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Octavia Prime

Metronomicon {Chapter 6} Melee Predator

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 6} Melee Predator

Hello and welcome to the sixth chapter of the Metronomicon!

In this chapter we will be looking at a build that focuses on melee weapon usage, Combining Eternal War and Metronome to become a solo stealth "assassin/predator"!

(Disclaimer: this build requires that you have subsumed Valkyr, so that you can use Valkyr's ability Warcry on Octavia)


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 fixes [Octavia]'s energy problems completely!
If you do not have Arcane Energize, swap [Primed Flow] with [Streamline], and do not use [Blind Rage] without Arcane Energize.
(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.

{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.

{Narrow Minded} This mod increases ability duration by 99%, and decreases ability range by -66%.
Normally we do not need this much duration, and Warcry's augment mod [Eternal War] adds more duration to Warcry's buff per enemy killed.
However, since we have limited mod space, and the fact that most cases you will be using this build on solo play, range does not matter since we are mostly only using Warcry and Metronome.
However, consider swapping this mod for [Constitution] if you are playing with a team.
[Transient Fortitude] is also an excellent replacement.

{[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]

{[Umbral Intensify]} This mod increases ability strength by 44%. 14% higher than regular [Intensify]!
[Transient Fortitude] is (again) an excellent replacement.

{[Augur Secrets]} This mod increases Ability Strength by 24%.
(The Augur set bonus is a small but nice bonus)

{[Gladiator Finesse]} This mod drains energy to stop lethal damage with 60% efficiency, it's set bonus also increases critical chance by 10% per combo multiplier!
[Transient Fortitude] is most often a better choice than [Gladiator Finesse] since [Transient Fortitude] increases damage and attack speed from Warcry and Metronome.
But [Gladiator Finesse]'s "energy drain to stop lethal damage" buff combined with the fact that we have 744 max energy, adds a bit of survivability, which could be needed in a melee build.
In Short; use [Transient Fortitude] if you want full damage, or use [Gladiator Finesse] if you want a bit of damage and survivability.

{[Eternal War]} This is [Valkyr]'s Warcry augment mod, increasing the active buff duration by 2 seconds per kill for you and teammates.
This mod is not super useful if you are using [Narrow Minded], but it is capable of adding ALOT of duration to warcry.
But consider using something else like [Transient Fortitude] if you are using [Narrow Minded]

Carnis Carapace is a really nice option too, while Jungulus Carapace and Saxum Carapace are decent too.


{Aura Mods}:

You have a choice between [Steel Charge], [Swift Momentum],[Growing Power] and [Melee Guidance].
[Melee Guidance] is not recommended, since it does not buff you.
[Growing Power] increases ability strength by 25% for 6 seconds if you apply a status effect with a melee weapon, 25% Strength is not bad, but not better than [Steel Charge].
[Steel Charge] is most popular, and for a good reason, +60% Melee Damage is really good, and it adds another 2 Mod Capacity.
[Swift Momentum] increases Heavy Attack wind up speed by 30%, and increases combo duration by 6 seconds.

[Swift Momentum] is recommended over Steel Charge simply because you already have a crazy amount of damage, so the combo duration is "kinda" more useful.


{Exilus Mods}:

The only exilus mod that increases our damage and attack speed is [Power Drift] with 15% ability strength, slightly enhancing Warcry and Metronome .

[Rush] increases sprint speed by 30%, it is not a terrible idea, since being faster on this "Stealth Predator Build" kinda makes sense, but that's up to you.


{Arcanes}:

{Arcane Energize} Is always a good idea, but consider using 2 damage arcanes instead.

{Arcane [Fury]} Critical Hits has 60% chance to increases melee damage by 180% for 18 seconds.
Because of Warcry's crazy attack speed buff, scoring critical hits is almost always going to happen.

{Arcane Strike} Melee hits have a 15% chance to increase melee attack speed by 60% for 18 seconds.
(you might break your melee button on your keyboard if you use this arcane, just saying)

{Arcane Bladed Charge} Primary weapon kills have a 30% chance to increase Melee Damage by 300% for 12 seconds.
300% sounds nice, but having to constantly swap between Primary weapon and Melee weapon can be very annoying.

{Arcane Phantasm} On Block, has a 45% chance to increase sprint speed by 60% for 18 seconds.
Being faster in a "Melee Stealth Predator Build" kinda makes sense, but that's up to you.


This Build is actually insane when it comes to damage output, with the fact that melee weapons are currently overpowered in this game.

Being invisible, slaughtering entire groups of enemies in milliseconds, whilst listening to your own mandachord music, makes this build (in my opinion) one of the most fun ways to play Octavia.


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 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 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 )