by ninjase — last updated a month ago (Patch 36.0)
3167,090
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.
Health pickups give +110% Energy. Energy pickups give +110% Health.
WARFRAME
★★★★★★★★★★
9
Stretch
+45% Ability Range
WARFRAME
★★★★★
7
Augur Message
+24% Ability Duration
⬤○○○○○
40% Energy spent on abilities is converted to Shields.
SET: WARFRAME
★★★★★
7
Primed Continuity
+55% Ability Duration
WARFRAME
★★★★★★★★★★
8
Blind Rage
+99% Ability Strength
-55% Ability Efficiency
WARFRAME
★★★★★★★★★★
8
Narrow Minded
+99% Ability Duration
-66% Ability Range
WARFRAME
★★★★★★★★★★
↑14
Brief Respite
On Ability Cast:
Squad converts 150% of Energy spent to Shields while Overshields are inactive
AURA
★★★★★
9
Power Drift
+15% Ability Strength
+30% Chance to Resist Knockdown
WARFRAME
★★★★★
Molt Augmented
Molt Efficiency
Guide
30 Comments
Octavia Prime builds
Builds by ninjase
Octavia General Use | AFK Steel Path
INTRODUCTION
Standard AFK [Octavia] build utilising mallet to attract, multiply and release enemy damage for AOE nuking, metronome for essentially permanent invisibility as well as speed and multishot buffs and amp to boost your weapon damage and mallet damage/range. Resonator is the subsume slot if you have helminth.
[Rolling Guard] is optional due to Eximus abilities eg fireblasts, as well as if you are dispelled by Violence. This can be flexible for more range, duration or strength.
UPDATE JULY 2024 With the armor changes, [Octavia] mallet can now kill levelcap enemies nearly instantly with zero armor strip. Instead of subsuming Pillage, we can consider alternatives like [Rage] to increase enemy movement and DPS to boost mallet damage, Silence to shut down eximus and acolytes, Nourish to further boost weapon damage and give more energy.
Gameplay video in level circuit. Note I used Breach Surge specifically for circuit defense but now it no longer stuns enemies through overguard, and is infact not really necessary even in levelcap defense due to Mallets aggro draw.
BUILD SPECIFICS
Duration High duration allows easier upkeep on all abilities and buffs, all of which have decent base durations. Any duration of 200% to 250%+ is good.
Efficiency Since duration is so high and each ability only needs to be cast roughly once every minute, we can drop efficiency completely. You only need to spend about 300 energy to refresh all skills, which can be easily regenerated with arcane energize combined with the rate at which enemies die from mallet. [Primed Flow] is necessary to store a large amount of energy. Also remember that [Octavia] regenerates energy on ability cast with her passive (30 energy over 30s per cast which can be refreshed but does not stack higher than 1 energy/s).
Range High range is used to scale the range of mallet, which is further doubled by amp, almost to a 40m radius. Any range between 145 to 200% is fine.
Strength High strength scales the damage multiplier on mallet (approx 5x) so enemies receive much more damage, the multishot/speed/armor/melee bonuses from metronome and the damage multiplier from amp. Any strength between 150-200+ is fine.
Aura [Brief Respite] is useful for shield gating in case of acolytes or random damage that hits your through invisibility [Enemy Radar] is best in slot to monitor enemy movements and optimise casts of mallet to hit areas of highest density [Corrosive Projection] is ideal if you use Pillage and want to full strip armor in 2 casts or less Growing Power for more strength
Exilus Cunning drift/power drift are optional Primed sure footed/handspring are safe options to reduce random knockdowns
Flexible Slots Rolling Guard - this is personal preference, but there will be times where you may be accidentally visible, disrupted by Violence, hit by an eximus fire blast or surrounded by nullifiers and you just need little breathing room with i-frames + status cleanse. I find [Rolling Guard] is highly valuable particularly in endurance, and you can replace either Augur Message or Stretch for rolling guard.
Partitioned Mallet - can come in handy for blocking off two chokepoints or defending two different sides of an objective. Note you cannot place two mallets within range of each other.
