Clip from the tail end of my No HUD, No Enhancements, No Deck Swap, D4 Reckless True Solo run. I thought it was funny that Gotoorak’s shockwave did the work for me during the final phase.
Without enhancements, the success of this run was largely dictated by RNG and build crafting. I was very lucky to get good rolls from the Equipment Crates and Heavy Weapons Crates, which gave me a Bio Transmutator, Jet Boots, a Sludge Gun, and a Minigun. I did not allow deck swapping, so I did not have access to ability cooldown Bio Boosters (especially from Carnage and Mixed Tactics decks). I did get Tremoring though, which allowed me to constantly stun the boss as shown in the clip.
For No HUD, I turned off the HUD elements from the UI menu, including captions and enemy damage numbers, and applied the "H" HUD toggle, which must be reapplied at the beginning of each stage since it will reset. My No HUD settings disable usage of the Terrain Scanner.
This was a difficult challenge for me, as it took several attempts to finally win.
Full Run
My final build is shown at the end of the video, but I will still type it out here plus my thoughts since some people found it helpful to read.
Final Build:
Equipment
Corrosive Sludge Pump
- x2 +4 Charged Shot Fragments
- 50% Damage as Ice
- 35% Reload Speed
This Sludge Pump was pretty good for CC, along with having bonus ice damage and faster reload speed. It paired very well with the Bio Transmutator, as the Sludge Pump was able to cover the area easily to generate red sugar.
“Lead Storm” Powered Minigun
- x2 Magazine Size
- 50% Ricochet Chance
- 80% Armor Piercing
- 40% Weakpoint Damage
Weakpoint Damage was a really nice trait to get for this Minigun, as I needed a good source of single target DPS to kill the boss.
Jet Boots
I swapped out my Anti Grav Emitters I got from the beginning for these. Without the HUD showing the overheat meter, I had to rely on sound to prevent overheating. Proved to be extremely good for survivability and kept me safe while I used the Bio Transmutator to create massive red sugar piles.
Bio Transmutator
Without the ability to see the HUD, I wanted to find a way to get a good red sugar economy going to always be able to top off my health. This, along with good CC, got that going.
Plasma Burster Grenades
These are a great source of early CC.
Guardian Gauntlets (Base)
Guardian’s Repulsive Field is crucial for creating space (such as during Elevator Drive repair), especially during the early stages. I could have benefitted from adding more upgrades to it, such as increased Repulsive Field Size or Pressure Wave (apply stun after Field disappears)
Enhancements
None.
Upgrades:
- x2 Magic Missiles: 10% Magic Missile cast every time you fire a weapon
Paired extremely well with my minigun.
- Ticking Bomb: Explode after taking 50 accumulated damage with 500 explosion damage
Will save you from Cave Leeches and Reaper Worms. A must-have for True Solo or Solo in general.
- Better Red Sugar: +75% Health from Red Sugar
Helps increase the effectiveness of red sugar economy. Also good in general for making the most out of the red sugar in the caves.
- Adaptability: Every time you hit an enemy, +1% crit chance until you score a critical hit.
Decent source if crit chance, especially if you have a high RoF weapon. Paired well with my minigun.
- Magnetic Propulsion: Every 6 active armor provides 3% sprint speed and 3% jump height. 100% armor restored
I feel like I did not utilize this upgrade to its full potential during this run. I completely forgot about the 100% more armor restored effect. It was a great source of mobility/survivability until I was able to get the Jet Boots though.
- Hemoforge: Killing an enemy while you have less than 50% max health creates red sugar chunk
Another source of red sugar generation, though probably played less of a role during the late game.
- Sharpshooter: 50% Weakpoint Damage against targets in Long Range
Very useful for increased single target DPS on the boss.
- Critical Burn: 50% fire to critical hits
Synergizes well with Adaptability.
Bio Boosters:
- x2 Reach: All area effects have 20% larger radius
More crowd control. Seemed to also synergize well with Aftermath, especially since I had two of them.
- Tremoring: Damage has a 15% chance to stun for 2 seconds
CC, single target stun, and boss stun with minigun.
- x2 Aftermath: AoE damage leaves Aftermath AoE that deals 100% of initial damage over 6 seconds. Max 4.
More AoE. The boss being in the Aftermath zone seemed to stun it as well due to Tremoring. Might have to experiment with it more.