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Oberon Prime

Oberon Prime: King of Hearts

by last updated 4 years ago

30

Protect the balance with this regal forest guardian. Featuring altered mod polarities for greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
265
HEALTH
465
SHIELD
370
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
240
Damage Reduction
44.4%
EFFECTIVE HIT POINTS
1,330
Guide
0 Comments
Oberon Prime builds
Builds by Ximyr

Oberon Prime: King of Hearts

What thou seest when thou dost wake, do it for thy true-love take -- When thou wakest, it is thy dear: wake when some vile thing is near.

All hail the Goat King, Lord of keeping everyone alive.

[Oberon]'s role reads like a holy knight of lore: the Paladin. Meting out damage and keeping his allies alive all in proper turn.

STATS:

Strength is the most potent stat to [Oberon] as this affects both damage and healing. Unlike most frames, he does not however have a natural dump stat. Range affects the space Hallowed Ground and Reckoning will [Reach]. Duration and efficiency balance out the energy costs for each of the abilities, specifically in dealing with his bread and butter Renewal.

ABILITIES:

When playing, Renewal should ALWAYS be on. This is his regen factor for the entire team, but as it does have an energy/s drain he should also be taking damage in equal turn. Hunter's adrenaline and the pairing of duration and efficiency will bring the cost to a value that you can easily out heal. With an energy cost of ~2/s per ally under Renewal's effect and a default heal of ~90/s and bumped up to ~100/s with [Growing Power]'s effect.

Hallowed Ground is the next most important ability in your [Oberon] kit. This acts for just about everything else. It drops a large AoE DOT zone with a built in CC: Radiation. Plus because of some of the hidden interactions on Oberon, if under the effects of Renewal you gain additional armor (~450 and ~500 w/ [Growing Power]) and it adds strength scaling armor stripping onto your Reckoning (~66% per use).

Reckoning is a bit of a use case ability, but the bit of efficiency in useful in letting you spam it a few times when needed. Two Reckonings while enemies are over your Hallowed Ground will be enough to completely strip the armor. This will also give a wide area heavy CC to get mobs off of you in the event of needing a bit of breathing room.

Smite, while largely unused, is going to do some decent radiation stacks for a bit of extra damage and CC. Under the current build you can expect about 13 orbs to split off, which may cause some chaining for additional damage. But again, this is going to go largely unused.

General rotation for Oberon is a Hallowed Ground/Renewal Pair at the beginning to get things going, and then a reset once you have a [Growing Power] proc. From there, use Hallowed Ground for damage and control with the occasional Reckoning for armor strip. When you need more energy, just stand around and take a few hits. Depending on the mission type, it becomes relatively easy to turn into a near afk-able tower up to the low hundred levels.

SUBSTITUTIONS:

Depending on how you want to play and how comfortable you are with the energy pool, you can always substitute out the [Stretch] for another mod, such as [Primed Flow] or [Adaptation]. Additionally, the Arcane Energize's bonus to energy can be substituted for Arcane Grace if you need just that extra bit of heal/s instead.

All in all, thanks for taking the time to check out this furry casual's Oberon build.

  • Ximyr