Posts Tagged ‘Shaman’

About the Difficulty to Write Steady Wrath Beta Commentary: DK Tanking Talents

Wrath Spoilers WarningI probably should have known better. I actually used to.

With the latest beta build, DK tanking talents appear again to spread across all three trees. Again, not much of an issue in general (except that now you actually will have to make some choices as currently not every single of them can be picked anymore), just that with the rate of changes, the class is currently too unstable to try and predict much about it.

As I said: I should probably have known better. I actually used to.

That being said, on the paladin front, not only do current tanking and healing specs look very interesting, it also appears even lower level gameplay may be smoother, making leveling another one a more interesting prospect than before. Looking forward to that aspect – provided it doesn’t get nerfed until live.

As others have noted, class-specific glyphs (inscriptions) have been introduced. See the same MMO-Champion link as above for all details, but some of these just sound too good to remain untouched.

To wit, some of the pallie glyphs:

  • Glyph of Blessing of Might – Your Blessing of Might also grants offensive spell power equal to 10% of the attack power it grants.
  • Glyph of Holy Light – Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 5 of the initial target.
  • Glyph of Blessing of Wisdom – Your Blessing of Wisdom causes your target to also regenerate health at the same rate as mana.

These three appear pretty much quite powerful.
Or Shammies?

  • Glyph – Chain Heal 01 (Shaman) (Class: Shaman) – Your Chain Heal heals 1 additional target.
  • Glyph – Healing Wave 01 (Shaman) (Class: Shaman) – Your Healing Wave also heals you for 20% of the healing effect when you heal someone else.

Can you say battle healer? :)

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WWI: Totems to Effect Entire Raid

Just a few quick notes, while other class news look good as well, shammies get a few much needed enhancements coming their way:
- As per the post title, totems will now be raid-wide instead of just party
- Some totems will get merged (Grace of Air + Strength of Earth)
- Totems are confirmed to become physical school (no interrupts anymore)
- Windfury is no longer a weapon enchant, and can therefore coexist with poisons but also be used with druid forms now.

Death knight talent trees are planned to be less role typecasted, so you’ll find DPS and tanking talents in all of them. Dunno how this will work out, but from the sounds of it, my quick guess is that the runes will make a lot of difference since you can’t respec every 5 minutes to have the 100% optimal mix of tanking talents every time.

Source: World of Raids

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Reader Question: Best Moments in WoW?

One of our regular readers would like to continue verifying how deep the often stark contrast between my favourite hardcore blogging antagonist Stop and me is running, and wrote us both asking to define our best moment in WoW (but would rather not be cited by name, so we’ll keep that under wraps).

The thing is, in three years of playing, defining the one single best moment in the game is something I’m hard pressed to do, so instead, I’ll recall a couple of highlights:

Group Quest

My first quest group was on one of my first toons in his 20ies, joining up with two other guildmates to complete several quests in Darkshore and Ashenvale. There was nothing really remarkable about the whole thing, except that the three of us would soon end up top brass in that guild, and later on transition over in one of the few successful guild mergers I’ve seen for level 60 activities. Over time, all three of us also ended up on the officer roll in that guild.

We all still play today, we are all still in the same guild (OK, me not too often since I have a dozen of horde toons wanting some playtime too).

Battlegrounds

My very first venture into WSG, at level 30 (don’t gasp, back in these days the brackets were 21-30, 31-40 and so on) on a rogue. One of the people, a pallie, queuing up at Silverwing with me (back in the day, you had to be in Ashenvale on alliance or the Barrens on horde to queue up, no fancy battle masters in the capital cities), gave me the pep talk and ran me through the basics. When the gates opened, I remember having an adrenaline rush, heart pounding, nervous like hell. I don’t remember whether we won or lost that first game, but it was definitely fun.

