- Feb 24, 2004
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Originally posted by FredOfErik on Jul 21, 2013:
Guardian Jules_Winnfield: MFing Singer
After finally making the last two items I needed to motivate myself to play this guy again, it's finally time for Jules' guardian thread.
Idea/History:
So why would you choose the least efficient barb build for MFing? First of all, I love the singer build. Playing is easy as hell but I never find it getting boring. He was one of my first HC chars and after deeding my two first guardians (a necro and a zon) I wanted a char that was a bit more durable. And what's safer than a singer? Not a lot. This guy was originally a part of a two man untwinked MP project. The other barb was played by Kitteh way back when he was called Virgait, and was named Vincent_Vega. We never got around to progressing through NM.
I then came across kesteg's Intangerine, and decided to try out MFing with the guy. Turns out a singer without enigma is not very efficient. This didn't keep me from playing him though - and it wasn't a total disaster, he actually ended up winning an MFO for me with what seems to be the second lowest a85 winning score ever. Still counts! He leveled from early 70s to 92 in the pits and found a lot of the items my somewhat HC wealth is build on. Today I then finally made enigma, rolled a playable map and brought him to 93. I love the safety of the char which is obviously essential in HC, and his effiency, while easily beaten by zerkers and the like, is acceptable to me. It all ended up on the idea of trying to create an "unkillable" char that can still maintain a decent level of effiency.
Stats:
Lvl: 93
HP (with BO): 5036
Mana (with BO): 738
WC dmg: 1136-1177
Resistances: 75/75/72/75
MF: 596 (619 on merc kill)
DR%: 18% (48% on "safety switch")
Skills:
1 Natural Resistance
1 Iron Skin
1 Increased Stamina
1 Increased Speed
20 War Cry
20 Battle Cry
20 Taunt
11 Howl (further points will go here)
20 Battle Orders
1 Battle Command
6 Find Item (20 after BC)
1 in all pre-reqs
Setup:
Hat: Shako (PTopaz)
Since I do not have any crazy circlets laying around, this was an obvious decision. I do have a 1.07 Shako, but I like the DR% from the 1.13 one more than the extra life on the 1.07. Also, I have other plans for the 1.07 one. Eventually I will probably want a circlet of some sorts, but I'm afraid that will be a long term project.
Armor: Enigma Mage Plate
No introduction needed.
Weapon 1: Wizzy (Ist)
Hitting the 105% fcr breakpoint is absolutely essential - as I'm trying to optimize MF as well, getting 50% from a single slot is great. This build relies heavily on merc kills anyways, so the loss of skill points from not using HotO isn't too bad. resistances and mana are just gravy.
Off-hand 1: Crystal Sword (Ist+Ist+Ist+Ist+Ist+Ist)
MF. Other options could've been something with more fcr like HotO or Spirit, but for this particular set-up and with my weapon switch having all the fcr you need from other slots is nice. Further, 180% MF. Nice.
Weapon 2: Wizzy
This is my "safety switch" for particularly nasty boss packs. I will probably put a shimmering jewel in this eventually.
Off-hand 2: Stormshield (Hel)
So, during all the pit-running this guy has done I found that two things, and only in certain combinations of nasty boss-packs, can actually pose a threat to anything with ~5k life and mass stun/CC. First of all, double/triple archer packs with nasty physical dmg combos. I remember running into a triple pack with cursed, might, fana, and extra strong. Only serious NDE this guy ever had, and one of the only times I actually S/E'd. Having SS on switch (30% DR) allows me to deal with pretty much any physical dmg nastyness. The second thing is CE/LE, FE/LE, CE/LE/FE enhanced packs - in particular in combination with conviction aura. I do not know the exact mechanics, but that stuff hurts when you're standing right next to them stunning at 105% fcr. Added res from SS helps.
I do not use this switch too much but being able to instantly gain a lot of added safety with only the cost of MF is really nice.
Belt: Arach
Again, no fcr from helm, makes me need it from elsewhere. +1 skill is always nice.
Gloves: Trang Oul's Claws
Fcr. Resistances is a nice addition. Eventually, if I find a nice circlet or craft a better amulet, these will be switched with chancies.
Boots: War Travs
MF. I really need a better roll though.
Amulet: Doom Scarab
+2 Barb Skills, 7% fcr, 45 life, 4% regen mana, 5 life replenish, 19 MF, 19 mana.
I do have a +2 barb/18% fcr ammy laying around, but it's pretty much plain and since my MF/fcr rings all suck hard, I wouldn't gain enough to make it worth switching. I will keep looking for an upgrade though.
