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Messages - Asbadagba

Pages: [1] 2
1
video:
https://www.youtube.com/watch?v=9RpFjx9_jTA

omega wanted me to do ArchAoHu 100% after the shotgun falloff nerf,
well here it is, but doing it on htnr again would be boring, so this time it's hurt me plenty!

I don't really have much to say about this one, I did do a detailed write up on my archaohu 100% on hntr video, so check the description on that one if you wanna try it yourself.
doing it on HMP is harder obviously, but all the strategic decisions are the same

https://www.youtube.com/watch?v=DclcKIi9hIQ

https://forum.chaosforge.org/index.php/topic,9338.msg71702

the only that really changes on HMP is anomaly,
instead of rocket jumping backwards, you wanna rocket jump forward since there are cacos on both sides now,
but beyond that the game plays out pretty much the same as on hntr

there are a few things I got wrong in the write up of my first vid though:

if you get the acid proof boots, then you can still definitely win
it's also a nice combo if you get central processing, since the acid proof boots completely counter the annoying acid walking you have to do normally
still, if you want the best odds of success, I'd recommend restarting for a phaseshift or ballistic vest

going to chained court is probably a bad idea, since the bruiser brothers are best fought with a rocket launcher
even if you get lucky with a ballistic vest, the bruis-ario and bruigi can whoop your ass regardless, you really wanna be using a rocket launcher on them instead and if that doesn't kill them, then finish them off with cornershots
granted you can find a rocket launcher randomly, but if you're betting on that why not just do hell's arena?
the chainsaw won't really help with much besides maybe killing cyb or the spidermaster if you get lucky with an invuln right before the stairs
You'll probably find some other weapons that can do just as much damage by that point anyway

and most importantly, if you get the containment area, you should absolutely go there for the guaranteed missile launcher
one of the recent patches made it so the missile launcher allows rocket jumping, making it an actual upgrade to the rocket launcher unlike before
it also comes with +10 accuracy, which lets you consistently hit things at the edge of your vision without any levels in eagle eye,
quite relevant for the cyberdemon if you intend to fight him the hard way
(preferably with a fireproof red armor and a radsuit to knock his rockets down to 1 damage)

the starting area is easy, it's just imps and pinkies; you also don't have to do the ambush, allowing you to maintain your kill count
Just don't go for the backpack; even with a phase device, killing all those barons may be possible, but it's very sketchy

everything else I said still applies though

oh, also I think this is possible on UV, but it's very luck based with how full of deadly enemies the floors are
(my best run in UV was early deimos if I recall)

mortem:
Spoiler (click to show/hide)

2
video:
https://www.youtube.com/watch?v=qRuVImxcxFE

Angel of marksmanship = You're only allowed to use pistols
Angel of red alert = every floor has a nuke, set to detonate in 5 ingame minutes

difficulty: platinum

attempts: 1 (+6, i lost the footage for my first attempt)
skill: 40/100
luck: 25/100

and now we're back to v0.10.8...
why? well this run was recorded before the new patch
in fact I've actually beaten more than half of these,
I've just been too lazy to do write ups for them hehe
(I mean, can you blame me? a lot of these are pretty repetitive...)

but anyway, this combo isn't hard, I'd say it's platinum levels of difficulty
the early game is more annoying than usual, since you have to make a rush for the stairs
and pistols aren't very good at pushing, as they have no crowd control and scout pistols aren't tanky enough to laugh off damage like melee/survivalist can
so you will miss out on some kills in phobos, but once you get to deimos it just turns into a regular aomr game pretty much
(I guess if you're not playing scout this could bump itself up to diamond, but note that I'm ranking these based on just beating the combo)

build order:

SoG, SoG, SoG, EE, HR, Int, HR, DM, DG, MGK, Fin, SoG, SoG, Fin, WK, HR,

after my usual pistol opener, I get a level in HR (gotta be fast in aora),
then I get int1, since powerup chaining is important in aora,
and then the rest is a typical gun kata build, not much to else to note here

mortem:
Spoiler (click to show/hide)

