Posts Tagged ‘PvE’

As the Year Turns

And here we are, on the brink of 2009, and as usual, it’s time to look back at what changes the year brought.

One year ago, the hot topic in the WoW blogosphere was still the PvE / PvP opposition centered around the notion of Welfare epics. When I wrote my closing post on the matter, I didn’t yet measure how different 2008 was going to be – not only has the topic practically vanished, but as Megan astutely points out, the notion of Welfare epics nowadays could, if used at all, be applied very readily to raiding, whereas PvP gear is currently a lot harder and longer to aquire.

The one thing which hasn’t changed though is that the term is still being used by certain people to demean the achievements of those who are following a different path from theirs, one they deem inferior. 

2008 was largely dominated by the long Wait for the Lich King, and like the end of 2006, the controversies have centered around the hardcore / casual divide and the raiding scene. One thing which has changed drastically though is the reputation of the few dominating figures. In 2006, even me (then still raiding) was following the race to the Naxx world first with interest. Death and Taxes and Nihilum were in a neck-to-neck race and most people were cheering them on. Even if we weren’t directly affected, we could sympathise with all uberguild’s dismay at the reduction from 40-men to the 25-men raiding format.

Two years later, Death and Taxes has suffered from problems but has at least exited the immediate consciousness of the average player rather gracefully. Their opponent, though, through countless name changes, ugly drama, questionable sponsorships but foremost through a series of graceless and classless public tantrums about the difficulty of the game, haven’t just tarnished their name but in the end effect massively diminished the interest of the community in the life and adventures of the überguilds. In my mind they have become like the spoiled, rotten elites living lavishly and criticizing the taste of this year’s caviar and champagne when the unwashed masses are having sausage and beer. In the most ironic development, while they were wallowing in their pride and spitting at the rest of the gamers (with their dwindling cohorts of me-tooers), the world first for the currently most difficult raid achievement in the game, killing Sartharion on 10-men with 3 drakes up, was snatched up by Method.

In the meantime, titles and mounts for PvE feats have become a lot more commonplace, and the introduction of the achievement system has brought an entirely new dimension to certain aspects of the game. Whether by a bit of an accident or clear design, achievements don’t just give raiders more elements to compare and measure up against each other but also allow for different grades of challenges for farmed content. A bit like all those RPGs with several party members where players have developped additional challenges (single character, low level, gametime etc…) but formalized in a quite addictive structure.

I can’t help but wonder how my old 2007 antagonist Stop the Warrior views today’s game. Might give way to an interesting argument.

So here we are, on the brink of the new year. Last night, Steptoe remarked that this was the most hardcore evening he’d ever seen me play: we ran 5 instances in a row together. Which is indeed more than I have ever done in this game. That being said, it was 2 times Violet Hold, Drak’Tharon followed by another pair of Violet Hold runs (Steptoe wanted the plate pantaloons off the voidwalker boss), and Violet Hold isn’t exactly a long isntance – according to my Blessings timers, it takes slightly less than 24 minutes from buffing to exit. It was quite a profitable evening for my paladin, too, with a couple of nice drops.

Steptoe has taken to taking with his Death Knight and is doing well. Let’s also immediatly put one notion to rest: on leveling instances, you do not need to be crit immune as a Death Knight, far from it. Steptoe was level 75 and his gear was around 435ish defense after he got the legplates, with a combined avoidance of about 40%. The healer was a level 74 priest, who didn’t really have too much of a hard time apparently (and since we ran UK the night before when Steptoe was only around 410 defense and the guy came back, that speaks for itself), and throughout the evening the amount of free FoLs I was tossing the tank’s way have decreased quite a bit.

We had two wipes throughout the 5 runs, one early in Drak’Tharon because sometimes a lifetime of experience in not standing in stuff isn’t enough to recognize the stuff you shouldn’t stand in, the second one in VH on the netherstalker boss because of an unfortunate conjunction of me getting hit by an energy sphere about a half second before critting with judgement of blood. Wipe by Bloodicide. Had to happen once.