In late Summer and up until September 2005, I played in what I like to call the golden age of WSG – the brackets had been retooled to what we know now, and the game was still too fresh in Europe to have many level 60 toons with spare money to spend. In this relatively short timeframe, twinking was almost non-existent. I spent a lot of time on an orc shaman perfecting the twin shaman cap runs: basically ghost wolf and then rush along the Eastern edge of the map, up the ramp to the ally base, both jump down together. Two earthbind totems, two frostshocks, healing – it was a massively unfair advantage for horde, and the only time this could be stopped was when we faced three smart hunters who understood that owning the midfield was the key to victory. With Improved Concussive shot, they simply stopped anyone from passing (their team mates moping out in close quarters), and edged out a very impressive 3-0 victory in times where the best alliance could hope for was usually losing 2-3.

But then I got involved in a chat with the alliance guildmates, and we came up with a two-hunter counter to the twin shaman runs – one trap upstairs, a shadowmelt nelf hunter there, the pet hidden out of sight, and the twin shamans were separated and killed cleanly without being able to support each other. And suddenly the almost impregnable horde domination of WSG faltered, at least in that one single bracket.
The fun eventually stopped around the end of September, when suddenly every single game had at least three or four undead rogues with Fiery Weapon enchants and more HP than a blue-decked warrior (soon followed by an equally impressive army of gnome rogues). It basically removed most of the competition and fun in that WSG bracket.

Much much later, when leveling my belfadin, I stopped by in the 30-39 brackets, mainly in AB, and realizing that even without respeccing or regearing for the task, my healing definitely made a difference in the outcome of the game was definitely another highlight. It culminated with AV at level 70, where my personal pride was to sit both at the top of the healing done and HK meter, not only knowing that healing helped the team, but also certain that I had won most honour from these games.

Arenas

I joined up with my buddy Steptoe during season 2 for a lock / pallie duo. When I joined the team, it was at 1440, and we promptly proceeded to tank down to 1323. But then, the steady progress we made, week after week, while our duo started to act as a functioning, well-oiled team, was definitely one of the other highlights in the game for me. We ended up just shy of 1700 rating. That’s of course still massively in the scrub range by all standards, but for us it still meant steady progress and an improvement week after week. I still miss arenas with good old Steptoe, bless his black rotten forsaken heart.

Raiding

The first time Stoney dragged me through ZG was an amazing moment. It was just a short two-boss run and my lock was level 53 at that time. I felt utterly useless but still, the scale up from 5-men to 20-men play was definitely an impressive experience, along with the unique jungle atmosphere of good ole’ Trollville.

Another memory which stands out was when we quickly assembled 16 people to have a quick go at Kurinnaxx after an MC run – it was far from an optimal setup, it was getting late-ish, but we just went in there, cleared the trash methodically and downed the boss without any fuss. Oh, the kill itself was nice, but it was actually the pride in the guild chat that we were able to simply get job done despite not having the optimal setup (most of the guild was still in ZG kit at that time, it’s not like we were 16 full T1 or T2-clad warriors) which stands out most in my mind. Oh, and remember the two guys I mentioned in my first group quest memory? One of them was running on a dorf priest alt, and won the Vestments of the Shifting Sands. When his white-bearded and dignified elder dwarf character donned these, hilarity ensued.
I’ve always thought of him as the pink plush pocket healer since.

Tanking

Long time readers will remember I had issues with Shadow Labs early on, in particular finding groups which would be able to pass Vorpil. After Steptoe quit the game earlier this year, I respecced my belfadin to protection just so that I could go back to tanking and test out the various odd pieces of gear I had assembled in 7 months as a healbot. Well, going in there with your random PUG, I didn’t expect too much but that flawlessly executed run still stands out as one of the great moments I’ve had in the game.

Exploring

The first thing which really impressed me when I started playing WoW after two years in FFXI was when I noticed a wolf killing a squirrel in Dun Morogh. I watched this happen in awe and this simple bit of coding to improve the atmosphere of the world made a huge difference for me. Suddenly I felt like I was playing in a world which felt “real” in the sense that it conveyed the impression that it was existing for itself. FFXI always had a certain artificial quality to it, a bit like those horror rides you can find in theme parks where the various figures and effects only spring to life when a visitor (or his cart) passes by. WoW had that unique quality that it was a “living world” functioning regardless of whether a player was present or not, and other elements only reinforced that feeling. In FFXI for instance you could cross an entire zone chased by a train of monsters (back in the days you had to zone out in order to have a mob return to its spawn or patrol area, they simply never gave up), reach the gates of the city with a sliver of life and watch, with your final breath, your blood splatter the armor of the totally impassive guards who simply ignored what was happening at their feet (not that the goblins chasing you would be bothered by them witnessing your murder either). In WoW, at least at the lower levels and around factions you’re in good standing with, a guard means salvation instead of stony indifference.

