What to pair with Claws?


AllYourBase

 

Posted

Thanks for the replies, everyone. I'll give /Invul a try. I haven't played it since it got that big nerf so long ago. Any tips on how to build? This looks like it's going to be hard to fit everything in.


"If this is to be our end, then I would have them make such an end, as to be worthy of remembrance."
In-game at @AYB
Check it out: http://youtu.be/gAJlQ6o8p9g

 

Posted

Figuring in you want to tank, I thought to add Taunt and pull the ranged attack (Focus). I also added Unstoppable, which I don't have in my Inv/SS tank build, but may be needed for a scrapper.

I'm sure some of the folks here can take this and improve it, but it's a start for you.

Claws-Invul: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
------------
Level 1: Strike
(A) Kinetic Combat - Accuracy/Damage
(3) Kinetic Combat - Damage/Endurance
(3) Kinetic Combat - Damage/Recharge
(17) Kinetic Combat - Damage/Endurance/Recharge
(31) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(31) Focused Smite - Accuracy/Endurance/Recharge

Level 1: Resist Physical Damage
(A) Steadfast Protection - Resistance/+Def 3%
(7) Reactive Armor - Resistance
(7) Reactive Armor - Resistance/Endurance
(11) Reactive Armor - Resistance/Recharge
(11) Reactive Armor - Resistance/Endurance/Recharge

Level 2: Temp Invulnerability
(A) Reactive Armor - Resistance
(13) Reactive Armor - Resistance/Endurance
(13) Reactive Armor - Resistance/Recharge
(50) Reactive Armor - Resistance/Endurance/Recharge

Level 4: Slash
(A) Kinetic Combat - Accuracy/Damage
(5) Kinetic Combat - Damage/Endurance
(5) Kinetic Combat - Damage/Recharge
(17) Kinetic Combat - Damage/Endurance/Recharge
(34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(36) Focused Smite - Accuracy/Endurance/Recharge

Level 6: Hurdle
(A) Jumping IO

Level 8: Spin
(A) Obliteration - Chance for Smashing Damage
(9) Obliteration - Accuracy/Damage/Endurance/Recharge
(9) Obliteration - Damage
(15) Obliteration - Accuracy/Recharge
(15) Obliteration - Damage/Recharge
(37) Obliteration - Accuracy/Damage/Recharge

Level 10: Dull Pain
(A) Numina's Convalescence - Heal/Recharge
(39) Doctored Wounds - Heal/Recharge
(40) Miracle - Heal/Recharge
(40) Harmonized Healing - Heal/Recharge

Level 12: Hasten
(A) Recharge Reduction IO
(25) Recharge Reduction IO
(48) Recharge Reduction IO

Level 14: Super Speed
(A) Empty

Level 16: Confront
(A) Mocking Beratement - Taunt
(43) Mocking Beratement - Taunt/Recharge
(46) Mocking Beratement - Taunt/Recharge/Range
(50) Mocking Beratement - Taunt/Range

Level 18: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(19) Numina's Convalescence - Heal
(19) Miracle - +Recovery
(21) Miracle - Heal

Level 20: Stamina
(A) Performance Shifter - Chance for +End
(21) Endurance Modification IO

Level 22: Follow Up
(A) Kinetic Combat - Accuracy/Damage
(23) Kinetic Combat - Damage/Endurance
(23) Kinetic Combat - Damage/Recharge
(25) Kinetic Combat - Damage/Endurance/Recharge
(40) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 24: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(45) Luck of the Gambler - Defense

Level 26: Unyielding
(A) Reactive Armor - Resistance
(27) Reactive Armor - Resistance/Endurance
(27) Reactive Armor - Resistance/Recharge
(39) Reactive Armor - Resistance/Endurance/Recharge

Level 28: Invincibility
(A) Luck of the Gambler - Recharge Speed
(29) Luck of the Gambler - Defense/Endurance
(29) Adjusted Targeting - To Hit Buff/Endurance

Level 30: Resist Elements
(A) Reactive Armor - Resistance
(31) Reactive Armor - Resistance/Endurance
(36) Reactive Armor - Resistance/Recharge
(46) Reactive Armor - Resistance/Endurance/Recharge

Level 32: Eviscerate
(A) Obliteration - Chance for Smashing Damage
(33) Obliteration - Accuracy/Damage/Endurance/Recharge
(33) Obliteration - Damage
(33) Obliteration - Accuracy/Recharge
(34) Obliteration - Damage/Recharge
(34) Obliteration - Accuracy/Damage/Recharge

Level 35: Tough Hide
(A) Luck of the Gambler - Recharge Speed
(36) Luck of the Gambler - Defense
(46) Luck of the Gambler - Defense/Endurance

Level 38: Resist Energies
(A) Reactive Armor - Resistance
(39) Reactive Armor - Resistance/Endurance
(45) Reactive Armor - Resistance/Recharge
(45) Reactive Armor - Resistance/Endurance/Recharge

