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Ivara Prime

Flight of the Dragon | Red Crit Gas Bombs | Infinite Navigator Ivara

by last updated 5 months ago

60

As regal and lethal as a nighttime wood, this is the queen of the hunt in her ultimate form.

32 VOTES
4 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
300
HEALTH
280
SHIELD
555
SPRINT SPEED
1.2
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
135
Damage Reduction
31%
EFFECTIVE HIT POINTS
1,146
Guide
4 Comments
Ivara Prime builds
Builds by ninjase

Flight of the Dragon | Red Crit Gas Bombs | Infinite Navigator Ivara

INTRODUCTION

Combine [Ivara]'s Navigator ability and projectiles with infinite innate body punch through and you will have an everlasting controllable projectile with boosted damage (from base ability), critical chance (from [Piercing Navigator] augment) and critical multiplier (from [Empowered Quiver] augment). Mod these projectiles with the Gas element to create lingering clouds that continue to deal damage even after the projectile has passed through. Specifically, the most synergistic weapon that combos with navigator is the [Nataruk] due to its insane stats, infinite body punch through, giant hitbox, slow controllable projectile speed and thematic fit (it's a bow!). See below for other suitable weapon choices.

PLAYSTYLE

  1. Activate Dispensary (4) at the beginning of the mission until you fill your energy to max
  2. Acivate Prowl (3) to become invisible
  3. Switch Quiver arrows to Dashwire (default is tap 1), then aim at a wall and hold 1 to cast dashwire (you can invert this in settings)
  4. Mount the dashwire and activate Navigator (tap 2)
  5. Charge your [Nataruk] to perfect charge (or whatever other weapon) and become the projectile!. You can speed up by clicking shoot and slow down by clicking aim.
  6. Fly directly into everything to kill them, making sure to hit the enemies with the center of the projectile to build up [Piercing Navigator] stacks until max (50% on top right HUD).
  7. Once your energy is low (around the minute mark), run into a wall to end navigator. Hop off the dashwire and recast dispensary to refil energy, or go pick up loot.

See here for video demonstration:

CALCULATIONS

Navigator
At 68% duration and 170% strength, for each second you control the projectile, you gain 1.48x damage boost, reaching a maximum 8.5x bonus within 6s which is multiplicative to base damage (equivalent to [Mirage]'s Eclipse at 338% str). You actually accumulate the damage multiplier faster with lower duration.

[Piercing Navigator]
[Piercing Navigator] actually adds +50% crit chance to the BASE CRIT CHANCE of a weapon BEFORE MODS MULTIPLY (but not affected by strength). This means a [Nataruk] with perfect shot base crit chance of 60% becomes 110%, then if multiplied by +200% from [Critical Delay] becomes 110% x (1+2) = 330%, which is guaranteed red crits. If you add avenger to this to hit 375% crit chance, that's 3 in every 4 shots being a Tier 4 red crit!. Even a weapon like [Exergis] which has 8% innate base crit chance can be boosted to do orange crits as 58*3=174%

[Empowered Quiver]
At 170% str, [Empowered Quiver] adds +170% crit damage, additive to mods like [Vital Sense] (120%) and [Hammer Shot] (60%). This gives perfect shot [Nataruk] a final crit multiplier of 2.4 x (1 + 1.2 + 0.6 + 1.7) = 10.8

Prowl
At 170% str, Prowl gives a bonus headshot multiplier of +68% (additive to deadheads +30% headshot multiplier). This makes up for the fact that [Nataruk] does NOT have a headshot multiplier (usually 2x bonus damage). Prowl + deadhead likely gives it a 1.98x headshot multiplier.

Final Raw Damage
Rought estimate of final potential raw [Nataruk] headshot damage before enemy armor and damage bonus modifiers with the following conditions: max primary deadhead and [Galvanized Aptitude] stacks, 10 stacks of viral, arcane [Rage] and avenger active, tier 4 crit headshot, max navigator dmg multiplier and crit buff, empowered quiver buff, prowl headshot buff:

  • 900 x (1+1.65+3.6+1.8) x (1+1.2) x (1+0.8) x 8.5 x 1.98 x (1+4x(1.98x10.8-1)) x 4.25 x 1.55 = 262 million gas damage

Gas Status Damage
If a gas status proc occurs and the resulting Gas cloud also headshots, you can potentially get Gas proc ticks in the order of 10 million, which is usually enough to take out any new enemies that happen to walk through the cloud. Imaging if you kill a corridor full of enemies and create 5 overlapping gas clouds. An enemy that is still in the cloud or walks into the cloud will then potentially receive 50 million damage per tick.

Energy and Dispensary
With Prowl and Navigator active, you spend 1 energy/s and increase at a rate of 0.5 energy/s for every second active, until you hit a cap of approximately 12.5 energy/s after 23.5 seconds with navigator active. At a maximum energy of 810, you can channel for approximately 1 minute 20s before running out of energy.

Dispensary costs only 19 energy to cast. At approximately 8s, dispensary drops 2 empowered health orbs (100 health is converted to 110 energy by [Equilibrium]) and 1 energy orb giving 245 minimum to 640 energy max (double drops and energize proc). Cast Dispensary twice within 20s to receive an average of 500 to 1000 energy, which completely refills your energy.

BUILD SPECIFICS

Duration
Negative duration is needed so Navigators damage multiplier ramps up faster, hitting a maximum within 6 seconds. We need just enough duration to make Dispensary still produce sufficient orbs. Duration doesn't affect Prowl or Dashwire at max efficiency. [Primed Continuity] is used to offset the duration penalty from Transient Fortitude and Fleeting expertise.

