A good first win, even if it's one I don't really feel like I earned; the Super Shotgun and Onyx Armor really carried it for me.
Don't hold it against you that you won 'cause of some exotics: every game should have at least one of them, and there's a darn good chance it'll be a useful one (although AoMr and AoSg can make that less likely). Besides, we can say that you balanced it out by doing the Mortuary and Cybie spawning in range upon entering floor 25.
I love assault shotty, regardless of traits. Combat + no pumping? Hell YES. My problem with it in the Mortuary is that you probably got rid of your shells a long time ago, and it acting as an upgrade for shotty runs is a pittance (Shottyman takes care of most reloading problems). Believe it or not, assault shotty is best used with Whizkidx2. P3T2 is 10d3, 0.42 speed (counting the Finesses), and it is AWESOME.
Some tips for AoB:
- Running should always be in the back of your mind. Avoid sergeants and demons this way until you get the chainsaw.
- In general you'll want to take off your armor when berserked (unless it's special, though, don't remove it in the heat of battle) as berserk armor will reduce most damage to one.
- MVm runs will let their pain elementals live for a while to build up HP as necessary. MBm runs will aim to kill weak monsters over strong ones; anything that will probably go down in one hit (with Longinus Spear, that's a lot of thing) will set you up for another attack.
- A lot of beginners like to kill everything, period. AoB will teach you some reserve, as there are some situations that should never be done in melee (I'm talking to you, Mancubus at the end of a long hallway).
AoMr is just a coward's game all the time: as opposed to the ammo-eating capabilities of the chain or plasma, you can afford to spend bullets shooting randomly until you hit something. Either play MGK and depend on dodging (ie, beware of Revs and Viles) or play offense using Fin/SoaB and depend on killing (ie, beware of Mancubus and Barons).