decent!

Normally Larva, Warcry, Fire Blast and Silence would be recommended, since they are some of the best helminth abilities.
However, stunning/slowing/disarming the enemy is counter-productive towards Mallet, since you want the enemy to attack it.


{Mods to avoid}:

{[Narrow Minded]} This is a really good duration mod for most warframes, however the decrease in range affects ALL of [Octavia]'s abilities, and the big duration is overkill, since you have "Unlimited" Energy anyways.

{[Fleeting Expertise]} Again, you do not need Ability Efficiency, since you have "Unlimited" Energy, and the huge decrease in duration makes it really annoying, having to re-cast abilities much more often.


Mallet's damage scaling with enemies, and the fact that you are invisible with Metronome, makes this build viable for Steel Path


If you (for whatever reason) do not have a orokin reactor installed, go to Chapter 1:
https://overframe.gg/build/137018/octavia-prime/metronomicon-chapter-1-no-reactor-budget-build/

If you want a "Budget" build, go to Chapter 2:
https://overframe.gg/build/137031/octavia-prime/metronomicon-chapter-2-formaless-fun/

If you want a build that allows you to use 2 Mallet's, go to Chapter 4:
https://overframe.gg/build/137662/octavia-prime/metronomicon-chapter-4-mallet-mayhem/

If you want to suffer a build with the highest ability strength possible, go to Chapter 5:
https://overframe.gg/build/138057/octavia-prime/metronomicon-chapter-5-power-overwhelming/

If you want a Stealth Predator Melee Build, go to Chapter 6:
https://overframe.gg/build/138082/octavia-prime/metronomicon-chapter-6-melee-predator/

If you want a boring Full Tank Octavia build, go to Chapter 7:
https://overframe.gg/build/138122/octavia-prime/metronomicon-chapter-7-tankavia-prime/

If you want a build that focuses on utilizing Octavia's signature weapons, go to Chapter 8:
https://overframe.gg/build/138337/octavia-prime/metronomicon-chapter-8-fun-with-guns/

If you want a Tenora Prime build, go to Chapter 9:
https://overframe.gg/build/138402/tenora-prime/metronomicon-chapter-9-bullet-heaven/

If you want a Pandero Prime build, go to Chapter 10:
https://overframe.gg/build/138713/pandero-prime/metronomicon-chapter-10-destructive-iron/

Epilogue at chapter 11:
https://overframe.gg/build/138897/octavia-prime/metronomicon-chapter-11-epilogue/


Have fun! ( ͡ᵔ ω ͡ᵔ )