In general, even years later, WoW never ceases to amaze me with little details I hadn’t noticed before. Rhoelyn’s little Azerothian picture quiz was really fun in that respect. Just a couple of days ago, while leveling my latest little belf mage in Eversong Woods, I noticed, for the first time, that behind some troll village where you are sent on one of those nice extermination quests, there was, just out of reach, a burning tower.

Well, there we go. Those are definitely among the highlights of my three years in WoW, and among the reasons why, pre-WotLK depression or not, I keep enjoying the game. Is this specific to a casual player? I doubt it. I am however quite curious to read what Stop will come up with, if he decides to answer our reader’s question as well.

And you? What are your own highlights in the game?

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The Professions Grass is Always Greener

Amava: I can relate.

In fact, I consider switching professions on a very regular base. Carrying it through quite often and then regretting it is something which I’ve been doing for over 3 years now.

My newest shammie is a daisy-plucker / pot brewer, but for 4 days I’ve been itching to drop pots for skinning instead. I keep telling myself that alchemy is useful while leveling and consistently take a wide berth around the skinning trainer when in a capital, but every time I log off, I’m thinking that aside health and mana pots, I’m actually not using anything else I brew but send it to my AH mule for reselling. And let’s face it, there’s more profit in dual gathering, especially at my level.

But come the next logon, I remember I’ll have to go back to newbie zones to skill up. So I’m still plucking / brewing. *sigh*

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The Bleeding Obvious, Leveling Speed Differences

I’ve been playing on my alliance shaman lately, and reached level 28 this week-end. I happen to also have a level 28 paladin on that same server, so just for reminding me that even is shamans are said to be slow in leveling until they get Windfury (or even Stormstrike), killing a single mob is still about thrice as fast when compared to a Ret paladin, Verigan’s Fist or not. Even if I drink a lot more often on the shaman, the fact that this is supposed to be the dps hybrid is very apparent.
Gonna have to mooch an RFK run soon, the Corpsemaker is simply too good to pass up for the coming couple of levels.

I cannot help but feel admiration for all people with enough patience and dedication to level more than one paladin to 70. I know I couldn’t do it myself. I currently have a hard time bearing going through the 60-70 range a second time – I also picked up my good old rusty level 60 lock and finished HFP quests until level 62 with her. She’s gonna sit around in Zangarmarsh for a little while though. The contrast between patch 2.3-enhanced level 20-59 leveling and 60+ is currently a bit stark.

Told you this was an obvious post.

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Matticus Channels Cosmo: 16 New and Sexy Additions in 2.4

Well, Matt, I’m not suffering from writer’s block, but I take your challenge nonetheless.

Here are 16 Patch 2.4 changes and additions worth mentioning:

Shorter 2v2 Arena queues

2v2 has, admittedly, several balance and synergy issues, but one which is more irksome is the queue time on heavily-populated Battlegroups. Due to the sheer number of people wanting to play 2v2, which, let’s face it, is the easiest to set up a team for and requires least coordination, queue times can exceed 15 minutes at peak time. Due to the low organizational requirements, 2v2 will always remain the bracket with the lowest barrier to entry for the most casual player, even if entering it as a brand new green level 70 player is going to be quite an experience.

Well, fortunately, Blue has recently posted that this will change for the better:

There is a change in 2.4.0 that will allow the servers to kick up more arena instances in a shorter amount of time, generally lowering the amount of time it will take to get into a game with an equal amount of people queuing. We want to avoid calling this a one time “queue cure” as we’re still not entirely certain how the changes will affect queue times under full load. Especially considering the increase in activity we see with any major patch release.

I think they’re guaranteed to have some effect, but if it isn’t an adequate impact we’ll need to make further adjustments.

Although I don’t have an arena partner or arena spec at the moment, shorter queue times = win.

