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Oberon

Endgame Oberon Nuke

by last updated 3 years ago

10

Healing and suffering do Oberon’s bidding. His command of the natural world supports allies. Boon to his friends, bane of his foes.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
465
SHIELD
370
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
185
Damage Reduction
38.1%
EFFECTIVE HIT POINTS
1,245
Guide
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Oberon builds
Builds by catharsis

Endgame Oberon Nuke

Endgame Oberon Nuke

This build is made for Sortie/Arbi/Steel Path Defense Missions. Your using a combination of Dispensary + [Equilibrium] + a pet that allows you to pick up health orbs at max health. This allows you to retain infinite energy for this build. Your going to get to the target, press1 and 2, once you see your Hallowed Ground procs start hitting you know your good to start spamming your 4th ability, as it has around ~7m more range than Hallowed Ground. Oberons 4th ability to me is one of the best due to not only providing 3 forms of crowd control (The actual slam attack, the radiation procs causing them to attack each other, and an 11m blind), but it also strips armor by 50% each hit, meaning each attack you do with it you will deal more damage and your Hallowed Ground will also. Not to mention it does have a bonus to drop health orbs, providing even more energy with the [Equilibrium] combination. And, if somehow due to nullifiers or arbitration drones, they do manage to damage the objective, you can just throw on your 3 and heal them back up.

FAQ
Why Steel Charge?
Because I am lazy, and didn't want to throw a bunch of forma on it. Brief Respite/[Growing Power] are better options if you want to put more forma on it.

Doesn't Hallowed Eruption do more damage?
Yes, you are correct. However, it does not have the armor stripping properties/crowd control, which is huge once you start doing SP/ high level Arbis.

Isn't this build quite squishy?
Very much so. One wrong move, and you can easily get 1 hit. Learning how to retain I - frames by using transference/shield gating is almost a must have for this build should you get into certain sticky situations. Nullifier bubbles will break your Hallowed Ground, and Arbi drones will allow enemies to run right up to you. I try to tell my team before an Arbi starts to find a nice spot to camp, and if it is Corpus I will ask nicely if they can target Nullifiers in order to keep up Hallowed Ground. But the high range is actually a huge advantage for this build. For Grineer/Infested SP Defense missions, your 42m range will CC them before they even get a chance to shoot/whip you.