Nova Prime
Molecular Tide
Molecular Prime slow or speed, self-priming Null Stars, and passive orb energy
CONFIGURATION
Customize to edit modsMOD CAPACITY
71 / 743 remainingRank 30 · Orokin Reactor · 60 base + 14 aura capacity
ABILITIES
Nova PrimePASSIVE Enemies killed while slowed down have 15% to drop health orbs. Enemies killed while sped up have 15% to drop energy orbs.
Null Star
Creates antimatter particles that orbit Nova and attack nearby targets. Each active particle reduces damage to Nova's Health and Shields.
Antimatter Drop
Launch a large particle of charged antimatter that will detonate on contact. Direct the particle by aiming, shoot it to charge it further. Deals Blast Damage with a guaranteed Status Effect.
Wormhole
Creates a wormhole allowing instantaneous travel. Hold the ability to visualize placement.
Molecular Prime
Primes all enemies in an expanding radius with volatile antimatter. Press the ability to slow down enemy movement, hold the ability to speed them up.
CEPHALON FIELD GUIDE
How to play this build.
Tenno. Molecular Prime does one thing that matters: everything it touches takes double damage, and it either crawls to a stop or sprints, your call. The updated augments mean Null Stars seek out enemies and prime them for you, and Neutron Star stuns and part-strips armour in a radius. Nova's passive turns slowed kills into health orbs and sped kills into energy orbs, so the frame funds itself.
How it works
Molecular Prime's 75% slow or speed both cap at 150% Strength; the listed 154% clears it.
Molecular Fission lets Null Stars seek and prime enemies in a 12 to 20m radius so you rarely recast Molecular Prime itself.
Neutron Star adds a forced heat proc that stuns (prolonged hugely by the slow) and strips up to 50% armour over 2s, about a 3.7x damage multiplier against armour.
Nova's passive plus Equilibrium keeps energy flowing at 45% Efficiency.
Playstyle
1.
Tap 4 for the 75% slow, or hold 4 for the 75% speed.
2.
Tap 1 for Null Stars; recast 1 periodically to fire all stars for heat procs and Molecular Prime.
3.
Use 3 (Wormhole) for traversal and shield gating.
4.
Use 2 (Antimatter Drop) for low-level nuking, or as a 25,000-in-200,000-out amplifier with a hard-hitting weapon.
Survivability
Shield gating: Brief Respite plus three Augur mods gives about 0.9s off 2, 1s off 3, 1.45s off 4; Catalyzing Shields makes every cast a full 1.33s.
Null Star's 90% damage reduction (now on shields and health, near-100% uptime with Molecular Fission) passively tanks base Steel Path to about level 500.
Duration, Efficiency, Range, Strength
Duration scales Molecular Prime's spread and the Null Star particle count (24 at ~200%).
Efficiency is negative because the passive funds it.
Range 145% to 235% for Wormhole, Antimatter Drop, the star seek radius and the Neutron Star and Molecular Prime radii.
Strength only needs to clear 150%.
The mods
Blind Rage is the Strength (past the threshold it does little).
Overextended, Stretch set the Range.
Primed Continuity holds Duration.
Primed Flow, Equilibrium are the energy base.
Molecular Fission, Neutron Star are the augments that make priming passive.
Brief Respite aura feeds the gate.
Flexible slots
Drop Equilibrium for violet Equilibrium shards and add Augur Message, Augur Reach, Rolling Guard or Fast Deflection.
Arcane Sculptor over Concentration or Hot Shot for free Wormhole spam.
Helminth
Pick one.
Subsume over 2 or 3.
- Nourish for viral Null Stars, a weapon viral buff, and an energy multiplier.
- Roar for ability and status damage (full ability-DPS builds exist).
- Xata's Whisper to trigger off Molecular Prime's blast procs and buff blast weapons.
- Silence for Eximus and Acolyte lockout, stun prolonged by the slow.
- Pillage for a strip and shield return.
Arcanes
Arcane Concentration for the Duration spread, Arcane Hot Shot for 300% crit chance (easy to keep with Neutron Star; skip it on Phenmor, Laetum, Felarx).
Arcane Sculptor or Molt Efficiency as swaps.
Focus
Any.
Madurai for Strength and cast speed.
Vazarin Sling as a backup.
Weapon synergy
Any crit weapon with Arcane Hot Shot.
Molecular Prime's death explosions inherit on-kill effects: Devouring Attrition on first-gen Incarnons (Phenmor, Laetum, Felarx) for area nukes, Acid Shells on Sobek, Amalgam Argonak strip, Okina spectral daggers.
Staying alive
Shield gating plus the slow plus Null Star DR.
It fails in the gap with no crowd to gate on, and to toxin.
Energy
The passive plus Equilibrium.
Arcane Sculptor if you spam Wormhole.
Where it struggles
Molecular Prime's amp is a multiplier, not a nuke, so a weak weapon stays weak.
Bosses take the doubled damage but you still need to deal it.
Wormhole energy without Sculptor.
Variants
An endurance Nourish variant.
A pure ability-DPS Roar build.
A Silence comfort build.
A Pillage build.
A full-EHP tank Slowva.
Strengths and weaknesses
Strong: a squad-wide 2x damage debuff, flexible slow or speed, self-funding energy, part-strip and crowd control from one augment.
Weak: amplifier not a nuke, boss damage still on the weapon, needs a strength source for the threshold cleanly.
Who runs this
Players who want to double the whole squad's damage and slow the room to a crawl.