Regarding Ret performance, I’m a bit peeved about where I was sitting on damage meters. Oh, I came out on top in Drak’Tharon Keep, that one being an undead-heavy instance, no contest. The first two Violet Hold runs, though, I was only third (not by a large measure but still), behind a mage and Steptoe, and in the last two runs, I really had to work my arse off to keep on top against a level 75 boomkin, including eating AP food.

In the end, some gear upgrades, and I dinged Coldweather Flying in the middle of the last run. 3 more levels to 80. Still with about 20 quests in Dragonblight to go, that’s just three zones I’ve seen and used so far. Glad to have my epic fyling back though.

And this concludes my last 2008 post. Whether you level, raid, PvP, and do it casually, softcore or hardcore, I wish you all a very merry evening and a happy new year. To 2009, and may your chosen activities in game and in Real Life bring you joy and merryment.

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The End to an Unique Alliance Experience

Patch 3.0.2 is upon us. With it come goodies like new talent trees (bye bye holy, hello Ret on my paladin), inscriptions, the barber shops and more.

The patch will also bring Stormwind Harbor. And a ferry between Auberdine and Stormwind.

Think about that one for a while.

Until now, a young nelfie born in Darnassus or a space goat who wanted to reconnect with the rest of the alliance, to, say, visit far-away weapon masters, had to go through a rite of passage. An adventurer’s courage, skill and cunning could be measured by the level at which he undertook the dangerous voyage to far-away Ironforge, which involved braving the swampy, crocolisk-infested marshes of the Wetlands. The younger the braver was the saying.

The conforts of modern life however are now robbing the Alliance of yet another test of skill and courage, softening up an already weak youth even more, by providing mass transportation allowing the weakling long-ears and big-horns to completely bypass otherwise valuable lessons in aggro management and, let’s name it, running for their lives.

And they call THAT progress?

/snort.

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Revisiting a Class 3 Years Later: Fun

I rolled another warlock recently just to entertain myself a bit. My first warlock, a level 62 gnome rotting around HFP since TBC launched, was my second toon to get some serious levelling and the first to reach 60, back in the good old days when we played on stone tablets.

I had started the toon before even patch 1.6 fixed some of the most glaring flaws the class came with after the game went live – a time of prehistorical bliss where nobody would claim that they were OP (imagine that! It was shammies who had the reputation of being king of the Power Hill back then. How things change…) but at least fear wouldn’t break whenever you so much as sneezed at your opponent. Stunlocking was already the same PITA than it is today, though (on a side note, I wonder why people keep complaining about the loss of control with fear and keep the mechanism getting nerfed more and more yet the one other loss of character which can get you from full health to death in less than 10 seconds has never been touched).

The biggest change from back then is the knowledge I have of the class and its possibilities, though. Previously I used to carefully pick one target after the other, DoT and bolt, and later on drain tank each in a row. It was fast, more so after patch 1.6, but it there was already so much potential…

Today, I can fulfill that potential with 3 years of knowledge to back me up. DoT up one mob to the max, bolt a second one, DoT and fear a third one, then rince and repeat: Back in the day I never realized I could be doing mass extermination instead of one-to-one methodical cleansing.

Fun.

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Muckbeast on Raiding Design

Cambios is a game dev who may just have started his blog recently, yet posts interesting stuff from day one. Taking on some of the more visible flaws in raiding in current MMOs, he writes:

So 10, 25, 40, 50, or 100 people work together to mindlessly clear trash, follow their little script of brain disconnected button pushes to beat the boss, and now he drops 2 or 3 pieces of loot. This loot will often be useful/needed by multiple players present, so someone loses out. The same item might drop many times in a row, resulting in certain classes feasting while others enjoy famine. Or sometimes loot will drop that nobody can use, and it just gets blown up or sold to an NPC Vendor. NEVER is the entire group happy with the loot that drops or the way the loot gets distributed.

Indeed. One of the major issues at heart of the old Welfare Epics feud of 2007 lies with the difference in loot distribution between PvE and PvP. I think Blizzard recognized the issue when they started expanding the badge system, but I also think they need to make it really pervasive. All instance drops should be token-based in some form, and there has to be in-game rewards for participation for every raid member (as opposed to out-of-game only systems like DKP).