3
video:
https://www.youtube.com/watch?v=WJ__Gepx17k

Angel of marksmanship = You're only allowed to use pistols
Angel of purity = non-portable powerups don't work

difficulty: low diamond (but bordering platinum)

attempts: 4 (+5, i lost the footage for my first attempt)
skill: 42/100
luck: 35/100

Not sure where to rank this one in terms of difficulty, I do think that aop is generally harder than aoi (there are scenarios where aoi is harder), but I'm not sure if it's enough to bump it into low diamond, I guess I'll call it low diamond for now
(I'm gonna do a list with every combo when I'm done with these, so I'll have to decide sooner or later)
you also can't just invuln rush in aop (I'd love to do that for aob+aop...), but aomr isn't hard enough to where you have to

Oh also, this was done in the latest patch, v0.10.9, which introduces some important nerfs that made v0.10.8 easy:

- Nightmare no longer has a 1.2x XP multiplier
- shotguns have had their falloff nerfed, after it got buffed by accident
- collecting 2 of the same powerup will no longer extend the duration, it will now refresh it instead

these have pushed speedrunner angelic and uac angelic back into "demonic" levels of difficulty,
although as far as an aomr + aop run is concerned, only the first one has an effect here

build order:

SoG, SoG, SoG, EE, Int, Int, HR, HR, DM, Fin, Fin, SoG, SoG,

for the build, I open with sog3 and ee as I do in all my pistol builds,
but then go straight to int2, since aop forces you to trade health with enemies early on and since my only source of health are medikits (which often times get taken and used by the enemies), you can easily run out of health if you're not careful, so int2 lets me get around that
then it's hr into dodgemaster for the cyb
and would've gone whizkid again, but I need to get sog4 and sog5 first when I hit level 12; the xp nerf cut my build short there

mortem:
Spoiler (click to show/hide)

4
video:
https://www.youtube.com/watch?v=DclcKIi9hIQ

I was originally trying to do archaohu on UV with 100% kills and I actually managed to get all the way to deimos with that, but it's really tough...
So i downgraded to HNTR, just to see if all kills could be done in the first place

As far as I know ArchAoHu 100% hasn't been beaten before, but it's more annoying than difficult if anything
in fact I'm not sure if I'd even rank it at angelic in terms of difficulty, this is more of a diamond
(in the current version of the game at least)

nonetheless, I think it's a fine run that's definitely worthy of being posted!

for the builds, in theory most of them could work, since hntr isn't that bad, but personally I'd go with:

scout | hellrunner
The most generally applicable I'd say
Hellrunner is good in every situation, you can run away from most of your problems when you throw in scout's passive speed and tactical boots into the mix

tech | whizkid
also a great pick, you can assemble yourself some pretty gnarly equipment and in aohu you start with one of each modpack + 2 more tech mods if you're technician, so you're not gonna be short on options
I personally don't really like playing whizkid, so I went with S/hellrunner instead, but hey, you do you!

you'd think scout | intuition would also be good, but ehhhh
S/int is absolutely the best choice for everyman angelic, but the circumstances here are different
on HNTR there aren't that many enemies to warrant powerup chaining
and since were doing 100% kills, you're gonna spot all the powerups anyway,
intuition doesn't end up being much help here in the end

phobos:

you almost certainly wanna do hell's arena, it's pretty easy in hntr
and just like in regular aohu you'll get one of three exotic items as a reward for beating it:

phaseshift armor - an incredible +25% speed boost out of the box, great for extending overheal/powerups and just general mobility

ballistic vest - you can apply ballistic on it for a massive 90% resistance to all physical attacks,
it also has a 0% speed penalty, so you could slap an agility mod on it for a decent speed boost

and there's also the acid proof boots...
yeah, uh, just restart if you get the boots

