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Author Topic: [1.8h|U|Te|YAAM] Fated Conqueror Fireangel without Rift, CCB or Mines  (Read 56 times)

Vigilante

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1.8h GOG version, take note.

After previous non-Fated Fireangel run, this was the game I played directly next, it was Fated and it rolled Fireangel. Exam time, I guess?

And at first, conditions looked unfavorable. Callisto Rift didn't spawn, CCB spawned from E4 so I took The Pit, Mephitic Mines did not spawn. The Pit drops, and multiple Mk2  manufacturing stations on IO compensated for lack of desired branches handsomely, though, so this is definitely NOT absent good fortune.

Callisto gave toxic fiend's fang (poison immunity, melee poison, -10% damage), stayed with the rest of the game.
MDF Habitat -- used my clearance to manufacture a (MDF) focused shotgun, came with Autoloader, main weapon prior to Denial that I put auto-calibration on. on Europa not seeing a E2 CCB I realized I must main shotguns to get shotgun amp.
The Pit -- the absolute best AV3 shotgun AMP one could hope for, in the mortem (never needed to reroll), also Denial which I mained for long from that point, despite focused shotgun having more solid shot overall
IO L2 - MK2 manufacture station, made AV2 rail rifle, spawned with Speed-loader and (not sure, maybe result of another reroll) Balanced 2, rerolled Speed-loader into Fresh Mag. Balanced actually turned out to be practical in some situations later. I also had auto-calibration kit saved from Europa, and I put it on this rifle. Dismantled VP+ Mdf Chaingun (which never finished auto-calibrating) at the station, put V on vanilla unmodded plasma shotgun taken from IO L1, P on rail rifle for Hunter. I had to main shotguns to get shotgun amp at the Pit.
IO L3 - second MK2 manufacture station, kerberos infestation helped push auto-calibration of AV2 rail rifle (wound with Denial, finish with rail, if something goes wrong Denial needs experience for the last level-up too). I may have made AV2 plasma shotgun here, I think it came with Critical 50 Rush 10. I might not have rerolled Rush 10 here, probably at another station? Normal plasma shotty I carried from IO L1 I dismantled, put Vampiric on this new plasma shotty.
IO Nexus - ammo station, health station. Used ammo station for gas grenades and cells, didn't use for shells because always at 250 shells at that point. Recapped for medusa biting me on IO L2.
Infernal Lock - this is where I took Whizkid 3, but was not sure whether I used it optimally. Put Sustain on AV2 plasma shotgun. Second chamber on plasma shotgun and focused shotgun would come later (I think?). I did notice focused shotgun is better at killing warlocks than Denial, and as of yet had doubts about whether this character is strong enough for Dante Inferno.
IO L6 - yet another manufacture station, I left this with two charges (always at 5 multitools sitting in my inventory). I don't remember which tier it was, but it must have had rerolling still, I may have rerolled something once (perhaps to have Calibrated 2 on plasma shotgun instead of something else, and then there was nothing left to reroll). There was also Storage room here, if I am not mistaken.
Gateway, fighting Ancient: used all four shots from Denial, then threw a gas grenade (since sitting at 3 and another found on this level), switched to Autoloader focused shotgun and used that afterwards. Yes, I took a break to think through that one and it was the plan - a good plan that worked. Focused shotgun was not then Second Chambered still, I think, but this was unusually an easy-peasy fight, especially considering that I had no movement speed bonuses.

In complete defiance of usual game progression, my strength grew in Dante. By Dante Station L2, my plasma shotgun was Second Chambered, and before analyzing the performance, I concluded it is the best weapon to go through Dante Inferno, despite lacking Autoloader, since it has guaranteed crits due to Critical 50, my SoG ranks, highest damage per shot when reloading not taken into account. This was correct assessment, and my balance after going through Dante Inferno was -75 cells, health down from 106 to 71 (plasma shotgun was vampiric), -2 multitools (I made sure to keep armor healthy). No gas grenades or healing items used except at reward island (past all enemies) where I spent a large medkit and got ancient salve instead. The remaining charges of Dante station were spent on max health increase. I actually have screenshots for entering Dante Inferno and staying on the reward island before all opened chests (they are already posted on Discord, here they would never finish uploading). This was the cheesiest Dante Inferno performance of all games I played. My plasma shotgun could two-shot archwarlocks from optimal range, and for its astounding performance, it was the weapon that received final slot extension and Hallowed perk at the reward island. It turns out this upgrade may have made rail rifle almost obsolete as anti-guardian weapon (and I remember I had doubts whether to put Sustain on rail rifle or plasma shotgun before, I have chosen wisely to put it on plasma shotgun).

