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  1. - Top - End - #361
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    AssassinGuy

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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Requesting access to guild on Rubaat, Imperial side. character name: Meretrix

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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    You have permission. You just need to get a hold of one of us on the server.
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    So I am now 5/5 in both Nightmare Mode KP and EV, and I've got my Infernal title. Bonethrasher isn't being cooperative though, so Unyielding will have to wait another week.

    How are you guys on Rubat doing with the raid content? I might roll an Imp over there.
    Last edited by Neftren; 2012-03-25 at 09:48 PM.

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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    I think we can probably perform fairly well if we can get a coordinated team together. Problem is, we only have 2-3 DPS and 2 tanks, and the rest have to come from PUGs and Friends lists.
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  5. - Top - End - #365
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    AssassinGuy

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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    The character I made (Meretrix) will be a healer type (Sith Sorc) once I get it leveled up. I'm brand new to SWTOR however. I've done healer types in WoW, EQ, DDO so this shouldn't be all that different. Just have to get the game figured out, which doesn't seem like it's all that hard.

    Any wants to throw advice my way, feel free.

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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by Squark View Post
    Less practical post 1.2, though, because Bioware has decided to make Medpacs usable once a fight
    I rarely use medpacs more than once a fight. Hell, I don't usually use them at all.

    That being said, it seems like a solution in search of a problem.

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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by GungHo View Post
    I rarely use medpacs more than once a fight. Hell, I don't usually use them at all.

    That being said, it seems like a solution in search of a problem.
    I generally agree with this, but it's still a trifle annoying. I rarely use medpacs, but I love to challenge Bosses (Gold+Silver). It's easy for me to bite off more than I can chew and need a medpac or two. (I know the solution here would be to be more careful or get more help, but it's still nice to have an option of you want a bit more healing.)

  8. - Top - End - #368
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by Squark View Post
    I think we can probably perform fairly well if we can get a coordinated team together. Problem is, we only have 2-3 DPS and 2 tanks, and the rest have to come from PUGs and Friends lists.
    So I take it you guys need healers and DPS? I might roll a Mercenary or something, unless you guys have something you especially need?

    Quote Originally Posted by GungHo View Post
    I rarely use medpacs more than once a fight. Hell, I don't usually use them at all.

    That being said, it seems like a solution in search of a problem.
    I only ever use medpacs in Nightmare mode Bonethrasher, Karagga, and Soa, so... I dunno. Maybe if I had more buttons on my keyboard, but for questing, the healer companion seems to be more than enough for me. In raids, the medpac seldom changes things up beyond "oh we can skip one of the platforms on Soa" and really, the only one where a medpac really really really helps is in Bonethrasher after he stomps the ground.

  9. - Top - End - #369
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    AssassinGuy

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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by Squark View Post
    Err... What sort of gear is your guild using? Most people agree that, if you were keeping up with your gear like you should, you should be able to jump right into hard mode flashpoints and even normal mode operations with a bit of skill. Note that the LS boss is easier than the DS boss, so that's something.
    I can't speak for the rest of my team, my Juggernaut tank is sporting about 14k hit points, has daily armor and hilt, plus a handful of 50 purple mods/enhancements in his modded armor kit. The rest is 48-50 blue gear. My team consists of an Operative Healer, Marauder DPS, Assassin DPS, and myself, the Juggernaut tank.

    We clear the trash on the way to GXR-5 Sabotage Droid without incident, but knocking him over has proven impossible. The boss can't be moved because he's ranged and appears to shoot through intervening objects, so LOS doesn't work, and if you engage him in his little alcove, he blows up me and my 2 other melee DPS, and the healer can't keep up. I can have the melee try to run away from the suicide droids, but then our DPS goes into the toilet, and eventually the healer runs out of resources and we die.

  10. - Top - End - #370
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by The_Jackal View Post
    I can't speak for the rest of my team, my Juggernaut tank is sporting about 14k hit points, has daily armor and hilt, plus a handful of 50 purple mods/enhancements in his modded armor kit. The rest is 48-50 blue gear. My team consists of an Operative Healer, Marauder DPS, Assassin DPS, and myself, the Juggernaut tank.

    We clear the trash on the way to GXR-5 Sabotage Droid without incident, but knocking him over has proven impossible. The boss can't be moved because he's ranged and appears to shoot through intervening objects, so LOS doesn't work, and if you engage him in his little alcove, he blows up me and my 2 other melee DPS, and the healer can't keep up. I can have the melee try to run away from the suicide droids, but then our DPS goes into the toilet, and eventually the healer runs out of resources and we die.
    And there's nothing you can do to move him out of the alcove? No force pushes/pulls, no knockback of any kind? Nothing to stop range attacks and force melee, such as some kind of disarm? Can you stop him from entering the alcove? How about just zerging it once he's in the alcove, rely on raw damage output an just go to town on his robotic arse?
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by Karoht View Post
    And there's nothing you can do to move him out of the alcove? No force pushes/pulls, no knockback of any kind? Nothing to stop range attacks and force melee, such as some kind of disarm? Can you stop him from entering the alcove? How about just zerging it once he's in the alcove, rely on raw damage output an just go to town on his robotic arse?
    No. He's a boss so he's immune to force push or grapple, etc., just like he's immune to stuns and snares. If you haven't actually DONE the fight, don't waste my time, please.
    Last edited by The_Jackal; 2012-03-26 at 05:34 PM.