alternatively, you could skip arena and go for the chained court
(doing both arena and the chained court is a pain in the ass, the unchained court is probably going to kill you, I wouldn't recommend it)
the chainsaw may help against the cyberdemon and it's also your best damage dealer while you're invuln; it's up to you whether you want it or not
I'd still go with arena though, that rocket launcher is gonna help a lot later on

the actual regular floors in phobos are pretty easy, I don't have much to say here, just keep cornershooting
(and if you get a pinky group, try to use the enviroment)

for anomaly:
the first ambush has two cacodemons, but both of them are on the east side of the room, so just rocket jump backwards and cornershoot from there
for the bruisers, you wanna start by firing a rocket into one of their tents and then you wanna bait them near walls so you can get some guaranteed rocket hits on them;
while also radar scanning them in between for some extra dps

deimos:

still fairly easy on HNTR, you will start encountering barons and revenants later, but the early floors aren't much different from phobos

I'd highly suggest doing hell's armory/deimos lab - there's a guaranteed shell box, two modpacks, a possible exotic/unique item
and best of all - you can maintain your kill count without waking the shamblers
If it's hell's armory and you have good plasma armor, hmm maybe you could try actually fighting the shambler, but on deimos lab? hell no

the cyberdemon is biggest challenge here, fighting him head on is sketchy and while you can get lucky with an invuln, there's no guarantee that'll happen

Some other ways of cheesing him (besides invulns):
if you have a chainsaw and a berserk, you can kill him relatively quickly and with minimal damage taken
(both phaseshift and the ballistic vest will work in this case)

if you have the ballistic vest, then you can turn it into a ballistic ballistic vest which will result in an armor with a whopping 90% melee resistance; if you have enough medikits you can shotgun him down at melee range

if you got lucky with a light amp, then you can use that to stay outside of his vision while you rocket the walls next to him
(the rocket launcher doesn't have the best accuracy, but remember - accuracy only applies if you're aiming at an enemy, you'll hit walls 100% of the time and if an enemy is close enough they'll take full damage anyway)

if you went whizkid you could probably make yourself some beefy enough armor to tank his rockets directly

also tip: the radsuit gives you +25% fire resistance, might be relevant if you don't have a fireproof red armor

Make no mistake though, you CAN beat him in a fair fight
I didn't get any of these things in this particular run, so that was my only option
And somehow, I came out of babel alive!

hell:

This is one of the few challenges where the late game is actually harder than the early game, since the game is expecting you to have a lot of traits by now
(and also it's expecting you to not get one-shot by the VMR gang)
this is HNTR though, the floors are quite empty, so you *probably* won't get a hot start where you'll get slaughtered
and also, you'll definitely have better gear by now, which will somewhat make up for the lack of traits...

I got an arachnotron cave which was pretty scary, but I did manage to pull through it,
aside from that it was mostly smooth sailing in hell
(you'll have to exercise caution whenever you see a Vile/Mancubus/Revenant though)

Oh and don't accidentally step into lava like I did in another run, that's an instant kill if you don't have fire resistant boots lol

the spidermaster would've been tricky, but in the current version the spidermaster doesn't seem to have the erratic movement that its known for, so as long as you can outspeed it (an A modded phaseshift can easily do so), then you can just keep circling around a pillar while you slowly shotgun away at it.

If you have a nuke then you can use that too, as long as you don't mind the partial win :P
(I don't think the nuke is necessary in the current version though)

if you're wondering about the other special floors:

toxin refinery - medical armor is near useless, not worth it
central processing - could be done for a guaranteed ballistic vest (if you didn't get one from arena)
phobos lab - maybe, but those pinkies can easily kill you if you're not careful
military base - the zombies can do a surprising amount of damage, but it could be done for a guaranteed combat shotgun
^(and you'll have the mods to turn it into a tactical shotgun immediately)