The Sunwell Plateau

Part of the current higher-than-average tension between “hardcore” and “casuals” (also in its side incarnation PvE vs PvP) is most definitely due to the fact that the top raiders have run out of content, some of them several months ago. While I definitely don’t like AQ-Style server-wide unlocking events, this one looks to be less mindless grind-focussed than its infamous predecessor. The Isle of Quel’Danas is probably going to be as packed as Hellfire Peninsula was during the first days of TBC’s release, and since I currently don’t play my horde pallie, I’ll give the whole offensive a miss.

Still, the whole Shattered Sun Offensive comes along with a huge amount of new content from solo to five-men to full raids, so people who more or less ran out of things to do will have plenty new stuff to keep themselves occupied for the coming few months.

Of course, the top catassing guilds may very well burn through the new content in two weeks like what happened with MH and BT, but designing content with these people in mind is, fortunately, no longer on Blizzard’s agenda. Either Tigole and his crew grew softer on the catassing part or the rest of the design team has been overshouting them for a couple of months now (in fact, Tigole has been very subdued since his ill-advised Welfare Epics remark). Whatever the reasons, this is full of win for the large majority of the playerbase, hardcore and casual alike, and the couple of sour apples who don’t find the game challenging or fun enough for their taste anymore will move on. Less lag for me, and probably 0.1% less QQ on the o-boards. Not that you’d notice any difference of course.

The New Combat Log

The new combat log is going to increase data collection accuracy for damage meters and for WWS alike. While the change will require all addons working with the log to change, the net result is more precise information from all relevant tools. For any player, hardcore or casual, striving to improve their playing skills, accurate measurement of their performance is a good thing. Always remember, though, that in a group or a raid, you are actually playing an instance, not “top-the-meters”.

Teleport to CoT

Due to the travel time involved, getting to Caverns of Time is almost as much as a pain than going to Kara. Adding a means to teleport from Shattrath straight to the summoning stone is removes a lot of the wait, leaving more time for actually playing the instances.

Intellect Boosting Mana Regen from Spirit

While I don’t play any classes which rely on spirit and the 5-seconds rule as part of their normal routine, this will be huge for priests, druids but also mages. Other classes will spend less time drinking, which equates to less downtime. Now if it would only affect MP5 while casting too…

Faster Weapon Skillups from 1 to 295

Anyone who ever had to skill up a neglected weapon by even a mere 100 skill points will immediately remember what a pain in the nether regions this is. Less mindless killing for skillups? Yes please. The only thing unclear to me is whether it actually applies to weapon skill below 295 or players below level 60. If it’s the latter, the change will be, unfortunately, not noticed by level 70 toons, which would immediately remove this paragraph from the sexy additions to the “badly thought out” list.

Daily Quest Amount Raised to 25

Not that I’d care too much since I rarely do more than 3 dailies (never managed to unlock Ogri’La on the paladin). Still, more choice is always a good thing in my book.

Multi-Target Abilities no longer hit CCed NPCs

I have a bit mixed feelings about this one, actually. It certainly lowers the skill requirements in instances and participates in the dumbing down of the playerbase. On the other hand, it also means less wipes when running with people who lack the most basic CC management skills. An interesting side-effect, though: people who no longer care how they position CC relative to tanks will actually find running with a tankadin more difficult than before if their CC ends up in the Constant Consecration area. Since the Flavour of the Month in terms of 5-men tanks remains firmly in tankadin hands, the dumbing down may result in a couple of unexpected and hilarious wipes. Then again, good tankadins don’t really need CC in the first place.

Mana Cost Reduction on Regrowth

I don’t play a drood but from what they tell us, this is a very nice change, which actually gives them more variety in their spell casting rotations. As a recovering healadin, having just one single heal which makes up most of your casting routine (at least there’s cleansing and protecting to break the monotony) is something which gets pretty dull. More tools to keep your party or raid group alive, more varied gameplay? Yes please.

Avenger’s Shield Won’t Hit Critters Anymore

I love this one. Imagine the following pull: 3-mob group to the left, another group farther back on the right. The closest mob of the left-hand group stands at the right side of that group. Your tankadin positions himself and pulls with Avenger’s Shield on the closest mob of the left group, expecting all three mobs to have a good does of front-loaded threat on them.