So may elements of boss encounter design are absurdly arbitrary. I have fought bosses who did incredibly ridiculous things that were clearly designed solely with the idea of nullifying a specific class, tactic, or ability for no logical reason other than the devs thought it would be funny. I have fought raid bosses that were immune to all sorts of standard abilities for no apparent reason other than to make you feel impotent. I have participated in raid encounters where mages had to tank a boss… just because. People don’t make mages because they like tanking, folks. They make mages because they like to make things go boom. I have fought bosses where they you have to interrupt some of their spells, but not all of them, because being too good at interrupting their spells triggers some kind of Uber Spell. If the boss possessed the ability to perform this Uber Spell, why isn’t he just doing it all the time? Why punish people for being GOOD at a core mechanic (interrupting spell casting) with this arbitrary result?

In their currently stated best intentions, Blizzard claims to be trying to design designing new encounters more for roles and less for specific classes:

We are adding a new class to Lich King, as well as improving the raid viability of specs such as Arcane mage, Survival hunter and Balance druid. That means you have 30 available specs for 25 slots. There are two ways to design around this problem. One is that there are 25 mandatory specs and 5 that shouldn’t be raiding. Boo. A more fun, interesting and ultimately fair direction is that you actually have some choices in who to bring. Imagine running a raid with no warrior tanks at all. :)

These are good intentions, though. Designing encounters in a way that any combination of these 30 specs can successfully fill the roster in broad categories like tanking, healing, dps, CC and decursing will probably require quite a lot more overlap between classes than we see in TBC. And the first raid to put that theory to the test will be the new Naxxramas. Because unless memory fails me, frost and shadow-heavy builds for mages and warlocks respectively didn’t exactly fare well in there.

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Master Blogging and Altitis Birthsday

So after a significant slowdown to my posting activities, this is my 300th post on Altitis. Incidentally, the blog is also 1 year (and 10 days) old now.

Before moving on towards 400, let’s take the opportunity to review some facts both interesting and trivial about this place:

  • Collectively, my Damage Meter benchmarking series are what interested most readers, attracting slightly over 10’000 pageviews over time. While I can’t make any promises, I intend to get back to these “soon” to check where we stand now that the landscape has stabilized and the new combat log feature is almost ironed out.
  • My Parrot review remains the most popular post not part of a series, followed quite closely by my CowTip review.

Interestingly enough, as the wow blogosphere always makes a point of mentioning this kind of things, none of the above have ever been mentioned by wowinsider, and for that matter, haven’t been linked to from other blogs. The readers all come in through search engines, 98% from Google.

A quick review of phpbb3 combined with a mention of wowdb comes next in popularity, although I suspect most visitors to that page leave disappointed. From the search terms used, visitors were mainly interested in phpbb3 wow themes, not my short review & ramblings. Well, for wow-themed phpbb3 styles, here’s a short list:

There’s likely to be more out there if you want to google around but the above sampling should give you a good starting point.

My two most popular rants are tied to the Ghostwolf nerf, and I have mainly Mania to thank for that, as most viewers to these pages come from her blog.

One of my oldest theory posts still attracts a decent amount of viewers every day, the second one in the Defense Theory series which explains how PvE defense works, in particular for tanks.

Now for some other interesting or odd stats:

  • Last week, Altitis ranked second in Google for clicked queries on wrath talent trees (in fact I’m still second as I write this). There’s definitely a hunger for information on the matter out there. Unfortunately for visitors looking for this kind of information, what they get here is my post on how I believe it is too early to engage in in-depth discussions about wrath talents.
  • Some people are apparently still interested in my clumsy attempts to write my own armory crawler in php.
  • To the three people looking for Stop the Warrior: although we both are frequently commenting on each other’s posts and sometimes shouting out (or at) each other, his blog is over there. And while we’re at it, his GM, who holds a (probably deserved) bad opinion of me, has her own blog as well, and if you’re interested in insights into how guild management works in a serious raiding environment, you should have her on your blogroll. No excuses, go subscribe now.
  • What gives honor in AV? Killing other people of course, but also burning towers, holding onto towers until the end of the match, killing the opposing Captain (that’s either Galvander or Balinda depending on your faction), protecting your own captain until the end of the game, killing the enemy general.
  • Armchair from treehugger: dunno what you were looking for, but it sounds hurtful.
  • Casserole FFXI: sounds tasty
  • Cheese Conspiracy Theory: Yes, the good old mystery about the Darnassian Bleu still hasn’t been solved.