the wall - ehhhhhhhhhhh, maybe, I don't think the backpack is worth it though; missile launcher also isn't much better than a regular RL
containment area - the ambush is probably gonna kill you...
city of skulls - quite beatable, but the skulls aren't really gonna help you much (there aren't that many corpses on HNTR)
abyssal plains - you'll probably die, and again, the reward isn't worth it imo
halls of carnage - if you have a homing phase, you could get yourself a bfg, but you'll still have to do some fighting if you wanna maintain 100% kills, is that worth the bfg?
spider's lair - could be considered if you get an invuln right before it, but otherwise hell no

the vaults - you're gonna fail the kill count (and if you phase into the middle vault you're gonna die)
house of pain - all the rooms are filled with lethal enemies and in return you'll get a CHANCE to get some exotics/uniques? ayayai...
unholy cathedral - if you have a chainsaw and a hatred skull and some really beefy melee armor, um maybe? the spear/scythe won't be of much use at this point though
the mortuary  - well, there is a guaranteed nuke here, yes... but good luck full clearing this bad boy
limbo - see the above
lava pits and mt erebus - if you don't have lava boots, then the lava elemental is probably gonna kick your ass; the reward isn't worth it either

mortem:
Spoiler (click to show/hide)

5
video:
https://www.youtube.com/watch?v=WLMTBtTq0Fk

Angel of marksmanship = You're only allowed to use pistols
Angel of impatience = portable items (medikits, phase devices, etc.) are no longer portable

difficulty: platinum

attempts: 3 (+11, i lost the footage for my first attempt)
skill: 40/100
luck: 30/100

I know I considered aob+aoi to be a tough combo, but the challenge there came from aob and the anti-synergy it has with aoi, not so much from aoi itself
so I'm still going with platinum for the difficulty rating, if there was a kill req on top of it or something, then it could be a diamond
(although I guess I accidentally bumped it up to diamond by going tech, since eagerness diamond is aoi on n! as tech)

build order:

SoG, SoG, SoG, EE, HR, HR, WK, WK, MSc, DM, EE, SoG, SoG, Int, Int,

As mentioned earlier, this is not that hard of a combo so anything can work really, you don't need to optimize your build
for aoi specifically I prefer going either sog into int2 on scout and play it like it's a proper no hit challenge, or by just going survivalist and tanking
My first win was the former, but I lost the footage for it, so I had to do it again...
This time I went with scavenger on tech, I don't really like going doohickey techno man for aoi, but eh why not, it's something different
also funny thing about scavenger, you can actually circumvent aoi's restriction a little bit - when you scavenge, the modpack will still go into your inventory
(unless you find a hellwave pack like i did, can't scavenge that thing since it just activates itself immediately)

anyway, I did my usual pistol opener : sog3, ee, hellrunner
then I deviated to whizkid in order to get scavenger
dodgemaster for the cyberdemon and then I wanted to get int2, but I hit level 12, so I had to go for sog5 first

mortem:
Spoiler (click to show/hide)

6
video:
https://www.youtube.com/watch?v=eL6eP5u_RiI

Angel of marksmanship = You're only allowed to use pistols
Angel of light travel = Your inventory is limited to 5 slots, but you get a +20% universal speed boost

difficulty: (low?) platinum

attempts: 2
skill: 40/100
luck: 18/100

Well this is an easy combo, the easiest so far in fact,
(Although I think some of the aomc ones later on might be even easier)
but I'd still rank it at a platinum though, since beating nightmare by itself is already a platinum level feat if you ask me.
aolt is arguably easier than the base game,
^(not sure if a gold player is gonna know how to use the speed buff though)
but aomr certainly isn't easier than the regular game, so it balances out

anyway though, this would be a pretty boring combo, so I spiced it up by going bullet dance, which is not only the worst mastery in the game right now, but it's also the least ammo efficient one too,
(which complicates things further when your inventory space is limited)

build order:

