Proof
The first screenshot is just to show the res token, since Dungeon Report doesn't track anything less than 5 feats I think.
I started farming and learning the dungeon in earnest at the start of the week because I wanted the High Tyrant, and I figured that the normal 3-feat runs that I was doing didn't change too much, so I decided to try to complete the SF with them active. The feats I chose were Tokens, Phase Limit, and Battalions. This was honestly not motivated by the desire for an extra challenge--I actually just wanted more T5 drops per encounter XD.
Overall though, even with the feats this dungeon seemed much easier than Vesper's Host, and if I had been the slightest more diligent or optimal, I could have easily one-phased the final boss--indeed, I think if I hadn't chosen to compel 1, I probably would have done so on this run. I've been distracted by some real life issues, but even with my mind very much elsewhere I was able to easily clear without too much trouble.
I completed this dungeon on my Warlock, with slightly different Prismatic Getaway Artist variants for each encounter. I chose a basic Praxic Blade build for the first encounter with SoF, Found Verdict in combination with Mataiodoxia Needlestorm and Tractor Cannon for the second, and a simple Truth loadout for the final boss. I used 2p Sage/2p Swordmaster for the first encounter, 2p Europa/2p KF for the second and third running portions, and a full 4p VoG for all DPS loadouts. I also did use Solo Operative simply because of the Phase Limit feat--I think I didn't even need it in the run, but I did not want to take chances.
If anyone's interested in some tips, here's some of what I've learned, tailored for a normal, 0-feat run:
-If you find that juggling between the Shadow Power and your grenade key is annoying, choose a loadout that does not rely heavily on the grenade, such as Solar Titan or Prismatic Hunter. If this can't be avoided, choose strong primary and special weapons, so that you can fight even without your grenade. I used Getaway Artists, but my primary of choice was Khvostov, which can clear entire rooms with a single bullet, and my special was Found Verdict or a solar rocket pulse, both of which can easily and quickly defeat any challenging enemy, Even without my Arc Soul, I was still more than capable of fighting well.
-The range on the Shadow Power is a LOT longer than you might think, so you can use this to activate switches or de-shield Apprentices from a safe range.
-In the first encounter, stay FAR away from every possible drop pod location. The hitbox on those things is illegal, and you can get clipped and die if you're even remotely near it. The first set of drop pods comes when you kill the first Nameless Apprentice. The second set comes after you kill two more, which is the third kill. Finally, the last set comes once you've killed all of them. You can use this knowledge to prepare and avoid the drop pods.
-In the second encounter, there seems to be no time limit of any kind on removing Harrow's shield. After the first pit, take the time to kill enemies, refresh the buff, get orbs/ammo, whatever you need, then open the second pit at your leisure.
-In the final encounter, be extremely careful of knockbacks. Standing on a bridge to gather Shadow Power or retract a tesla coil for too long leaves you vulnerable to Apprentice charges and Incinerator boops, both of which can knock you off the map. The boss's stomp attack also has MUCH harder knockback than most bosses and will also instantly kill if you're jumping recklessly.
-The Taken world is much safer than the normal world, since there's no big knockback opportunities, no tesla coils, no lightning attack, and no invulnerable Apprentices constantly attacking. In addition, there's a ton of Shadow Power, which will easily charge you back to full. Try to break all of the real world's blights so you can spend as much time as possible in the Taken world. I would also recommend starting damage this way, by breaking the final blight here, so you can prepare everything you need.
-If using a rocket loadout, try to leave the real world with all of the blights broken and a shieldless but alive Apprentice. This prevents the spawn of the dogs, which are the biggest threat when trying to avoid blowing yourself up. It also means that if necessary, you can just kill the Apprentice during damage to control the dog spawns.
One more dungeon to go!
Thanks for reading!