Ring 1: Shadow Master
10% fcr, 19 str, 7% LR, 26% PR, 6 MF.
Best fcr/MF ring I have.
Ring 2: Nagelring
More MF.
Inventory
Cube, ID Tome, 6 Skillers, Gheed's and the rest of the slots filled with MF SCs with a combination of mana/resistance prefixes.
Mercenary: Prayer
Still using a Prayer merc, since I forgot to get a new one before rolling my map again. Will change him to Might, since this build is as mentioned heavily based on merc dmg. He's currently wielding Insight (lvl 17 Meditation aura absolutely necessary), Treachery, Andy's Visage. Once I get one, I will reroll and insight in a 1.07 base. Might also change armor/helm, but haven't given it much thought yet. Would be nice with a source of CBF.
Readouts:
Strategy:
As mentioned, playing this guy isn't too hard. I basically tele on top of the boss pack, spam WC and let the merc help me kill the boss. Then hork. Rinse and repeat.
I've started to use howl quite a lot more aggresively than I've done so far. I find it helps in multiple ways - first of all it obviously makes the monster go away. No monsters, no danger. Second of all, it helps me isolate the boss which both makes it easier for me to telestomp him, in case I do not hit him in the first try, and it lowers the risk of the merc targetting random minions. I made a video of a run, that's pretty typical:
Run time in this video is pretty typical, although I have had runs as fast as 1.17. Also, as seen in the video bandicam+WC spamming isn't a great combo for my 5 year old Toshiba laptop.. Rolling for a better map will hopefully help me improve my times.
The general biggest problems (time wise) he occures is stone skin skellies, which do take a while to kill. Obviously this is a problem that a lot of other pit runners do not have. Further the only major disadvantage is his relatively slow kill speed, which is however a price that is paid for gaining great safety and relatively easy stacking of MF. After trying him out with tele, I am far from dissappointed and am looking forward to hopefully once again be competing in MFOs and the like - this time hopefully with better results.
TL;DR:
Singer is still awesome!
Guardian Jules_Winnfield: MFing Singer
After finally making the last two items I needed to motivate myself to play this guy again, it's finally time for Jules' guardian thread.
Idea/History:
So why would you choose the least efficient barb build for MFing? First of all, I love the singer build. Playing is easy as hell but I never find it getting boring. He was one of my first HC chars and after deeding my two first guardians (a necro and a zon) I wanted a char that was a bit more durable. And what's safer than a singer? Not a lot. This guy was originally a part of a two man untwinked MP project. The other barb was played by Kitteh way back when he was called Virgait, and was named Vincent_Vega. We never got around to progressing through NM.
I then came across kesteg's Intangerine, and decided to try out MFing with the guy. Turns out a singer without enigma is not very efficient. This didn't keep me from playing him though - and it wasn't a total disaster, he actually ended up winning an MFO for me with what seems to be the second lowest a85 winning score ever. Still counts! He leveled from early 70s to 92 in the pits and found a lot of the items my somewhat HC wealth is build on. Today I then finally made enigma, rolled a playable map and brought him to 93. I love the safety of the char which is obviously essential in HC, and his effiency, while easily beaten by zerkers and the like, is acceptable to me. It all ended up on the idea of trying to create an "unkillable" char that can still maintain a decent level of effiency.
Stats:
Lvl: 93
HP (with BO): 5036
Mana (with BO): 738
WC dmg: 1136-1177
Resistances: 75/75/72/75
MF: 596 (619 on merc kill)
DR%: 18% (48% on "safety switch")
Skills:
1 Natural Resistance
1 Iron Skin
1 Increased Stamina
1 Increased Speed
20 War Cry
20 Battle Cry
20 Taunt
11 Howl (further points will go here)
20 Battle Orders
1 Battle Command
6 Find Item (20 after BC)
1 in all pre-reqs
Setup:
Hat: Shako (PTopaz)
Since I do not have any crazy circlets laying around, this was an obvious decision. I do have a 1.07 Shako, but I like the DR% from the 1.13 one more than the extra life on the 1.07. Also, I have other plans for the 1.07 one. Eventually I will probably want a circlet of some sorts, but I'm afraid that will be a long term project.
Armor: Enigma Mage Plate
No introduction needed.
Weapon 1: Wizzy (Ist)
Hitting the 105% fcr breakpoint is absolutely essential - as I'm trying to optimize MF as well, getting 50% from a single slot is great. This build relies heavily on merc kills anyways, so the loss of skill points from not using HotO isn't too bad. resistances and mana are just gravy.