SoG, SoG, SoG, Fin, EE, Fin, WK, SoB, SoB, TH, DG, MBD, SoG, SoG, TaN,

unlike my standard N!/100% with bullet dance though, this time I delayed until level 12;
As I mentioned in that run's write up, the optimal strat for bullet dance is to delay it as much as possible
(well the best thing to do is to pick a different mastery, but let's just pretend I can't do that)
and then once you do get it, don't get any more levels in triggerhappy since it's just gonna make it worse
you're supposed to get a firing speed bonus for every level you have in triggerhappy, but this is broken currently, so more levels in TH are completely worthless

the rest of the build is pretty standard for pistols:
open with sog obviously, finesse for a further boost to your firing speed, at least 1 level of eagle eye and then whizkid
I'd go hellrunner and dodgemaster too, but bullet dance blocks that...

mortem:
Spoiler (click to show/hide)

7
video:
https://www.youtube.com/watch?v=k-ND2zAaCto

Angel of marksmanship = You're only allowed to use pistols
Angel of 100 = You have to beat 100 randomly generated floors in a row

difficulty: low diamond

attempts: 1 (first try!)
skill: 52/100
luck: 47/100

beating ao100 on n! is considered diamond and I do agree with that, as long as you're not invuln stairdiving,
so I'm going with low diamond for this;
(although me going for 100% kills certainly made things harder)
pistols are strong in the early game, but they start falling off hard later on with all the beefy nightmare enemy groups being spammed everywhere
Even with sog5 and sharpshooter, they take at least several shots to kill each
(I'd recommend keeping a blaster/energy pistol for the bullet resistant ones)

build order:

SoG, SoG, SoG, EE, EE, EE, MSs, HR, WK, Int, Int, SoG, SoG, WK, HR, HR, Fin, Fin, Fin, Rel, WK, DM, Jug, EE, Iro

I went with sharpshooter for this, ammo can be a pain in ao100's late game (if you don't find a nano mod or a blaster), so I figured it would be the best bet
I rushed straight for it, since there's no annoying special/boss floors that would force me to deviate
The only things I really wanted here were sog, sharpshooter, hr, fin and whizkid, the others were just filler traits...

Spoiler (click to show/hide)

8
video:
https://www.youtube.com/watch?v=DTCuOQauN4s

Angel of marksmanship = You're only allowed to use pistols
Angel of overconfidence = You start in hell 1 instead of Phobos 1

difficulty: platinum

attempts: 12 (+6, i had to redo it after losing the footage of the first win)
skill: 45/100
luck: 40/100

Just like with aomr+aocn, I think this is platinum since aooc isn't much different from aocn in terms of difficulty,
and I already went over this, but I believe beating aomr on n! is a platinum level feat in the current version, not a diamond like it was in pre-jhc versions.

Once again, the first floor is annoying since you're forced to play with sog1 and sog2 for a while and you're probably gonna run into groups of beefy enemies, so you'll need to get lucky with powerups.
But if you can make it through the dice roll, then it's just regular aomr once again...

I didn't do any of the specials though, all of them are really dangerous;
but I did get 100% kills at least

build order:

SoG, SoG, SoG, EE, HR, HR, TaN, TaN, Int, Fin, Fin,

I did my usual pistol build opener (sog3, ee1, hr2),
but I was struggling with health and armor, so I went with tough as nails next
gun kata is nice and all, but even a single pistol with sog3 is more than enough to deal with the hell floors,
so I deemed dualgunner and gun kata to be unnecessary.

then I got int and tried to go into whizkid, but the game had ended by this point

mortem:
Spoiler (click to show/hide)

9
video:
https://www.youtube.com/watch?v=Rju-FMfUdSU

Angel of marksmanship = You're only allowed to use pistols
Angel of confidence = You start in deimos 1 instead of Phobos 1

difficulty: platinum

attempts: 6
skill: 45/100
luck: 25/100

I know marksman diamond is beating aomr on n! and this is obviously on par with that, if not a bit harder,
but i think marksman diamond is too easy of a badge to be considered diamond in the first place
in pre-jhc versions pistols were so bad (in the early game) that beating aomr on n! was a diamond level feat,
but that's not the case anymore and marksman diamond badge is probably going to get an additional stipulation in v0.11 for this very reason
so I'm going with platinum in difficulty

the first ingame minute is annoying, but once you get sog3 it kinda just turns into regular aomr on n!
sog3 is plenty of firepower to handle most of the stuff that deimos and hell throw at you,
so being a lower level than usual doesn't really have much of an impact