Dante L3,L4 continued in similar fashion of being overpowered, not needing gas grenades, much healing, etc. The change was maining plasma shotgun instead of Denial from now on. Still used rail rifle on demonic guardian bots, but sometimes was caught using plasma shotgun on other enemies and yet it would wipe them. I also camped a lot (which would not have been a respawn-friendly strat) to try to have openining shot on them at max aim with rail rifle whenever possible. Only on boss fight I blew through my healing resources, and was dangerously close to dying (but I forgot to use gas grenades more often and thus was taking hits from boss in the open; ended only using 2 gas grenades). Still victorious, but yes I admit I don't know in general how to properly fight last two game bosses.

Other thing of note was taking another rank in Sustained Fire in the mid of Dante Inferno, due to concluding that whatever protracted fights plasma shotty may enter, they probably need that second rank. I think it was second, I am surprised I have three. Overall, it seems being heavily armored does help to fight more confidently (though I dismissed Exosuit reward at Dante Inferno, as it would not have my Meshed and Acid immunities nor Critical 10).

Vigilant, level 18 Technician,
defeated the Harbinger against all odds.

He survived for 23646 turns.
The run time was 3h 17m 21s.
World seed was 70971.
He scored 7741 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!

CALLISTO L2 -> Mimir Habitat L1
Mimir Habitat L1 - Lockdown
Mimir Habitat L3 - Low Power
Mimir Habitat L3 -> MDF Central
MDF Central - Cleared!
CALLISTO L6 - The Hunt
Europa Concourse - Lockdown
EUROPA L5 -> The Pit
The Pit - found Denial
The Pit - Cleared!
IO L3 - Infestation
IO L5 -> Infernal Lock
Infernal Lock - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found Exosuit
Dante Station L3 - Exalted Summons

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels

He killed 811 out of 811 enemies.

 55 former grunts           6  security sentries
 3  corrupted grunts        6  military sentries
 1  former CRI grunt        6  CalSec bots
 4  former grenadiers       6  security bots
 5  corrupted grenadiers    4  military bots
 2  former CRI  grenadiers  3  guardian bots
 21 former soldiers         13 reavers
 24 corrupted soldiers      28 cryoreavers
 5  former CRI soldiers     20 toxic reavers
 11 former sergeants        22 archreavers
 6  corrupted sergeants     19 kerberi
 1  former CRI sergeant     18 cyberi
 21 former guards           11 cryoberi
 6  corrupted guards        10 toxiberi
 1  former commando         19 medusae
 13 corrupted commandoes    6  archmedusae
 2  former CRI commandoes   18 ravagers
 2  CRI commandoes          10 armored ravagers
 3  former heavies          8  siege ravagers
 3  corrupted heavies       10 plasma ravagers
 4  former CRI heavies      19 CRI marines
 8  fanatics                9  CRI bots
 15 security drones         25 guardians
 2  combat drones           10 frost guardians
 2  military drones         5  sentinels
 78 fiends                  13 warlocks
 9  fire fiends             12 archwarlocks
 15 ice fiends              3  watchers
 9  toxic fiends            3  cryowatchers
 24 CalSec sentries         13 MDF sentries

Traits
  Whizkid L3
  Cover Master L1
  Son of a Gun L3
  Sustained fire L3
  Hoarder L1
  Headshot L1
  Scavenger L1
  Sysop L2
  FIREANGEL L2

Trait order
  Cov->SF->Whk->Sys->MFA->Whk->Hor->Scv->
  MFA->Sys->SoG->Whk->SoG->SoG->SF->SF->
  Hsh

Equipment
  Slot #1 : AV2 rail rifle +PA
   * Critical 25
   * Fresh Mag 8
   * Hunter 4
   * Auto-calibrated
   * Balanced 2
   * Scope

  Slot #2 : Denial
   * Slowdown

  Slot #3 : AV2 plasma shotgun HBSV
   * Hallowed
   * Calibrated 2
   * Second chamber
   * Sustain
   * Vampiric 3
   * Critical 50
   * Slowdown

  Slot #4 : MDF 12ga focused shotgun +B
   * Second chamber
   * Auto-calibrated
   * Mimir Defence Force
   * Autoloader
   * Focused
   * Slowdown

  Body : combat armor P3BA
   * Carrier
   * Critical 10
   * Durable
   * Acid shield
   * Meshed

  Head : marine helmet PB2A2
   * Crit Enhancer 25
   * Health Monitor
   * Durable
   * Critical 10
   * Long-range tracking

  Utility : AV3 shotgun AMP
   * Shotgun shred capacitor
   * Shotgun crit system

  Relic : toxic fiend's fang
   * Toxic aura


Permanents
  Medusa's Curse
  CRI backpack

Inventory
  energy cell (x100)
  energy cell (x100)
  energy cell (x68)
  12ga shell (x50)
  12ga shell (x50)
  12ga shell (x50)
  gas grenade (x3)
  gas grenade (x1)
  CRI phase kit (x1)
  multitool (x5)
  stimpack (x2)
Logged
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