Off-hand 1: Crystal Sword (Ist+Ist+Ist+Ist+Ist+Ist)
MF. Other options could've been something with more fcr like HotO or Spirit, but for this particular set-up and with my weapon switch having all the fcr you need from other slots is nice. Further, 180% MF. Nice.
Weapon 2: Wizzy
This is my "safety switch" for particularly nasty boss packs. I will probably put a shimmering jewel in this eventually.
Off-hand 2: Stormshield (Hel)
So, during all the pit-running this guy has done I found that two things, and only in certain combinations of nasty boss-packs, can actually pose a threat to anything with ~5k life and mass stun/CC. First of all, double/triple archer packs with nasty physical dmg combos. I remember running into a triple pack with cursed, might, fana, and extra strong. Only serious NDE this guy ever had, and one of the only times I actually S/E'd. Having SS on switch (30% DR) allows me to deal with pretty much any physical dmg nastyness. The second thing is CE/LE, FE/LE, CE/LE/FE enhanced packs - in particular in combination with conviction aura. I do not know the exact mechanics, but that stuff hurts when you're standing right next to them stunning at 105% fcr. Added res from SS helps.
I do not use this switch too much but being able to instantly gain a lot of added safety with only the cost of MF is really nice.
Belt: Arach
Again, no fcr from helm, makes me need it from elsewhere. +1 skill is always nice.
Gloves: Trang Oul's Claws
Fcr. Resistances is a nice addition. Eventually, if I find a nice circlet or craft a better amulet, these will be switched with chancies.
Boots: War Travs
MF. I really need a better roll though.
Amulet: Doom Scarab
+2 Barb Skills, 7% fcr, 45 life, 4% regen mana, 5 life replenish, 19 MF, 19 mana.
I do have a +2 barb/18% fcr ammy laying around, but it's pretty much plain and since my MF/fcr rings all suck hard, I wouldn't gain enough to make it worth switching. I will keep looking for an upgrade though.
Ring 1: Shadow Master
10% fcr, 19 str, 7% LR, 26% PR, 6 MF.
Best fcr/MF ring I have.
Ring 2: Nagelring
More MF.
Inventory
Cube, ID Tome, 6 Skillers, Gheed's and the rest of the slots filled with MF SCs with a combination of mana/resistance prefixes.
Mercenary: Prayer
Still using a Prayer merc, since I forgot to get a new one before rolling my map again. Will change him to Might, since this build is as mentioned heavily based on merc dmg. He's currently wielding Insight (lvl 17 Meditation aura absolutely necessary), Treachery, Andy's Visage. Once I get one, I will reroll and insight in a 1.07 base. Might also change armor/helm, but haven't given it much thought yet. Would be nice with a source of CBF.
Readouts:
Code:
WizardspikeBone Knife
One Hand Damage: 23 - 49
Indestructible
Required Level: 61
Required Strength: 38
Required Dexterity: 75
Fingerprint: 0x329f18
Item Level: 88
Version: Expansion 1.10+
Indestructible
+50% Faster Cast Rate
Increase Maximum Mana 15%
+186 to Mana (Based on Character Level)
Regenerate Mana 15%
All Resistances +75
30% Better Chance of Getting Magic Items
1 Sockets (1 used)
Socketed: Ist Rune
Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items
Harlequin Crest
Shako
Defense: 120
Durability: 7 of 12
Required Level: 62
Required Strength: 50
Fingerprint: 0xdc2d3f6c
Item Level: 99
Version: Expansion 1.10+
+2 to All Skills
All Stats +2
+139 to Life (Based on Character Level)
+139 to Mana (Based on Character Level)
Damage Reduced by 10%
74% Better Chance of Getting Magic Items
1 Sockets (1 used)
Socketed: Perfect Topaz
Perfect Topaz
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 1 - 40 Lightning Damage
Armor: 24% Better Chance of Getting Magic Items
Shields: Lightning Resist +40%
Enigma
Mage Plate
JahIthBer
Defense: 988
Durability: 42 of 60
Required Level: 65
Required Strength: 55
Fingerprint: 0xde29e35f
Item Level: 88
Version: Expansion 1.10+
+2 to All Skills
+45% Faster Run/Walk
+1 to Teleport
+760 Defense
+69 to Strength (Based on Character Level)
Increase Maximum Life 5%
Damage Reduced by 8%
+14 Life after each Kill
15% Damage Taken Goes To Mana
93% Better Chance of Getting Magic Items (Based on Character Level)
3 Sockets (3 used)
Socketed: Jah Rune
Socketed: Ith Rune
Socketed: Ber Rune
Jah Rune