While there’s a lot of additional sassy keywords in here, this is probably enough of self-congratulation for a single post. As always, allow me to thank everyone of you for reading and commenting on Altitis, it’s your silent or outspoken presence which gives this blog a reason to be.

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Why I Will Definitely Roll a Death Knight

As I mentioned previously, I’m currently leveling a mage on a new (for me) realm. I picked mage for its fast pace and ease of getting to 70, because for many other classes, having a little stash of gold to buy the best gear available at the AH can make a lot of difference.

Turns out it will be even more so, at least on the realm I’m on. Aside from a steady supply of spirit greens, the AH is desperately devoid of usable kit. Nobody’s really running Azeroth instances any more, and world drops still are heavily tilted in favour of the most useless leveling stat for anyone but priests.

I still believe Blizzard could provide a simple and painless remedy by replacing most of the spirit-based suffixes by the new BC-introduced stuff. That would actually help. It’s something I was thinking about a year ago, though, and I’m not holding my breath. But I digress.

In terms of cap level gameplay, druids and paladins offer the most versatile classes for the casual player who wants to join into group activities with a couple of friends. Groups will always require at least a healer and a tank, and these two can fit the bill. I loved tanking as a pallie, and didn’t mind healing as one either. But that toon is sitting on a PvE realm, and I’m currently playing on PvP.

I’ve never managed to stick to druids beyond level 21. Both classes are toons I’d love playing at level 70, but in both cases, leveling another one up all the way is something I just cannot stomach, at least not for the time being.

While my ideal scenario would be to have Blizzard actually unlock the option of rolling ANY class at level 55 with Wrath, it’s not going to happen in a hurry, because that would officially mean they are admitting old Azeroth is dead and done with. There’s an awful lot of content in there, and I just don’t see them officially putting a nail in its coffin (which they would be doing in that case).

So my plan is to have the mage provide the material support for the rest of my toons on this realm. Once she reaches 70 (assuming she makes it before wrath gets released), I’ll start up on another shammie to eventually have a healer handy.

And the DK? Pretty obvious, of course. It will provide me with a tank for those level 80 group activities. It’s simply going to be the most efficient way to have as many options as possible at my disposal, and starting at level 55 will remove 54 levels of grinding and redoing the quests I start being able to do in my sleep.

And I’m looking forward to it. I just hope the class will be well designed enough to hold its own in that tanking role from go-live onwards, instead of the 3 years of adjusting and tweaking it took for the druid and the paladin to be both viable and accepted as such.

Call it Welfare Leveling

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Disease Mechanisms in PvE?

Part of the pre-announced Death Knight’s abilities include using the disease debuff quite liberally. I’m wondering how that will play out in PvE (obviously I don’t hold my breath, bosses will probably be immune to most of it).

Diseases in WoW are an interesting mechanism. One of them even made headlines and rose to prominence far outside the MMOG milieu, when patch 1.7 introduced Hakkar’s Corrupted Blood with a coding oversight leading to it being spread to capital cities by mischievous players. What makes it quite unique is that beyond debilitating effects you’d get from other debuffs like poisons, disease also spreads around, usually to nearby allies or party members for instance.

I’m curious how Blizzard is going to handle this aspect (if they include it at all). Assuming it spreads to nearby allies on a chance per hit, the most interesting question is how threat will be dealt with. Let me explain:

A DK main tanks, and uses a disease debuff on the primary target. A couple of seconds later, the rogue’s hit triggers contamination, and the debuff spreads to another mob. The disease aggro could be attributed three ways:

  • To the DK who cast it
  • To whichever player who caused it to propagate
  • To the mob which was infected before

The first option would basically give the DK tank some means to increase his multimob aggro for AoE tanking. Therein lies danger, though, for the DK in a DPS role risks overaggroing. In short, it would place part of the DPS side of the class in a similar bind than retribution paladins pre 2.4, generating uncontrolled and unpredictable aggro.