I also beat the mortuary, which would've given me the reaper diamond badge if I didn't already have it

build order:

SoG, SoG, SoG, EE, HR, HR, DM, DG, MGK, Fin, Fin, SoG, SoG, WK,

as with any AoMr build, you wanna open with sog, since pistols are trash without it
after that I like going for at least 1 level of eagle eye (I'm not a fan of how (in)accurate pistols are)
then I went hr into dodgemaster, for the cyberdemon
after that I got dualgunner, I don't really like dualgunner personally, but I need it for gun kata
(I could've also skipped gun kata, as mentioned earlier sog3 with a stock pistol is plenty of firepower, but ehhh why not)
and lastly i went fin into whizkid, but by this point I hit level 12, so I had to deviate to sog4 and sog5 first

mortem:
Spoiler (click to show/hide)

10
video:
https://www.youtube.com/watch?v=xsxsZ06QUCg

Angel of berserk = You're only allowed to use melee weapons
Angel of darkness:

(-) your vision is reduced,
(-) you cannot see previously visited tiles
(-) map revealers and stair sense do not work
(-) enemy respawning is enabled (to no effect on nightmare! though)

(+) but xp is doubled

difficulty: platinum

attempts: 11
skill: 40/100
luck: 50/100

while the early game can be annoying from the reduced vision, the double xp makes you powerscale really hard after the first few floors

the thing about pure melee is that you're relatively weak at first,
but once you get your mastery (or around ~level 6 for masterless), the "early game" is over and you can start going ham without much consequence
(^this is also why i consider shotguns into melee the most fool proof way of beating the game)

if you go for a melee-tank build, then the later floors are going to become a cakewalk no matter what the game throws at you pretty much
and since angel of darkness doubles xp gain, you're going to make the oh-so brutal early aob on n! go by much quicker.
as such, I think I'll rate this one at platinum

(my first N! win years ago was actually with this exact angel combo of aob+aod and the overpowered v0.9.9.8 vampyre)
(i definitely would not rate my skill level at the time above platinum)

also this is one of the combos for cheesing the gargulec cross (if you don't mind the annoyance that is 100%'ing in angel of darkness)
if you are gonna go for the garg, you may also consider going nightmare instead of uv for this one
"uv is harder than n!" is a common opinion that I used to subscribe too,
but after doing the angelics... yeah, i don't really agree with that anymore in most cases
(there's still more enemies on n!, most special/boss floors are way harder, enemies are more accurate, bosses have more hp, early game is tougher, etc.)

build order:

Bru, Bru, Ber, Int, TaN, TaN, Bru, Bad, HR, HR, Fin, TaN, HR, Fin, WK, WK, Fin, Bru, Bru, Bad

i went bru bru ber into int, since levelling is faster and I'm gonna be relying on powerup chains instead of throwing knives
intuition still reveals powerups, not sure if that's intended or not (you'd think it wouldn't in aod since computer maps and stair sense don't work?)
i went masterless since i wanna tank up due to the reduced vision
and then after that it's just the usual suspects: hellrunner, finesse, whizkid, etc.
you get so many levels from the doubled xp, eventually there's more than you know what to do with

---

also that's it for the aob+X dual angels, or world 1 as i called it.
the last one is aob+aoms, but i already beat that as berserker angelic
and there's also aob+aop that i skipped since it turned out to be stupidly difficult, so i'll save that for last

mortem:
Spoiler (click to show/hide)