Required Level: 65
Version: Expansion 1.10+
Weapons: Ignore Target's Defense
Armor: Increase Maximum Life 5%
Shields: +50 to Life
Ith Rune
Required Level: 15
Version: Expansion 1.10+
Weapons: +9 to Maximum Damage
Armor: 15% Damage Taken Goes To Mana
Shields: 15% Damage Taken Goes To Mana
Ber Rune
Required Level: 63
Version: Expansion 1.10+
Weapons: 20% Chance of Crushing Blow
Armor: Damage Reduced by 8%
Shields: Damage Reduced by 8%
Doom Scarab
Amulet
Required Level: 89
Fingerprint: 0x32d61006
Item Level: 92
Version: Expansion 1.10+
+2 to Barbarian Skill Levels
+7% Faster Cast Rate
+45 to Life
Replenish Life +5
+19 to Mana
Regenerate Mana 4%
19% Better Chance of Getting Magic Items
Gemmed Crystal Sword
Crystal Sword
One Hand Damage: 5 - 15
Durability: 20 of 20
Required Level: 51
Required Strength: 43
Fingerprint: 0x4382cc3b
Item Level: 85
Version: Expansion 1.10+
180% Better Chance of Getting Magic Items
6 Sockets (6 used)
Socketed: Ist Rune
Socketed: Ist Rune
Socketed: Ist Rune
Socketed: Ist Rune
Socketed: Ist Rune
Socketed: Ist Rune
Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items
Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items
Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items
Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items
Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items
Ist Rune
Required Level: 51
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items
War Traveler
Battle Boots
Defense: 130
Durability: 44 of 48
Required Level: 42
Required Strength: 95
Fingerprint: 0x1c7e4a8e
Item Level: 75
Version: Expansion 1.10+
+25% Faster Run/Walk
Adds 15 - 25 Damage
+171% Enhanced Defense
+10 to Strength
+10 to Vitality
40% Slower Stamina Drain
Attacker Takes Damage of 5
44% Better Chance of Getting Magic Items
+30 Maximum Durability
Nagelring
Ring
Required Level: 7
Fingerprint: 0x222ad0e3
Item Level: 88
Version: Expansion 1.10+
+52 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
29% Better Chance of Getting Magic Items
Arachnid Mesh
Spiderweb Sash
Defense: 130
Durability: 6 of 12
Required Level: 80
Required Strength: 50
Fingerprint: 0x182f75ed
Item Level: 88
Version: Expansion 1.10+
+1 to All Skills
+20% Faster Cast Rate
Slows Target by 10%
+107% Enhanced Defense
Increase Maximum Mana 5%
Level 3 Venom (11/11 Charges)
Shadow Master
Ring
Required Level: 66
Fingerprint: 0xfb4811b4
Item Level: 85
Version: Expansion 1.10+
+10% Faster Cast Rate
+19 to Strength
Lightning Resist +7%
Poison Resist +26%
6% Better Chance of Getting Magic Items
Trang-Oul's Claws
Heavy Bracers
Defense: 74
Durability: 9 of 16
Required Level: 45
Required Strength: 58
Fingerprint: 0x981652da
Item Level: 85
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+20% Faster Cast Rate
+25% to Poison Skill Damage
+30 Defense
Cold Resist +30%
Wizardspike
Bone Knife
One Hand Damage: 23 - 49
Durability: 14 of 26
Required Level: 61
Required Strength: 38
Required Dexterity: 75
Fingerprint: 0xca15bf97
Item Level: 85
Version: Expansion 1.10+
Indestructible
+50% Faster Cast Rate
Increase Maximum Mana 15%
+186 to Mana (Based on Character Level)
Regenerate Mana 15%
All Resistances +75
Stormshield
Monarch
Defense: 492
Chance to Block: 47
Durability: 61 of 86
Required Level: 73
Required Strength: 133
Fingerprint: 0x2f9bfe84
Item Level: 88
Version: Expansion 1.10+
Indestructible
+35% Faster Block Rate
25% Increased Chance of Blocking
+348 Defense (Based on Character Level)
+30 to Strength
Cold Resist +60%
Lightning Resist +25%
Damage Reduced by 35%
Attacker Takes Lightning Damage of 10
Requirements -15%
1 Sockets (1 used)
Socketed: Hel Rune
Hel Rune
Version: Expansion 1.10+
Weapons: Requirements -20%
Armor: Requirements -15%
Shields: Requirements -15%
Gheed's Fortune
Grand Charm
Required Level: 62
Fingerprint: 0x1714f3d
Item Level: 88
Version: Expansion 1.10+
126% Extra Gold from Monsters
Reduces all Vendor Prices 14%
39% Better Chance of Getting Magic Items
Sounding Grand Charm of Frost
Grand Charm
Required Level: 42
Fingerprint: 0xd3d9bb03
Item Level: 80
Version: Expansion 1.10+
+1 to Warcry Skills (Barbarian Only)
Adds 1 - 2 Cold Damage Over 1 Secs (25 Frames)
Sounding Grand Charm of Craftmanship
Grand Charm
Required Level: 42
Fingerprint: 0x59bcff6f
Item Level: 80