  12. - Top - End - #372
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    I'm trying to remember, is the Sabotage Droid the one you get for taking the DS dialogue option on the bridge, or the bonus boss?
    Quote Originally Posted by GungHo, on Battletech
    The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
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    Glyphstone, out of all the playground I think you scare me the most...
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    Glyphstone, you are an evil person :D

  13. - Top - End - #373
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by The Glyphstone View Post
    I'm trying to remember, is the Sabotage Droid the one you get for taking the DS dialogue option on the bridge, or the bonus boss?
    http://feature.mmosite.com/swtor/har...on_guide.shtml

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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by The_Jackal View Post
    No. He's a boss so he's immune to force push or grapple, etc., just like he's immune to stuns and snares. If you haven't actually DONE the fight, don't my time, please.
    Easy, there. He's just trying to be helpful.

    Hm... A few more dailies wouldn't be remiss (I'm pretty sure I had around 16k base HP when I did my first Op as the off-tank, not sure about my first HM fp). That being said, if you're really having trouble, you could try taking the LS route, which most people feel is easier. Healer-Sniper-Melee-Bossman is the order I reccomend. I've never actually done the DS route without a well geared group, so we've just been able to burn him down without really caring about the probes. Wish I was more help.

    Couple other things about HM Black Talon

    Sgt. Plasma Probe, as I am going to call him, is skippable. The main challenge in this fight are the aforementioned plasma probes he summons; Aside from tearing through your Melee DPS's defenses, these are deadly because they DO NOT go away until the Sergeant is dead. So, work out a schedule for interupts here.

    Bonus Boss: Interupting Power Punch does not stop the knockback, and I don't think it stops the damage either. Therefore, save your interupt for powerblast. One tactic is to have the tank Line of sight him around the crates, but with decent gear, you can just tank and spank.

    Yadira Ban: Her AoE is her only real source of damage, but it hits like a truck. When she begins cyclone, just run away immediately and don't stop until she releases it. She has a pretty tight enrage timer; Beware of it, as a single Enraged Cyclone will 1HK most DPS and healers, especially if she leaps to them after the cyclone.
    Last edited by Squark; 2012-03-26 at 05:18 PM.
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Is Ghulil skippable? The only time I tried, it seemed like he auto-aggroed by crossing through the doorway out of his room.
    Quote Originally Posted by GungHo, on Battletech
    The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
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    Quote Originally Posted by Enterti, Cogidubnus
    Glyphstone, out of all the playground I think you scare me the most...
    Quote Originally Posted by Zombimode
    Glyphstone, you are an evil person :D

  16. - Top - End - #376
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Concerning the healer issue:

    We'll have a healer just as soon I stop getting sidetracked and progressing through the other stories.

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  17. - Top - End - #377
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Okay, so I think the Inquisitor officially wins the "best dialogue" award, if only for the Spreading the Word mission on Nar Shaddaa.

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    This is a side quest available in the Network Security District while you're doing the bonus series. You're tasked with escorting an Imperial speaker past Hutt security so he can broadcast from a major Holonet hub server, then delivering the speech yourself after he get stomped by droids in a cutscene.

    At that point, you can either:
    1. Deliver the pre-written speech, described by the quest giver as "a message of intimidation."
    2. Deliver a distinctly less intimidating speech (I assume), preview text: "This is a message of peace..."
    3. Deliver a personal speech specific to your class.

    I picked the last option (preview text for Inquisitors: "Galaxy, I am your master!"), and was treated to one of the single most awesome pieces of writing I've ever heard. All in all, it made me feel just a little bit like this.

    Here are the few bits and pieces I can remember right now of the speech, which runs for about 45 seconds total:

    "I know you can hear me! ... Your fear endears you to me, it makes me strong. I rose from slavery to become Sith, and soon I will rise to be your lord and master. ... Creatures of the galaxy! ... You will know my name!"

    As you might guess, not only did I not think to record this until it was too late, but after an hour or two of searching it seems that no one else has done it for me.

    So, I am putting out an official request to the Playground, with a reward of OVER 9000 Internets: Could anyone with an Inquisitor that has not done this mission please do it, choose the bottom dialogue option on the "Deliver the Speech" step, and film the outcome?
    Last edited by Sith_Happens; 2012-03-27 at 08:09 AM.
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  18. - Top - End - #378
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by Sith_Happens View Post
    So, I am putting out an official request to the Playground, with a reward of OVER 9000 Internets: Could anyone with an Inquisitor that has not done this mission please do it, choose the bottom dialogue option on the "Deliver the Speech" step, and film the outcome?
    Do you remember about how far into the bonus series it is? I wouldn't mind if it was near the beginning, but I might not want to do the entire line again just for one speech. (Although, I'm high enough level now that combat would probably be a breeze back on Nar Shadaa.....)