The second option is even worse in the sense that it would transfer uncontrolled add aggro to softer targets than a DK.

The last option would be interesting to say the least. Imagine a scenario where the aggro generated by a spread disease gets highest on the newly infected mob’s list. You’d suddenly end up with a hostile NPC going after one of his own. There lies chaos (probably fitting the constantly shifting DK lore best), and it would probably be good for a couple of laughs.

I wonder which way this will get implemented. The only certain thing is that if the disease doesn’t discriminate and jumps also back to players, it will quickly  become a waste of an ability.

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And thus TBC Ends, both in a Bang and in a Whimper

As most of you will have seen already, Kil’Jaeden is down, and the PvE content of the Burning Crusade is now complete.

Two things strike me, first, it was SK Gaming who got the world first, putting an end to 25 months of Nihilum dominance. Congratulations.

The second thing is that KJ fell (again) in less than one week. Thanks to the gate system, Blizzard basically ensured that Sunwell Plateau would artificially remain unvanquished for 10 weeks, but in practice, the instance would probably have been cleared within 4 weeks without gates.

Now a couple of years ago, I would probably have jumped to the conclusion that spending all that development time on the top content to see it eaten up in a month was overkill, catering to 0.1% of the playerbase for very little additional content. But in reality, this kind of discourse is almost always tied to the notion that the casual content comes up short (something I may have been guilty of myself in the past), a notion which is only true in the eye of the beholder. In practice, lots of content has been added for casual players as well, and while old Azeroth isn’t really being given much love these days, little touches here and there still happen.

In SK Gaming’s own assessment, despite falling in 5 days, Kil’Jaeden is the hardest boss in the game, and perfectly tuned to demand the best a player can give. Contrast this with Naxxramas, which took a couple of months to clear, how do you reconcile that difference?

Well, I do believe the relatively short time between a boss’ gate opening and its first kill is actually speaking less about blizzard’s devs and more about top raiding. Let me venture an educated guess here, but to me the 10-20 guilds forming the world first contenders have mostly reached the game engine’s limits itself, a point where no matter what combination of methods are being coded, they can recognize the pattern, relate to a previous boss fight, and devise the appropriate counter almost naturally (if I liken this to the Treck borg, I’m gonna sound like the ultimate geek). There’s probably a point where stuff like not standing in burning vortexes, clicking on spawned thingies, dealing with nasty adds, handling aggro resets, positioning the raid properly, not staying around your guildies when you’re about to explode, managing fear, composing with an  enrage timer, decursing, healing and dpsing according to whatever situation becomes natural.

In a similar vein, one thing about having Altitis is that the newbie zones is probably what you will have visited more often than anything else – I sure did. The draenei and blood elf starter zones are something I’d qualify as both very well done and faster to finish even on the first run-through than the original ones. And that isn’t just because the zones were done with a lot more polish than their predecessors, but also because there’s only so much you can do in terms of newbie quests before the player recognizes and reacts to patterns. Let’s face it, there’s only one single questline in the draenei and belf zones which provides original components, the Stillpine Furblog chain in Azuremist Isle, and even that one, in the end, amounts to little more than fedex and kill.

I think (but feel free to tell me just how much I’m talking out of my arse) it’s pretty much the same with boss fights. The limits nowadays are the game engine proper, but also the imagination of the devs – there might still be some mechanisms to be devised to innovate on boss fights, but in the end, it probably becomes harder and harder to find new stuff which can be countered with more than one specific raid composition, allows for more than just one set of cookie-cutter approaches, and is more than “chug enough of the right type of consumables to beat”.

The bottom line is that this relatively short time to clear the hardest bosses in the game demonstrates, in practice even more than in marketing speak, that we have indeed reached the end of TBC, in the sense that only the new skills and talents WotLK will ship with could provide room for new mechansism and types of boss fights.

Even then, I’m not sure there will be enough novelty and variety available to dispel a feeling of “more of the same”, a complaint I’ll go on record predicting will become much more pervasive in the top raiding circles once Wrath is live. Something which, unfortunately, will probably not be fixable within WoW, independently of the quality and challenge Wrath could provide. Should any of the competitors in the MMO market provide a decent endgame, I expect a good portion of the top raiders to leave for pastures providing a different shade of green.

