A new-player friendly build that scales in power all the way through the game. If you can build [Nezha], then most of these mods should be farmable for you. Check the wiki if you're missing any. The build will also function just fine without any of these mods, or lower-ranked versions of them. [Equilibrium] is the one exception, I highly suggest you farm Magnacidium on Deimos for this mod.
The basic game plan is that you can press 4 at any time to totally incapacitate every enemy that could possibly be threatening you - a 36 meter radius at full build. You can then deal with them at your leisure. Hitting enemies with your 2 will make them take much more damage from all sources, and guarantee that they drop at least one health orb. With [Equilibrium] and [Flow], it should be quite easy to maintain plenty of energy by using this often. [Nezha]'s 3 is an extra layer of safety. Activate it while getting shot for the largest shield.
Upgrades, Sidegrades, and Lategame
[Continuity], [Flow], [Vitality], and [Intensify] all have obvious upgrades as primed or umbral mods. Making all of them fit costs 4 forma, but no umbral forma, so it should be very easy to grow your [Nezha] alongside your prime mod collection.
If you want to change the build in some way, it's very flexible. I'd say [Intensify], [Cunning Drift], and [Flow] are the mods doing the least amount here. You could drop one of them for [Steel Fiber], or [Health Conversion] for a stronger Warding Halo, or make room for some utility like [Mobilize] or a set mod. It might be possible to fit [Blind Rage] into the build to really amp up Blazing Chakram's damage multiplier, but I have not tried it. Part of me just balks at paying 155 energy for Divine Spears. Of special note, swapping [Intensify] for [Augur Secrets] and fitting [Augur Pact] into your secondary will instantly refresh your shield gate when casting Divine Spears, which could be useful against boss-type enemies that cannot be impaled.
I'm reluctant to infuse a helminth ability, since [Nezha]'s kit is already very balanced, but in this build specifically, Fire Walker is doing the least, so I'd infuse into slot 1. The main weakness of this build is enemies that are immune to warframe abilities, so you could experiment with Elemental Ward, Quiver, or Warcry in the way of self-buffs.
For arcanes, I personally use Arcane Agility and Arcane Guardian, but this is also very flexible. Agility is just a feel-good arcane for some more movement freedom, and Arcane [Guardian] provides bigger Warding Halos.