11
video:
https://www.youtube.com/watch?v=4Y3WeY1oRw8

Angel of berserk = You're only allowed to use melee weapons
Angel of red alert = every floor spawns with a nuke, set to detonate in 5 ingame minutes

aora on top of aob certainly makes the early game tougher,
since normally you wanna be playing phobos slowly due to how weak melee starts off
aora also disables stair sense, so you can't just stairdive as scout
(although in the current version, regular aob already has a 15 minute nuke in the form of the enrage timer)

though once you get to deimos you'll probably have hellrunner and so it's not much different from regular aob thereafter
albeit you still don't get scout's stairsense meaning you can't just invuln stairdive to the end willynilly
(unless you're playing marine in which case you won't have it anyway, but scout is the way to go for aora)

attempts: 29
skill: 50/100
luck: 66/100

difficulty: diamond

i think it's somewhere in the diamond range in terms of difficulty,
there's some luck involved in getting through phobos, but afterwards it's just regular aob basically
if there was a kill req it could be a high diamond, depending on how many kills you'd need
and if it had a really tight kill req it could maybe even pass as an angelic
but just winning with these two together isn't that tough

build order:

Bru, Bru, Ber, Bru, Int, HR, HR, MBm, Fin, Fin, WK,

i went blademaster (again), it's the obvious choice in a time sensitive challenge like angel of red alert

---

also you might notice i skipped one of the dualies, aob+aop
that combo turned out to be insanely luck based, like on par with the toughest angelics
so i'm gonna be skipping it for now, but i will return to it once i'm done with the rest

---

mortem:
Spoiler (click to show/hide)

12
video:
https://www.youtube.com/watch?v=dMJjL7wVgU8

Angel of berserk = You're only allowed to use melee weapons
Angel of impatience = portable items (medikits, phase devices, etc.) are no longer portable

attempts: 28
skill: 57/100
luck: 95/100

difficulty: high diamond, could pass as an angelic

this one is on par with aob+aoms (berserker angelic) in terms of silliness,
although i do think it's easier since you can (on average) heal yourself more than you would in aob+aoms
your heals are sporadic and they usually don't happen when you need them to, but they do happen more often than in aob+aoms

i hate aoi by the way, it's my least favorite angel by far
aob on n! is already a cirus in the early game, but combining it with aoi just amplifies the things i don't like about both of these angels
melee may not require ammo, but medikits are more or less melee's equivalent of ammo, so being starved of them just makes the run boil down to luck
also since you're playing melee only, when you do find a medikit/globe there's no guarantee you'll actually be able to get to it without one of the late game enemies blowing it up right in your face as you're about to grab it...

build order:

Bru, Bru, Int, Ber, HR, HR, Bru, MBm

I went with the same build I did in aob+aoms,
wherein you open with bru2 and then you go int into ber
the idea being, between level 3 and level 4 i'm going to be berserked from the chained court anyway
so i get int before ber in order to powerup chain more effectively
then after ber i get hr2 to extend the invulns

after level 7 it doesn't really matter what i get,
since at this point i'm likely going to be in the hell maps (which i'm gonna be diving in),
but i might as well finish off with blademaster for some extra firepower

mortem:
Spoiler (click to show/hide)

13
video:
https://www.youtube.com/watch?v=7SiPBxE9xGI

Angel of berserk = You're only allowed to use melee weapons
Angel of light travel = You're limited to 5 inventory slots, but you get a +20% universal speed boost

dualing with aolt makes the early game easier, though the late game becomes harder
but drl and especially aob on n! is harder in the early game, so it's a good deal

this is definitely easier than single angeling with aob for the most part

attempts: 12
skill: 40/100
luck: 47/100

difficulty: platinum (maybe low diamond?)

not sure whether to grade it at platinum or (very) low diamond, but it's easier than berserker diamond for sure
however it's not an automatic win, you still have to pay attention to how you clear floors and you can still get fucked over with hot starts, cacodemon vaults on phobos, etc.
the 5 inventory slots can also hurt in the mid/late game if you're having bad luck with powerups

and speaking of berserker diamond, this is one of the ways to sereg it
(the others being aob+aooc and aob+aod)

this combo can also be used to get the gargulec cross, although if you're gonna garg it up, then I suggest going uv instead of n!

