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Octavia Prime

Metronomicon {Chapter 4} Mallet Mayhem

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 4} Mallet Mayhem

Hello and welcome to the fourth chapter of the Metronomicon!

In this chapter we will be looking at a build that uses Octavia's Augment mod Partitioned Mallet!


Mods used in order of importance:

{[Partitioned Mallet]} This mod reduces mallet's total range by 50%, but allows the placement of 2 Mallet's.
being able to put Mallet's on multiple different locations simultaneously can be incredibly useful.

{[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 completely!
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.

{Overextended} This mod increases ability range by 90% and reduces ability strength by -60%.
Overextended is necessary to recover the range loss from Partitioned Mallet , and although -60% strength hurts, this is also recovered by the mod Blind Rage.

{Blind Rage} This mod increases ability damage by 99% and reduces ability efficiency by -55%.
The -55% ability efficiency can seem scary, but that's why we have Primed Flow in combination with Arcane Energize and/or Protea Dispensary.
This mod is important since Overextended reduces ability strength by -60%.

{[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] is an excellent replacement to [Umbral Intensify] or [Stretch], but Umbral Intensify is recommended over Transient Fortitude , since Transient Fortitude reduces ability duration by -27.5%.

{[Stretch]} This mod increases ability range by 45%, which is very useful on this build because of [Partitioned Mallet]''s ability range reduction.
Again, [Transient Fortitude] is an excellent replacement to this mod.
[Augur Message] is also a really good replacement.
Defensive mods like Rolling Guard and Adaptation are also good replacement options.


{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):

{Cunning Drift} This mod adds 15% ability range (and +12% "Slide" and -30 "friction")
The Additional Range is very useful since [Partitioned Mallet] reduces range.

{[Power Drift]} This mod adds 15% ability strength and 30% Chance to resist knockdown!
Strength is always good!

{[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.


{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}:

{[Conductor]} This mod is useless, since you are most likely Not going to be using resonator at all with this build.

{[Fleeting Expertise]} 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.

{[Narrow Minded]} If you do not care about Mallet dealing damage, and only care about them soaking up bullets, then this mod is completely viable.
But in most cases, you do not need the extra duration, and most players want the mallet's to deal damage.


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 "expensive" all-round build that uses Primed Mods, go to Chapter 3:
https://overframe.gg/build/137323/octavia-prime/metronomicon-chapter-3-primed-and-ready/

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 )