Level 41: Shockwave
(A) Positron's Blast - Accuracy/Damage/Endurance
(42) Positron's Blast - Accuracy/Damage
(42) Positron's Blast - Damage/Endurance
(42) Positron's Blast - Damage/Recharge
(43) Positron's Blast - Damage/Range

Level 44: Conserve Power
(A) Recharge Reduction IO

Level 47: Physical Perfection
(A) Performance Shifter - Chance for +End
(48) Healing IO
(48) Healing IO

Level 49: Unstoppable
(A) Recharge Reduction IO
(50) Recharge Reduction IO

------------
Level 1: Brawl
(A) Kinetic Combat - Accuracy/Damage
(37) Kinetic Combat - Damage/Endurance
(37) Kinetic Combat - Damage/Recharge
(43) Kinetic Combat - Damage/Endurance/Recharge

Level 1: Sprint
(A) Empty

Level 2: Rest
(A) Empty

Level 1: Critical Hit
Level 6: Ninja Run

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Posted

Skipping Focus yea-NO. Skipping Focus is a terrible idea. Taking Focus at any level other than 18 is merely a bad idea. What I mean by this is that Focus is awesome. Take it. Love it. Whisper sweet nothings to it as it obliterates your enemies.


Other than that though, it looks OK. The general idea for /invuln is to stack up typed defence and recharge. Claws doesn't need much +rech to be awesome though. I'll put something something together later, as I seem to have lost my old Claws/Invuln build...


 

Posted

Quote:
Originally Posted by AllYourBase View Post
Thanks for the replies, everyone. I'll give /Invul a try. I haven't played it since it got that big nerf so long ago. Any tips on how to build? This looks like it's going to be hard to fit everything in.
It's nowhere close to optimized, but I likes it, so why don't you try this one out:


Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

SS-2: Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Swipe -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/Rchg(15), T'Death-Dam%(19)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(40), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-EndRdx(43), S'fstPrt-ResDam/Def+(45)
Level 2: Strike -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Dmg/EndRdx(15), T'Death-Acc/Dmg(19)
Level 4: Temp Invulnerability -- RctvArm-EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(42)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(25)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), Ksmt-ToHit+(50)
Level 12: Dull Pain -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Numna-Heal/Rchg(37), Mrcl-Heal/EndRdx/Rchg(37), Mrcl-Heal/Rchg(43)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Unyielding -- RctvArm-EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/EndRdx(42)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(39)
Level 22: Follow Up -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx(34), GSFC-Rchg/EndRdx(39)
Level 24: Boxing -- Empty(A)
Level 26: Focus -- Decim-Acc/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(40)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(31)
Level 30: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-EndRdx/Rchg(31), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam(43)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(45)
Level 38: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(46), RctvArm-EndRdx/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 41: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-Psi/Status(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run



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Posted

These builds look very nice. Much better than what I was coming up with. If it helps, I no longer pick up travel powers until the 20s or later (if at all). I find I can get by just fine with Swift+Sprint+Ninja Run and occasional use of the temporary travel powers from the Safeguard missions. With the exception of Superspeed's prereq, Hasten (which I might try to pick up anyway), that should free up some powerslots.

Also, I'm considering picking up Provoke from the Presence pool. I know that's not as good as a native taunt, but it is AoE. My blaster friend has a habit of getting himself killed (I know, shocking, huh?) but my PB friend is quite sturdy regardless of what the rest of us do. Will that plus (or instead of) Confront be useful, or should I look elsewhere?

What is the current consensus on Aid Self? I know popular opinion often goes back and forth about this, and I've only ever picked it up on one other melee character (Elec/Shields Scrapper from long ago) but it seemed helpful. Since /Invuln is about evenly split between Resistance and Defense, would Aid Self be too difficult to use in combat when DP is down?


"If this is to be our end, then I would have them make such an end, as to be worthy of remembrance."
In-game at @AYB
Check it out: http://youtu.be/gAJlQ6o8p9g

 

Posted

I would vote for /Regen... first 50 and still play him tons.
/SR is ok for my stalker...

and when everyone else says /Invul as it's good for tanking.... surely a scrapper shouldn't be used as a tank in a group anyway, that's not how the archetype should be played.... leave tanking to tanks I say.

Scrappers are there to pick off the enemies on the edges of skirmishes, whilst the tank taunts them. Scrankers get more buddies killed than Scrappers doo, as they have an inferiority complex to Tankers.

Just my opinion..!


Main 50 & Badger Nine Claws Claws/Regen/Body

Other 50's Ph10x Brute Unjust Law Tanker Samantha Urai Scrapper Codename 1250 Scrapper
Cepheus
Defender Nilus Scrapper
Electro Field Blaster S.PONGE Tanker

 

Posted

The OP specified that he wanted to tank for his friends with this scrapper. Hence the /invuln recommendations.