build order:

Bru, Bru, Bru, Ber, HR, HR, MBm, Int, Fin, Fin, WK, HR, WK, Fin, Bru

I went bru3 into blademaster again,
but to be honest any of the melee masteries can work here since the lack of passive speed isn't a problem for marine/tech in aolt
(even mal blades can work if you wanna challenge yourself)

Spoiler (click to show/hide)

14
video:
https://www.youtube.com/watch?v=EjFmXWH1cWg

Angel of berserk = You're only allowed to use melee weapons
Angel of 100 = You have to play 100 randomly generated floors

attempts: 34
skill: 47/100
luck: 78/100

difficulty: mid diamond

I'll go with mid diamond for this
the early game is brutal, just like in regular aob on n!
and this time you can't just find invulns on floor 1 like in aocn/aooc,
you also don't get a guaranteed chainsaw from the chained court, in fact you might not find one at all and you'll be stuck with the dinky knife
but only the first ~15 floors are a challenge, the rest is easy once your build comes online, even 'mid diamond' might be overselling it a bit
(and especially so in the current version where you basically become permanently invuln if you're not full clearing floors)

playing carefully in the early game can work, but levelgen is probably gonna fuck you over on the next floors
so i opted to stairdive again, felt like a more time-efficient way to beat this

also i beat it under an hour, so i get the honorary sereg medal i guess
although i wouldn't count it, the current version allows for much quicker win times than what sereg played
(my centurial angelic was ~3 hours for example, which is wayyy faster than it would've been in pre-jhc versions)

build order:

Bru, Bru, Bru, Ber, Int, HR, HR, MBm, Fin, Fin, WK, HR, WK, Fin, Bru, Bru, DM, Jug, Int, EE

build wise, it's blademaster again, but i'm opening with bru3 instead of bru2 berserker,
the reason why is because I'm relying on throwing knives a lot and brute 3 definitely helps more with those than berserker does
(although note that thrown knives do still activate berserker, which can come into play)

and then later i go into whizkid, as you normally would,
although in ao100 it's important to go whizkid at some point since you'll need to beef up your gear for the later floors

attempts: 34
skill: 47/100
luck: 78/100

difficulty: mid diamond

playing carefully in the early game can work, but levelgen is probably gonna fuck you over on the next floors
so i opted to stairdive again, felt like a more time-efficient way to beat this

also i beat it under an hour, so i get the honorary sereg medal i guess
although i wouldn't count it, the current version allows for much quicker win times than what sereg played
(my centurial angelic was 3 hours for example, which is wayyy faster than it would've been in pre-jhc versions)

Spoiler (click to show/hide)

15
video:
https://www.youtube.com/watch?v=XrWUIQ5y7uw

Angel of berserk = You're only allowed to use melee weapons
Angel of Overconfidence = You start in Hell 1 instead of Phobos 1

Pretty much everything I said about aob+aocn applies to this combo too, except this one is easier since now you only have 7 floors to stairdive and the mastermind is weaker against melee than the cyberdemon is.

For some reason you start with no armor on this one?
and you start with a chainsaw equipped
(whereas in aob+aocn you get a chainsaw, but it's not equipped)

attempts: 3
skill: 25/100
luck: 70/100

difficulty: platinum

Going with platinum for this one, since it's even easier than AoB+AoCn, which I graded as low diamond

build order:

Bru, Bru, Ber, Int, Bru, HR, HR, MBm

I went with bru, bru, ber, int into blademaster again,
for the same reasons:

- blademaster is generally the best mastery for pure melee
- it's on scout, which makes stairdiving easier
- bru2 into berserker is also really good when you're fighting tough enemies at a low level

Int could also be considered opening with, so you can just find powerups immediately (you'll level up extremely quickly anyway)

mortem:
Spoiler (click to show/hide)

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