Version: Expansion 1.10+
+1 to Warcry Skills (Barbarian Only)
+1 to Maximum Damage
Sounding Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0x5e279d23
Item Level: 80
Version: Expansion 1.10+
+1 to Warcry Skills (Barbarian Only)
Sounding Grand Charm of Venom
Grand Charm
Required Level: 42
Fingerprint: 0x4e2ff8ee
Item Level: 85
Version: Expansion 1.10+
+1 to Warcry Skills (Barbarian Only)
Adds 15 Poison Damage Over 4 Secs (100 Frames)
Sounding Grand Charm of Strength
Grand Charm
Required Level: 42
Fingerprint: 0x7b7ea5b1
Item Level: 60
Version: Expansion 1.10+
+1 to Warcry Skills (Barbarian Only)
+4 to Strength
Sounding Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0xcec1bb0a
Item Level: 80
Version: Expansion 1.10+
+1 to Warcry Skills (Barbarian Only)
+37 to Life
Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xdb6f63f9
Item Level: 80
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items
Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xbc4a8ca4
Item Level: 80
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items
Snake's Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x982ec8be
Item Level: 80
Version: Expansion 1.10+
+8 to Mana
6% Better Chance of Getting Magic Items
Ruby Small Charm of Fortune
Small Charm
Required Level: 32
Fingerprint: 0x868c793c
Item Level: 85
Version: Expansion 1.10+
Fire Resist +10%
5% Better Chance of Getting Magic Items
Ruby Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x29f57096
Item Level: 80
Version: Expansion 1.10+
Fire Resist +10%
6% Better Chance of Getting Magic Items
Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xbbd54973
Item Level: 80
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items
Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x44f53c50
Item Level: 88
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items
Coral Small Charm of Fortune
Small Charm
Required Level: 20
Fingerprint: 0x24ba295e
Item Level: 99
Version: Expansion 1.10+
Lightning Resist +8%
5% Better Chance of Getting Magic Items
Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x65a7bbf5
Item Level: 80
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items
Serpent's Small Charm of Good Luck
Small Charm
Required Level: 40
Fingerprint: 0xa34fad45
Item Level: 80
Version: Expansion 1.10+
+16 to Mana
7% Better Chance of Getting Magic Items
Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x5da30615
Item Level: 80
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items
Serpent's Small Charm of Fortune
Small Charm
Required Level: 40
Fingerprint: 0x209955ff
Item Level: 80
Version: Expansion 1.10+
+17 to Mana
5% Better Chance of Getting Magic Items
Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xb43a6a42
Item Level: 81
Version: Expansion 1.10+
7% Better Chance of Getting Magic Items
Strategy:
As mentioned, playing this guy isn't too hard. I basically tele on top of the boss pack, spam WC and let the merc help me kill the boss. Then hork. Rinse and repeat.
I've started to use howl quite a lot more aggresively than I've done so far. I find it helps in multiple ways - first of all it obviously makes the monster go away. No monsters, no danger. Second of all, it helps me isolate the boss which both makes it easier for me to telestomp him, in case I do not hit him in the first try, and it lowers the risk of the merc targetting random minions. I made a video of a run, that's pretty typical:
Run time in this video is pretty typical, although I have had runs as fast as 1.17. Also, as seen in the video bandicam+WC spamming isn't a great combo for my 5 year old Toshiba laptop.. Rolling for a better map will hopefully help me improve my times.
The general biggest problems (time wise) he occures is stone skin skellies, which do take a while to kill. Obviously this is a problem that a lot of other pit runners do not have. Further the only major disadvantage is his relatively slow kill speed, which is however a price that is paid for gaining great safety and relatively easy stacking of MF. After trying him out with tele, I am far from dissappointed and am looking forward to hopefully once again be competing in MFOs and the like - this time hopefully with better results.
TL;DR:
Singer is still awesome!
Last edited: