Post: Ultimate Borderlands 2 Thread: Loot Tables, Skins/heads/ Farming Methods ETC
07-28-2013, 03:33 AM #1
navyxseal
Do a barrel roll!
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It seems legendary guns drop from specific bosses now. Limited Edition strat guide has a lot of them listed. Using that I'm gonna try to compile a list here of where people have found what so you can get to farming.

None of these are %100 guaranteed to drop, or the only place they can drop. Usually killing the boss associated with a Legendary drop will yield results faster then another, but there's still that random luck factor.

Assault Rifles
Madhouse - Mad Dog, Lynchwood
Veruc - Mobley, The Dust
Hammer Buster - McNally
KerBlaster - Midge-mong, Southern Shelf
Shredifier - Bonehead 2.0, Arid Nexus

Pistols
Gub - Laney, The Fridge
Hornet - Knuckledragger, Southern Shelf
Maggie - Mick Zafod, The Dust (Side with Hodunks)
Thunderball Fists - Captain Flynt, Southern Shelf
Gunerang - Rakk Man, The Fridge
Unkempt Harold - Savage Lee?
Infinity - Doc Mercy
Logan's Gun - Wilhelm

Rocket Launcher
Badaboom - King Mong, Eridian Blight
Pyrophobia - Incinerator Clayton
Bunny - Chubby enemies
Nukem - Black Queen, The Dust
Mongol - Dukino's Mom, Lynchwood
Norfleet - Vermivouris the Invincible

Shotguns
Conferance Call - The Warrior
Striker - Old Slappy
Deliverance - Tumba, Wildlife Preserve
Flakker - The Warrior
Sledge's Shotgun - Smash Head, The Fridge

Sniper
Pitchfork - Terramorphous
Invader - Saturn
Skullmasher - Son of Mothrakk, Wildlife Preserve
Volcanoe - The Warrior
Longbow - Badass Creeper, Caustic Cavern
White Death/Lyudmila - Gettle, The Dust

SMG
Slagga - Hodunk, The Dust
Emperor - The Assassins, Southpaw Steam & Power
b**** - BNK3R
Hellfire - Scorch, Fropstburn Canyon / The Warrior
Baby Maker - Madame Von Bartlesby / Mad Dog, Lynchwood

Shields
The Transformer - Pimon, Wildlife Preserve
Whiskey Tango Foxtrot - Chubby Enemies
The Sham - BNk3R
The Bee - Hunter Hellquist, Arid Nexus Badlands
Fabled Tortoise - Blue, Caustic Caverns
Black Hole - Foreman, Opportunity
Impaler - The Warrior
Neogenator - Spycho, Frostburn Canyon
Hide of Terramorphous - Terramorphous
The Cradle - Henry

Grenades
Bonus Package - Boom Bewm, Southern Shelf
Bouncing Bonnie - Loot Midgets
Fastball - Boll, Three Horns
Fire Bee -pyro pete
Leech - The Warrior
Quasar - Ultimate Badass Varkid
Rolling Thunder - Wilhelm
Storm Front - Rat Brothers, Bloodshot Stronghold
Pandemic - Badass Constructor
Nasty Surprise - Vermivouris the Invincible

Class Mods:
Slayer of Terramorphous - Terramorphous
Legendary Siren - Vermivorous the Invincible
Legendary Commando - Vermivorous the Invincible
Legendary Gunzerker - Vermivorous the Invincible
Legendary Assassin - Vermivorous the Invincible

Relic:
Blood of Terramorphous - Terramorphous

One's marked in orange are confirmed.



Vermivouris THEORYCRAFTING
The "Injured Varkid" Theory:Unless someone has valid EXTENSIVE proof of this working, to my knowledge of testing it does not. Supposedly the more hurt varkids are, the more prone they are to evolving. I've done several runs with near-death varkids and I can't say it's improved my chances of spawning a Verm. Again, it's just a theory.


The "Vermivouris Can't Spawn if You Don't Have 4 Players" Theory


Generally speaking, it's impossible to even get to that evolve form if 4 players aren't present. To my understanding this may be somewhat true, however, I cannot confirm. Edit-It is possible to have Verm spawn with any amount of players.


The "Active Varkid" Theory


Similar to the injured varkid, this theory in essence requires the varkid to be in some type of combat. This also relates to Varkids taking damage and supposedly leading to evolution. Any confirmation on this would be awesome.


The "Family Tree" Theory


This one is interesting. For the past 2/3 hours or so my team and I have been testing a theory which MIGHT guarantee a Vermirvouris spawn with the proper requirements. Now, this has only worked twice in a row so it's just as easy to say that it's a random spawn, but we've had the most success using this theory. Put simply, you need to cap out the spawn budget for the area with Varkids (may work with other enemies like in the slaughterdome???), and NONE can be killed at all.


From my observations, it seems that when there are a set number of varkids they tend to evolved based upon how many are present AND what type they are. In our testing, we've found that Vermivouris can only spawn IF there are 4 Super Badass Varkids present and 2 Ultimate Badass Varkids. The reason why this theory is called "The Family Tree" is derived from the hypothesis that is: A Varkid will only evolve IF there are other types of varkids in play.


Example: 12 Larval Varkids> 12 Adult Varkids> 8 Badass Varkids(4 Adults left)> 2 Superbadass Varkids> Ultimate Badass Varkid. Based on testing, Vermivouris had a 100% chance to spawn under perfect circumstances. 4 Super Badass Varkids must be present ALONG with 2 Ultimate Badasses (Only one evolves into Verm).


The issue with this is that there has to be a perfect chain of evolution in order for the process to take place. We've also noticed that you CAN eliminate spawn budget to allow for more L.Varkids to spawn (i.e eliminating everything except the superbadasses and ultimate) causing more evo's. Point is, their evolution seems to be proportional to either A. The amount of Varkids present, or B. The types of varkids present. A and B are both false in one situation. MOST Larval varkids will evolve into Adults every time if that is the only type present (i.e starting the chain evolution).


This theory can be disproved if we get confimation that Vermivouris IS a definite random mutation of the UB. Varkid.
EDIT- It is infact possible to spawn Vermivouris playing solo. Please let me know if anyone has video proof for final confirmation.


EDIT II- According to the Borderlands 2 wikia; Unlike the other enemies on Pandora, Varkids can form a cocoon like pod and evolve into more dangerous variants. The chance for them to evolve is proportional to the number of other Varkids in the same vicinity, the fewer the number of Varkids, the lower the chance for them to attempt to evolve




SIDE QUEST TO SAVE TO LEVEL 50 ON SECOND PLAYTHROUGH
If you want the BEST Item stats from thes do NOT Pick them up UNTIL you are level 50 on VAULT HUNTER MODE
3:10 to Kaboom - 2 Blue grenades
A Real Boy: Face Time - Blue Pistol
Animal Rescue: Shelter - Blue Pistol or Shield
Animal Rights - Blue Sniper Rifle
Bearer of Bad News - 2 Blue Assault Rifles
Best Mother's Day Ever - Purple Shield
BFFs - Blue Shield
Clan War: End of the Rainbow - Blue Shotgun
Clan War: Wakey Wakey - Blue Pistol or Shield
Clan War: Zafords vs. Hodunks - Blue SMG or Shotgun
Clut Following: The Enkindling - Orange Shield
Customer Service - Blue SMG or Grenade
Demon Hunter - Blue Sniper Rifle
Doctor's Orders - Green Pistol or Blue Arifact
Get to Know Jack - 2 Blue Sniper Rifles
Hell Hath no Fury - Blue Grenade
Home Movies - Blue Arifact
Hungry Like the Skag - Blue Assault Rifle
Hyperion Contract #873 - Blue Sniper Rifle
Hyperion Slaughter Round 5 - Blue Sniper Rifle
Medical Mystery: X-Com-municate - Purple Pistol
No Hard Feelings - Blue Shotgun or Assault Rifle
Note for Self-Person - Blue Rocket Launcher
Out of Body Experience - Blue Shotgun or Shield
Positive Self Image - Blue Artifact
Rakkaholics Anonymous - Blue Sniper Rifle or Pistol
Safe and Sound - Blue Artifact or Shotgun
Showdown - Blue Artifact
Slap Happy - Blue Shotgun
Splinter Group - Blue Shotgun
The Brave - Blue SMG
The Chosen One - Blue Assault
The Good, the Bad and the Mordecai - Blue Artifact
The Lost Treasure - Purple Pistol
The Overlooked: This is only a Test - Purple Shield
The Pretty Good Train Robbery - Blue Grenade
Uncle Teddy - Blue Pistol or Shotgun
Won't Get Fooled Again - Blue Pistol
You Are Cordially Invited - Blue Pistol


GUNZERKER THEORY CRAFTINGDo you enjoy being in the fray? Getting up close and personal with your enemy and delivering incredible amounts of damage while shrugging off blows with impunity? If this is how you roll, then roll a GUNZERKER!



GUNZERKER = SHOTGUN + debuffing SMG/pistol = WIN



The GUNZERKER is the absolute best shotgun user in the game. This has to do with his inherent mobility and reload speed advantages along with his ability to get unbelievably tanky so that he can get in close. To add to this, gunzerking regenerates ammo at a flat ammo/sec rate while shotgun ammo consumption is considerably lower than other weapon types. On top of all this, the gunzerker has the most broken shotgun talent in the game, "Steady as She Goes." With a high fire rate second weapon, the chance of accuracy improvement is more like a guarantee, and the accuracy buff eliminates the one downfall of the shotgun...range. With the accuracy buff up, the Gunzerker can deliver the devastating power of the shotgun at assault rifle range.



The build is 0 Gunlust / 18 Rampage / 27 Brawn



My build focuses primarily on the Brawn tree for survivability, while dipping into the rampage tree to further my survivability while adding an impressive amount of damage with minimal investment.



The first thing you'll want to invest in is Hard to kill talent. The name says it all. It makes you...hard to kill. For every 5 hp you have, you now have 6. In addition, you'll find the passive hp regen very nice in the early game to keep you topped off. The ability will only improve in strength as it complements your % based healing later on.



The next skill to build up is "I'm the juggernaut." This will give you a 20% damage reduction buff for each time you kill an enemy. Later on, this will mean every time you fire your shotgun. It makes your impressive health pool a lot more valuable and is a key source of damage mitigation.



Your next skill to level is "Ain't got time to bleed." This skill will carry you through most of the challenges that this game has to offer. Passively regenerating hp with gunzerking to allow you to simply burst down opponents in the ability's duration. You really only need a point or two in the ability to see a significant durability improvement. While leveling, I would simply put one point into this and then start working on the rampage tree.



Now working in the rampage tree, I pick up filled to the brim. This ability serves two functions. The first is the most immediate, it improves your clip capacity. This is very important for shotgun users especially as a 25% improvement will boost a 2 shot gun into a 3 shot before reload gun. Jakobs makes the best shotguns, but they tend to be only 1 or 2 shots before needing a reload. This skill will allow you to squeeze off an extra round for higher burst potential.



I next pick up "Last Longer." This will improve the duration of gunzerking an additional 15 second. That's 15 seconds of extra invincibility, a worthwhile investment.



I next pick up "Steady as She Goes." The true gem of the rampage tree. This ability allows you to hold a bead on an enemy without scoping in (very helpful since you can't scope in while gunzerking) and it gives both guns an accuracy improvement. This extends your shotgun's effective range and allows you to aim for critical locations rather than shooting for center mass resulting and a crazy damage increase. P.S. Each individual pellet from your shot gun has a chance to proc the accuracy buff.



Now that I have this precious gem and single best dps talent point in the game as far as I'm concerned, I'm ready to get invincible.



I go back to focusing on the Brawn tree. I pick up 5 points in Incite (tier 1).

This is a crazy good skill, very over looked. Every time you get shot, you get a move-speed buff and you reload 25% faster, which for a shot gun user is huge! You can now close on enemies/take cover 30% faster and you dps increases considerably.



Next I stick 3 more points into "Ain't Got Time to Bleed" to make me more invincible while gunserking.



I put one point into Fistful of Hurt, mainly for finishing power. The damage on this doesn't scale super well for the last game, but it comes in handy to allow that finishing melee to deal some more damage. It also has a little utility in the knock back.



Followed by 5 points in "Sexual Tyrannosaurus." S.T. lives up to its name...its hella-sexy. Some people may even prefer to rush it over grabbing "Steady as She Goes." It gives you 50% of what AGTTB gives all the time.



I then finish the tree off with the tier 6 ability "Come At Me Bro." This gives Gunzerker a secondary active that refills his hp completely, taunts enemies to attack you and gives DR. It basically translates to "While Berserking, you can't die unless you jump off the level."



Now that you've got all the tools, its time to be able to use them more often.



I get 4 pointing into "I'm ready already."



I then get a point into "Double the fun." I really don't think its necessary because a well placed grenade is overkill already...but it allows you to use a single scatter grenade to wipe out entire rooms. I really like it for when I think I may go down. I double my chances of killing an enemy with a desperation grenade to get me out of second wind (note you toss the grenade before you go down because you can't toss them when down.)



I then grab 1 pointsof "Yippie Ki Yay." This will basically make gunzerking last the duration of an engagement every time.



and my last points in "I'm Ready Already" for a final 5% cool down reduction and "Ain't got time to bleed" for a little more self healing while gunzerking.



LOAD OUT: (How to gear your GUNZERKER)



Weapon 1: Slag SMG, Sniper Rifle, LMG, or Pistol: likely Maliwan. This is a duffing weapon primarily for gunzerking to make your shotty deal double damage. If you find a good enough slag weapon, you may want to use it as your general mid range weapon.



Weapon 2: Shot gun; likely Jakobs. Look for the highest amount of total damage. If you can find one that can be fired a couple extra times before being reloaded great...better accuracy is better...but look for damage over anything else.



Weapon 3: Corrosive Sniper rifle or combat rifle. High fire rate is nice as you can then just aim center mass. This is your robot shredding gun. The game throws tons of loaders and vehicles at you and this kind of weapon will make short work of them.



Weapon 4: Rocket launcher. As high damage as possible. This is the "I'm down, but not out weapon" I switch to when things are looking rough but there isn't an enemy immediately near by. I pull out the faithful launcher and let loose a barrage of rockets to get me out of last stand. Its also great for taking out turrets and vehicles. Also remember to toss a grenade when low on hp (but throw it far enough away where you don't kill yourself if its a scatter bomb).



These 4 weapons are specifically placed in your load out. Chances are that you won't even use weapon 1 except while gunzerking (unless you find a really awesome slag weapon) So you'll be mainly scrolling between weapon 2 and 3 outside of gunzerk. While gunzerking you've got that wicked slag+shotty combo. It rocks, you've gotta try it! The second combo is rocket launcher + corrosive. That's really devastating against really tough mechanicals such as constructors.



relic: This one is pretty open. Personally, I like to get more loot so I go for ones that get me more rare drops. But ones that boost your ability cd reduction, hp, reload time, and weapon damage are also good.



class mod: Beast gives more hp and reload speed...which is awesome. There are a lot of viable options though. Use the best one you find.



Shield: It's all about your hp pool and elemental resistance. Boost your hp as much as possible and resist elements a much as possible. A big capacity is nice and you may want to carry one with high capacity to throw on against fire damaging enemies. But for a general use shield, just try to get hp. If you can find one that amplifies your first shot or does an elemental effect when it fails, all the better.



BUILD 2 - Suggested for MAX LEVEL PLAY!



For max level play (and near to it) I've changed things up a little.



I've gone to a core build of 26 rampage, and using the secondary tree that best compliments what I'm doing. Gun lust for boss farming, and Brawn for general play.



In rampage I'm picking up 5/5 filled to the brim, 5/5 last longer, 5/5 all in the reflexes, 2/5 or 3/5 I'm ready already, 1/1 steady as she goes, 0/1 or 1/1 Double the fun (depending on the type of grenade I'm using), 1/5 Yippie Ki Yay, 5/5 Get some, 1/1 Keep firing.



Typically, I'm also taking 5/5 Hard to kill, atleast 1/5 incite, 5/5 I'm the juggernaut.



Where I place the remaining points completely depends on my mod. If I have a mod that adds points to Locked and Loaded or Quick Draw, I make sure to place 1 point into those skills to get the bonuses.



For boss farming, I'm instead going into the gunlust tree for divergent likeness to dual wield shotguns with the bee (I'll explain this later).



Load Out:



I'm still really enjoying shotguns, not much has changed there. But rather than using small clipped Jakobs shotguns I'm using ones with larger clips that have synergy with Keep Firing for more sustained damage. There are a couple in particular that I really enjoy. Conference Call and Developement. Conference call is a legendary off Warrior that boasts a really high accuracy. Developement is a purple off Warrior that often has an elemental effect (typically fire) which can have great synergy with the rest of your load out.



Weapon 1: Shot gun (non-slag)



I'm also still really liking a high fire rate, fairly accurate weapon for my second weapon. One that really stands out, but is really hard to acquire, is the Shredifier a legendary off Bonehead 2.0. It has a really high fire rate, great accuracy, and large clip size.



For boss farming, wielding a second shot gun (such as a second conference call) is a good idea. It works really well with a particularly shield called the Bee.



Weapon 2: AR or duel shot gun (non-slag)



For my back up weapons I'm still running a sniper rifle and a RL. For a sniper, I really like the Skullmasher. It's more of a sniper/shot gun hybrid firing 6 projectiles each shot. For pure devastating power, it's unmatched. Other options include high fire rate maliwan fire rifles or low fire rate high crit damage crit rifles.



For a rocket launch, I still mainly like damage. The rocket's speed, clip size, and accuracy are also things to consider though.



For grenades, I've been using slag grenades. I like lobbed grenades personally, tactical grenade throwing is a skill I picked up back in my Halo 2 days and I can put them where I want them. I find homing and longbow to be really irritating/unrewarding. But pick the grenade that fits your fancy. I really like slag nades to debuff my target and let my weapons deal double damage.



For a shield, there are several options. The firehawk shield is fun times. The bee is overpowered for boss farming (pretty bad for general play though), Personally, I like my purple shield that gives flat hp, elemental resist, and has 1.6 second recharge delay.



For a relic, you can still carry the drop rate chance relic. But I've gone to carrying a damage resistance relic. I've got one that reduces almost every damage form 20+% which will make you noticeably tankier.



For a class mod, there are 2 really good ways to go. The slayer of terrmorphous mod is great. It will give you the most +'s and a well rolled one can have good secondary stats as well. Alternatively, there are ones that give hp regen+weapon damage+5 points to hard to kill. Gaining 30+% weapon damage is pretty slick.
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08-03-2013, 08:08 PM #2
ResistTheSun
In Flames Much?
Nice loot guide bit annoying odds are so low.

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