 

Posted

Quote:
Originally Posted by SlyGuyMcFly View Post
Skipping Focus yea-NO. Skipping Focus is a terrible idea. Taking Focus at any level other than 18 is merely a bad idea. What I mean by this is that Focus is awesome. Take it. Love it. Whisper sweet nothings to it as it obliterates your enemies.
On my Claws/WP scrapper, I use Focus a lot. I don't "tank" with that scrapper though. She's built to stand next to a tank and lay down damage while the tank takes the beating.

However, I'm not sure Focus is as important the a "tanking" scrapper. Something had to go, so the single target ranged attack seemed to make more sense, considering Taunt is in there for ranged aggro control.


 

Posted

Quote:
Originally Posted by Nine_Claws View Post
and when everyone else says /Invul as it's good for tanking.... surely a scrapper shouldn't be used as a tank in a group anyway, that's not how the archetype should be played.... leave tanking to tanks I say.

Scrappers are there to pick off the enemies on the edges of skirmishes, whilst the tank taunts them. Scrankers get more buddies killed than Scrappers doo, as they have an inferiority complex to Tankers.
When I play with my friends, I routinely tank on my Scrappers or Brutes. I can get all the survivability and aggro control I need out of a properly-built Scrapper. I am not getting my friends killed. An actual Tank would therefore be overkill, and would simply represent a big loss of damage output.

As for how the archetype should be played, I've been playing since beta. I think I can decide for myself how to play my favorite archetype based on my own experience without being swayed by bumper sticker slogans and well-intentioned rules of thumb.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Nine_Claws View Post
I would vote for /Regen... first 50 and still play him tons.
/SR is ok for my stalker...

and when everyone else says /Invul as it's good for tanking.... surely a scrapper shouldn't be used as a tank in a group anyway, that's not how the archetype should be played.... leave tanking to tanks I say.

Scrappers are there to pick off the enemies on the edges of skirmishes, whilst the tank taunts them. Scrankers get more buddies killed than Scrappers doo, as they have an inferiority complex to Tankers.

Just my opinion..!
While, granted, a Tanker can do a better job holding aggro for a full group, I don't run with a full group. I run a 3-man (well, 2-man and a woman) SG, one of which is a Blaster, the other is a PB. We team regularly and up til now I've been running as a tank. I'm wanting to use a scrapper because I believe I can hold aggro just fine as such, but the added damage will help us to mow down mobs faster. If it doesn't work out, I can always switch back to my tank and be the anvil against which my teammates bash our foes.

I'd just rather be an anvil with claws. ;-)


"If this is to be our end, then I would have them make such an end, as to be worthy of remembrance."
In-game at @AYB
Check it out: http://youtu.be/gAJlQ6o8p9g

 

Posted

Quote:
Originally Posted by Werner View Post
When I play with my friends, I routinely tank on my Scrappers or Brutes. I can get all the survivability and aggro control I need out of a properly-built Scrapper. I am not getting my friends killed. An actual Tank would therefore be overkill, and would simply represent a big loss of damage output.

As for how the archetype should be played, I've been playing since beta. I think I can decide for myself how to play my favorite archetype based on my own experience without being swayed by bumper sticker slogans and well-intentioned rules of thumb.
I loved this post. It saved me from typing alot.


 

Posted

Quote:
Originally Posted by Gaidin View Post
I loved this post. It saved me from typing alot.
Agreed. Hell there's been many times were the tank takes a nose dive and I have to keep aggro on a 5-8 man team on my scrappers or brutes. It can be done, hell, can be done with /reg or /sr to, but /inv is better at it cause of the taunt aura.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

This makes me wish /SR would get evasion as a taunt aura....


 

Posted

Quote:
Originally Posted by tektronics View Post
This makes me wish /SR would get evasion as a taunt aura....
*wistful sigh*


 

Posted

My main is a bs/wp, and I tank most of the time. I have a claws/wp that is the highest level claws I have ever had. So much fun to play, solo or with my wifes def. Haven't teamed much with him yet.


 

Posted

As Gaidin says

/em WhistfulSigh


 

Posted

Quote:
Originally Posted by Werner View Post
When I play with my friends, I routinely tank on my Scrappers or Brutes. I can get all the survivability and aggro control I need out of a properly-built Scrapper. I am not getting my friends killed. An actual Tank would therefore be overkill, and would simply represent a big loss of damage output.

As for how the archetype should be played, I've been playing since beta. I think I can decide for myself how to play my favorite archetype based on my own experience without being swayed by bumper sticker slogans and well-intentioned rules of thumb.
You obviously didn't read the last line of my post that said..... "Just my Opinion!".

How anyone plays their scrapper is upto them, and yes scrappers can handle themselves on their own easily. I have no problem handling big mobs solo on any of my scrappers.

The point I was making was that tankers are best at tanking... especially in full teams. In smaller teams, Scrankers are just as effective as Tanks, and certainly have better damage output, as stated my someone else earlier.


Main 50 & Badger Nine Claws Claws/Regen/Body

Other 50's Ph10x Brute Unjust Law Tanker Samantha Urai Scrapper Codename 1250 Scrapper
Cepheus
Defender Nilus Scrapper
Electro Field Blaster S.PONGE Tanker