If you don’t use dispensary, you can drop Primed Continuity for either a Max rank NON-[Primed Continuity] or a RANK 2 [Boreal's Hatred] to reduce the duration to the most minimum but still maintain minimum channelling cost.

Efficiency
Max efficiency (190%) is required to offset negative duration and keep the channelling cost of Navigator and Prowl to a minimum. This is reached with max rank [Streamline] and [Fleeting Expertise] (note the game does not display efficiency > 175%).

Range
Neutral range is kept so [Piercing Navigator]'s punch through bonus is 3m and Prowl has a pickpocket range of 4m. High range is not necessary since we cannot use cloak/sleep arrow due to low duration.

Strength
Higher strength is useful to scale up the crit multiplier boost of [Empowered Quiver], headshot multiplier of Prowl and maximum damage multiplier of Navigator. [Transient Fortitude] and [Power Drift] are used for strength, but you can use any combination of Umbral Intensify, Augur Secrets, Energy Conversion instead.

Other mod choices
Aura - [Combat Discipline] is a flexible choice that allows you to trigger Arcane Avenger for even more overkill damage. At rank 0, you only lose 1 health per enemy killed, which can be rapidly healed back by dispensary as well as picking up energy orbs with [Equilibrium]. If you don't want to run Arcane Avenger or don't own it, use any other aura such as Growing Power, Swift Momentum (used for Zenistar) or

Exilus - [Power Drift] is flexible for [Preparation] in case you don't use dispensary, primed sure footed, endurance drift, vigilante pursuit. Doesn’t really matter what you use here.

Equilibrium - this is only used for rapidly energy recovering in combination with dispensary. If you are not using dispensary, you can drop this for more strength (e.g. umbral intensify, energy conversion, augur secrets).

Primed Flow - compulsory to give Ivara a huge energy pool (810) so you can channel navigator for longer. Use normal flow is no primed version.

Augments - these are compulsory in the build

Arcanes
Arcane Energize - optional if you feel your energy regen is insufficient with dispensary
Arcane Avenger - optional for extreme crits giving flat +45% after modded crit chance (needs combat discipline to work)
Arcane Rage - adds an additive 180% dmg to your primary
Arcane Precision - adds an additive 300% dmg to your secondary
Arcane Fury - adds an additive 180% dmg to your melee

HELMINTH

Dispensary - chosen for a campy playstyle so you can camp on a dashwire, then jump off the dashwire, cast dispensary and jump back on while restoring your energy back to full
Roar/Eclipse - can be used for even more damage boost, but needs you to run [Narrow Minded] instead of [Streamline] in order to have more uptime while maintaining lowest channelling drain.

ARSENAL

WEAPONS

We are using Gas for most weapons as Gas produces 3m AOE lingering gas clouds for 6s, damaging enemies that walk through. Killing a group of multiple enemies can produce multiple overlapping gas clouds. This is excellent for corridors as it allows the projectile to continue dealing tons of damage to an area even after it has passed through. Regular viral slash builds are also completely viable particularly with higher scaling levels, but have slower overall trash killing rates due to lack of lingering AOE.

[Nataruk]
This is the main partner weapon of this build. Make sure to use a black energy colour otherwise you will be blinded continuously
https://overframe.gg/build/290896/

Exergis
https://overframe.gg/build/290918/

Tenet Arca Plasmor
https://overframe.gg/build/290920/

[Zenistar]
[Piercing Navigator] adds 50% to Zenistar disc's 0% base crit. With blood rush, sacrificial steel alone and gladiator might, you get 435% crit chance (tier 4-5 crits) at max combo. [Zenistar] disc also has an abysmal crit multiplier of 1 which is increased dramatically by [Empowered Quiver], [Organ Shatter] and [Gladiator Might] to 4.2x. These crit bonuses from [Piercing Navigator] and [Empowered Quiver] are snapshot even after navigator ends so you can park it at a chokepoint and let enemies walk into the range. [Weeping Wounds] turns the 50% base status into 220% to create multiple heat procs. Note you will need to rebuild combo to maintain Blood Rush/Weeping Wounds.

https://overframe.gg/build/290921/

Sigma and Octantis
You can control the thrown shield from jumping, aiming and meleeing. The shield has a wonky travel and randomly disappears if you hit the centre mass of enemies, so it only works if you can scrape alone the heads of enemies.

https://overframe.gg/build/291546/

Honorouable Mentions
Glaives such as [Glaive Prime], [Xoris] and [Cerata] all do tremendous amounts of damage, but have limited puncthrough meaning they will explode in one big deadly explosion after a short period of navigation. You honestly get more DPS by just spamming heavy and manually detonating outside of navigator, but stll a fun option.
Note: use regular builds but remove volatile quick return and replace with gladiator might or an elemental mod

https://overframe.gg/build/270712/glaive-prime/glaive-prime-heavy-spam-detonation/

COMPANION

[Panzer Vulpaphyla]
Nearly compulsory companion that can mass spread viral procs which will passively prime enemies to take 4.25x more damage while you are in Navigator.
https://overframe.gg/build/220091/panzer-vulpaphyla/panzer-vulpaphyla/

Pharoah Predasite
Decent option if you want to run Mecha Set instead, as it will also give bonus toxin damage and viral priming + grouping
https://overframe.gg/build/268098/pharaoh-predasite/pharoah-predasite-mecha-synth-doggo/