Makes me pretty glad to have Altitis, actually. I’m nowhere near the point where I could reach the limit of what the game has to offer.

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State of Altitis: May 2008 Edition

After toying around with another Shaman a month ago, I moved around again, and joined up with my pre-TBC GM (and former healadin role-model) on a PvP server. I was tempted to make a third shammie there (since I obviously couldn’t PCT my level 43 orc over, on account of her being on a PvE server and stuff), but matter of fact, until level 30-40, playing with the best blue 2H money can buy speeds up stuff tremendously – provided you actually have said money.

So I made myself a little mage, simply because I wanted to favour speed over anything else.

It’s actually only my 3rd mage, and she dinged 32 last night, catching up on my other highest mage toon. When leveling a mage, the best thing to do is listen to the advice of experts, and one of the most thorough and actual resources on mage leveling talents happens to be Euripedes’ post on the matter. I went fire to level 28 then respecced to frost, simply because I got fed up with losing 6 seconds worth of casting time on pyro while my target moved out of range.

That being said, frost is wicked fun in a can’t touch this sense. Only water-elementals need adjusting, since they aren’t exactly too worried about frostbolts and freezing. Can’t have it all, I guess.

Free food, free drinks and portals remain, as ever, some of the major fringe benefits of the class. Of course, there are a couple of annoyances, in particular the fact that drinks are hopelessly underscaled, even when you get the next higher rank. At the rate my int is rising, I’m now starting to worry that I’ll need not two but three consecutive drinks to refill my mana bar come level 39.

That being said, you don’t complain about free lunch and free beer, and considering the ridiculous leveling speed I’ve enjoyed with the toon so far, spending longer sitting every 6-7 pulls still makes this the fastest leveler I’ve played in the game.

The new server, Dragonmaw, has a totally mental economy. I went with plucking and skinning, and just selling what I gather plus whatever I don’t need, I made about 300g in 30 levels. Without a single moment spent playing the AH trading game. That’s definitely a first for me.

On the other hand, from level 10 to 29, there’s no greens to buy below 3-4g at all. Still, the net result is that I’m holding a bit over 200g in cash at present, and rising.

Leveling as horde on a PvP server these days is bound to be vastly different from what it was pre-TBC. I’ve had exactly one encounter of the gank type so far, while I was fighting some mountain lions near Tarren Mill. A hunter 4 levels above me decided he wanted to see me dead. Which didn’t happen, I simply cut and ran, and thanks to frost nova, blink and mana shield, bravely retreated behind the safety of Tarren Mill guards. I probably should have named the toon Sir Robin or something.

The other handful of encounters with red alliance toons were the typical type of standoffs where everyone is more or less at the same level: we glared at each other from afar, and made sure nobody would sneeze and provoke a blood bath.

I’m actually looking forward to my next sessions, as they will send me to Grom’Gol and allegedly still gank-happy STV. After all, where’s the fun in being on a PvP server and playing as if you were on PvE?

The new GM dragged me and another guildie’s alt through SM lib yesterday, I got a Hypnotic Blade and Mantle of Doan for a mere 15 minutes (including running to the monastery in the first place). Not too shabby.

As you see, my altitis is still alive and well, carrying me from class to class and server to server. Still no intention of leveling a priest, though :)

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Full Tokenization of Dungeon Drops Idea Spreading

In the wake of Tobold’s latest thoughts on providing more incentives to guild loyalty, fellow blogger PΘtshΘt came up with quite similar ideas I’ve been putting forward, to remove the impact of sheer luck from instance drops and replace the loot tables with token drops.

While our basic premise is similar – getting tokens in an instance which you can also redeem towards the next progression step, he actually thinks the system through the whole way. I’ve kept narrowly focusing on raid drops only (a nice example of tunnel vision with all that PvE / arena talk), PΘtshΘt extends it to all instances.

I’m always glad to see similar ideas crop up independently from each other, and I’m convinced, with PΘtshΘt, that this would get a long way to fix part of the current PvE woes.

You can read the whole thing developed and articulated properly
here.

BTW, how the heck do you pronounce P-Th-T-Sh-Th-T? ;)

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