Unfortunately, there’s a pesky critter sitting, unnoticed, between the left and right group, and Avenger’s shield actually bounces over it to hit the closest mob of the right-hand group. Your group now has to deal with 6 mobs instead of 3, 4 of them without any frontloaded threat.

Sounds familiar? Won’t happen again. Win.

Turn Undead Rank 3+ working on demons

Makes sense. Though why not Rank 1 and 2 escapes me. Then again, I think the last time I’ve ever used Turn Undead was on my level 26 alliance paladin desperately trying to survive an unexpected meeting with Morladin in Duskwood while bubble was on cooldown. And that was before TBC got released. So it’s a sexy but pointless change for the sake of consistency.

Partial Vanish Debugging

There’s been various abilities which would leave a rogue stealthed when using plain normal stealth but break vanish. Bug fixing is always nice in my book, and vanish has been plagued by bugs for a long time now.

New Stormstrike Icon

I’m kidding. Shamans get little love in this patch, and one of the more jaded shammies out there once commented on a message board “it will be changed to a middle finger Blizzard is pointing at shamans”. ‘Nuff said.

BG Honour calculation changes

There’s no more diminishing returns per kill until an opponent dies 51 times, and honour gets awarded on the spot. If it helps diminish the AFKing in the peace cave, I’m all for it.

Horde AV starting point moved back

This is a change for the better, and will help balance the map. In the same spirit, actually mirroring the whole map perfectly would definitely remove any claims of map imbalance and make it all about teamwork and tactical skill. This has been suggested for much longer than I’ve been playing AV and should come back.

In the same vein, joining AV as a group is something I have very mixed feelings about. If the group is 5 or 10 friends joining together, I rather like it. But with the extremely soft matchmaking happening, getting steamrolled by a 40-men preform AV for 0 honour (which you probably never will be allowed to join if you don’t have 350+ resilience, which you won’t be able to get in a hurry because the bloody AV premades kill you over and over for 0 honour) is going to be utterly detestable.

Warsong Gulch changes to Flag Carriers

In a valiant effort to shorten the pat situations where both sides could have been hiding with the opposing flags for ages, Flag Carriers will now appear on the map within 45 seconds and will get a 50%/100% damage increase debuff after 10/15 minutes. I like it but I still don’t think it goes far enough. Add reinforcements like in AV, each cap and kill taking off from the enemy reinforcements, and you could pretty much guarantee much more action-packed games lasting 15-20 minutes tops, and perhaps even kill the mindless HK farming which happens way too often. One can always hope…

And that takes up to 16 changes. There’s actually more to be highlighted, but Cosmo said 16, so 16 it is.

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Agnostic in Exodar

Who said e-peen was something that happened at level 70? Well, I certainy wouldn’t.
So here I am, with my latest shammie, exploring Draenei starting zones and stuff. I ding 16, go to the AH, find a lovely Black Malice there, equip it and go back on my merry way.
Apparently I got examined on my way out (why do they have to have the most annoyingly out of the way flight master in this place? Hugely inefficient. I doubt I’ll ever go back to the Exodar after finishing Bloodmyst). The conversation below followed. Names left intact because you don’t censor higher beings, or something.
No, really. You don’t.

Smite button is broken

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Back to the Roots

My playing blues isn’t really over, and I found myself counting options last night. At that point I remembered that the one part of the casual game I hadn’t explored yet was the Draenei content – while I took a warrior to level 10 previously, I haven’t done much else in the two new (well not so new anymore, come to think of it) zones.

The Doomhammer guild I had joined with Steptoe last fall after PCTing out of Ghostlands looks like a bloody alt reservoir, and I haven’t really been all that active on that server, meaning I don’t know anyone. Leveling on Ghostlands before getting the hell out of dodge did have an advantage, there were plenty of people I had run with throughout the long process so beyond my guild, there was a loose social network I could call upon.

I don’t have that on Doomhammer, and without a guild, having that network would have been useful. I’m also pretty bored with my paladin right now, so working as a tank-for-hire like Galo did with a lot of success isn’t something I’m willing to do at the moment.