Arcanes Molt Efficiency - Bonus duration while shields active which is easy to maintain while invisible Energize - nearly mandatory with negative efficiency Aegis - decent backup survival tool Weapon fire rate/ damage - as needed Status resistances -e.g. toxin for infested missions
Archon Shards Completely up to personal preference. Crimson shards: can add 2 or more duration shards for even more duration. If you want to be able to full strip in ONE cast of pillage, you can swap [Augur Reach] for [Transient Fortitude], Molt Efficiency for Molt Augmented and add at least 3 crimson strength shards to hit the 328% str threshold (after mold augmented). Azure shards: can add HP regen to help sustain against incidental environmental slash/toxin chip damage or energy max Amber shards: can add 1 or more cast speed shards, energy orb effectiveness or maximum energy filled on spawn for quick missions
HELMINTH OPTIONS
Subsume over resonator:
Nourish - add free viral to weapons and boosts energy generation (could allow you to drop Equilibrium)
Wrathful Advance - add flat cc to melee weapons
Pillage - armor strip, status cleanse and shield regen for shield gating - doesn't cause knockdown or reduce enemy DPS onto mallet
Dispensary - good for camping gameplay for energy regen, may need equilibrium for optimal use
Xata's Whisper - can only be subsumed over Amp, but is a mobile buff that can double dip melee stealth multiplier (+700% dmg additive to crit multiplier, active with invisiblity)
MANDACHORD
For easiest buff activation, fill every note in the melody section (for metronome invisibility and other buffs) as well as every note in the percussion section (for mallet to do damage). If it sounds bad, you can turn the volume of the melody to mute. If you have a pre-existing song, you can fill every empty note in melody with the lowest note while leaving the background melody. It doesn't really matter what pattern of percussion you make, as long as every bar has a note so that damage is done consistently.
For example, you can arrange the notes in the pattern of a flower, as long as every it is completely FILLED:
PLAYSTYLE
Cast 3
Crouch to beat to activate Nocturne buff to go invisible for 38s, don’t forget to refresh buff BEFORE it runs out to stay invisible
Jump to the beat to activate Vivace buff for movement speed boost
Shoot to the beat to activate Opera buff for multishot boost
Melee to the beat to activate Forte buff for melee damage boost
Cast 4 to boost damage of your weapons, your allies and the mallet damage + range
Cast 1 , let enemies shoot it and watch the room get nuked
Don’t cast resonator since it might carry the mallet around to where you don't want it to go or simply draw aggro away.
ARSENAL
[Octavia]'s metronome actually plays 8 notes per second when the mandacord is filled as above. This means if you want to spam an automatic weapon and activate the Opera multishot buff effortlessly, you will want the fire rate to be exactly 8. A fire rate of 4 also works but takes about four times as long to activate the buff.
Interesting good weapons that have exactly 4 or 8 fire rate but also have an optimal build include: [Laetum] : with only [Lethal Torrent] on and no other fire rate buffs (e.g. rapid wrath perk), the incarnon mode has exactly 4 fire rate.
Rhythmically beats damage into nearby enemies and draws their fire. Damage inflicted on the Mallet increases its lethality.
Energy Cost
39
Damage Multiplier
3.9x
Duration
55.6s
Range
16.9m
Limit Of Mallets
1
Resonator
Launches a rollerball that charms foes to follow it. Combines with the Mallet to create a roving ball of sonic destruction.
Energy Cost
78
Blast Damage Per Beat
193
Duration
55.6s
Min Charm Radius
10.1m
Max Charm Radius
25.4m
Limit Of Resonators
1
Stagger On Expiry
100%
Metronome
Grants buffs to those who consistently perform actions in time to Octavia's music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff.
Energy Cost
116
Armor Bonus
54%
Speed Bonus
46%
Multishot Bonus
46%
Melee Damage Bonus
46%
Ability Duration
55.6s
Buff Duration
41.7s
Range
20.3m
Amp
Draws power from the decibel level of sound in the area and uses it to amplify a damage buff for Octavia and her allies. It also doubles the damage and range of nearby Mallets.
Energy Cost
155
Max Damage Multiplier
3.1x
Duration
83.4s
Range
23.7m
Mallet Damage And Range Bonus
200%
Limit Of Amp Fields
1
Molt Augmented
On Kill:
+0.24% Ability Strength. Stacks up to 250x.
Molt Efficiency
While Shields are Active: Gain ?% Ability Duration per second, up to a maximum of ?%