So I finally just changed my server selection, popped onto my old pre-TBC warlock, waved hello to the guildmates of old, then got my level 6 draenei shaman out of cold storage and ginvited. And you know, there’s definitely something special about that place. That guild was the result of a successful merger which took place in December 2005 to avoid, for both merging guilds, that friends who had leveled together would scatter all over the server. Returning last night immediately put me back in touch with people I knew more or less since I started playing – All the way back to questing out of Auberdine on my first alliance toon. There’s also many familiar names I had raided with in ZG, AQ20 and MC who said hello, and somehow, it felt like a homecoming.

How long will I stay? I don’t know. I’m not really playing much these days anyway, but for the time being, I’ll be playing on Draenor EU for a while. Social interaction is, in the end, part of the reasons to play an MMO in the first place, and I hadn’t been getting much of that recently. We’ll see where it leads me.

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While I Wasn’t Looking, Guild Drama or Something

I’m currently still in low-playing-time mode, and whenever I actually squeeze some time to log on, I play on the shaman. Which I never got around to joining my current horde guild, initially because no officer was on when I PCTed her onto Doomhammer, and later because I didn’t really bother looking for anyone with /ginvite.

I do keep an eye on the guild forums from time to time, though, and to my surprise, I learn that the GM has left the guild and handed the key to one of the officers.

To everyone expecting a Foton-grade Drama retelling, you can stop reading right now, because I have no frigging clue what happened.

Thing is, when I got recruited there, it was on my then-main level 70 pallie, and the now-departed GM invited me with the full knowledge that I was a casual player and only available to join Kara as a replacement for an “early” leaver – early being 11pm server time in that case.

I obviously have no similar understanding with the new management, but from the tone of their introductory post (and what had been going on during the last times I was on), the guild appears to be trying to focus on raiding in order to forge an identity and cohesion.

Needless to say, a proper raiding guild has little room for a player like me. It is even possible that I have been let go from the roster since I last logged onto the paladin, which was already 2 or 3 weeks ago.

Since my good old 2007 buddy Steptoe appears to have vanished from the surface of the planet too, undoubtedly eaten up by a grue or at least by Realifitis, it’s probably time to start shopping around for a casual-friendly guild one of these days. There’s bound to be a fitting match out there. Somewhere.

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Sidetracking to Badlands, a Picture guide

Today was the time when my shaman had to go to Badlands, which for hordies is always a rather long hike.

Unfortunately, when I entered Loch Modan, I realized there’s one thing I hadn’t tried out for ages, so I went to check whether the sneak way up to the airstrip was still accessible.

It was.

air1.png

Of course, Ironforge Guards weren’t exactly welcoming, and since I had only ever been there on alliance toons before, learning about them the hard way cost me a loooong corpse walk from Kharanos all the way back up.

air2.png

Still, I was there and took in the sight, then went over to the mountaintop above the dwarven capital. And there, too, dwarf security forces was ready to make sure nobody would climb their favourite mountaintops. Tsk…
air3.png

Undaunted, I continued my trip, rode between IF and Kharanos, then back into Lock Modan. See, I really needed some discovery experience. Badly.

discovery exp

Before getting back to my initial goal, the Badlands, I decided to make another short detour to repay an old debt. See, there’s this level 20 named bear which had killed my very first alliance toon ever, when the unsuspecting youngster was exploring the world at level 15.

Only thing, the furry bastard lost his l33tness with patch 2.3. And here comes a horde shaman, with a vengeance.

air5.png

And let me tell you, Ol’ Sooty didn’t like Stormstrike one bit.

A job well done, and a moment later I was killing troggs in Badlands for a bit. I have switched to dual-wielding and my 1h-mace skill finally caught up. The amount of Windfury and Shamanistic focus procs you get out of a mere 17.5% crit rate is crazy – stuff dies so fast it’s almost not funny anymore. And guess what, I can’t help but compare it to the measly 7 procs per minute you get out of Seal of Command, for a lousy damage. The difference is just ridiculous.

Anyway, made level 43 shortly after that excursion. So far so good.

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