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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by Sith_Happens View Post
    Okay, so I think the Inquisitor officially wins the "best dialogue" award, if only for the Spreading the Word mission on Nar Shaddaa.

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    This is a side quest available in the Network Security District while you're doing the bonus series. You're tasked with escorting an Imperial speaker past Hutt security so he can broadcast from a major Holonet hub server, then delivering the speech yourself after he get stomped by droids in a cutscene.

    At that point, you can either:
    1. Deliver the pre-written speech, described by the quest giver as "a message of intimidation."
    2. Deliver a distinctly less intimidating speech (I assume), preview text: "This is a message of peace..."
    3. Deliver a personal speech specific to your class.

    I picked the last option (preview text for Inquisitors: "Galaxy, I am your master!"), and was treated to one of the single most awesome pieces of writing I've ever heard. All in all, it made me feel just a little bit like this.

    Here are the few bits and pieces I can remember right now of the speech, which runs for about 45 seconds total:

    "I know you can hear me! ... Your fear endears you to me, it makes me strong. I rose from slavery to become Sith, and soon I will rise to be your lord and master. ... Creatures of the galaxy! ... You will know my name!"

    As you might guess, not only did I not think to record this until it was too late, but after an hour or two of searching it seems that no one else has done it for me.

    So, I am putting out an official request to the Playground, with a reward of OVER 9000 Internets: Could anyone with an Inquisitor that has not done this mission please do it, choose the bottom dialogue option on the "Deliver the Speech" step, and film the outcome?
    What level is Nar Shaddaa for the Imps?

  20. - Top - End - #380
    Barbarian in the Playground
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by Neftren View Post
    What level is Nar Shaddaa for the Imps?
    Nar Shaddaa is for levels 20-24. The Bonus Series starts with a Level 31 quest, req lvl 28. (And taking a look at it, the quest he wants recorded is at the end of the bonus series. :-/)

  21. - Top - End - #381
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by Sith_Happens View Post
    Okay, so I think the Inquisitor officially wins the "best dialogue" award, if only for the Spreading the Word mission on Nar Shaddaa.

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    This is a side quest available in the Network Security District while you're doing the bonus series. You're tasked with escorting an Imperial speaker past Hutt security so he can broadcast from a major Holonet hub server, then delivering the speech yourself after he get stomped by droids in a cutscene.

    At that point, you can either:
    1. Deliver the pre-written speech, described by the quest giver as "a message of intimidation."
    2. Deliver a distinctly less intimidating speech (I assume), preview text: "This is a message of peace..."
    3. Deliver a personal speech specific to your class.

    I picked the last option (preview text for Inquisitors: "Galaxy, I am your master!"), and was treated to one of the single most awesome pieces of writing I've ever heard. All in all, it made me feel just a little bit like this.

    Here are the few bits and pieces I can remember right now of the speech, which runs for about 45 seconds total:

    "I know you can hear me! ... Your fear endears you to me, it makes me strong. I rose from slavery to become Sith, and soon I will rise to be your lord and master. ... Creatures of the galaxy! ... You will know my name!"

    As you might guess, not only did I not think to record this until it was too late, but after an hour or two of searching it seems that no one else has done it for me.

    So, I am putting out an official request to the Playground, with a reward of OVER 9000 Internets: Could anyone with an Inquisitor that has not done this mission please do it, choose the bottom dialogue option on the "Deliver the Speech" step, and film the outcome?
    The best thing about this is that it's not even out of character of neutral Inquisitors. Grey Inquisitor is such a troll.
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Do we have anyone with Armormech/Cybermech?
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Gorin is a cybertech. I don't know about armormech, although we do have more than enough synthweavers (Look, when you have a companion with +5 crit to a skill, you can tell Bioware wants you to take that skill).
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Apparently, not having Armormech isn't as much as a problem as I thought. Stupid Osiris, thinking Armoring improvements would be in Armormech or Synthweaving, when it makes SO much sense that they're in Cybertech. Or that Enhancements aren't in Synthweaving or Cybertech, but are instead in Artifice.

    The reason I bring this up is because I seem to have hit a snag in my "Finish leveling Dao-ren up" plan. Namely...I've run in the bloody, violent wall that is my gear is subpar enough that I can't actually do much in the way of content anymore. Solo strongs can be taken down easily enough, namely because I can stun them, however a Strong + 2 Standards, 2 Strongs or an Elite can do enough damage that my healing just can't compensate.

    TL;DR If anyone can send some Upgrades my way, I'd be most appreciative.

    What I'm looking for is as follows:
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    5x Reflex Armoring
    7x Reflex/Agile Mods
    7x +Surge/+Power Enhancements
    2x Color Crystals (I checked, I was still using the two that Hessar had made for me when I was back on Balmorra)
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    You should specify your alignment if you need color crystals unless you want yellow/orange (which tend to be more expensive than red/blue/green). Also, while the low-level crystals only come with endurance, at mid-levels they branch out so you can get power or crit if you prefer (I generally go with power for healing).
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    Mango is a dastardly irate unhinged scientist, for realz.

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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by mangosta71 View Post
    You should specify your alignment if you need color crystals unless you want yellow/orange (which tend to be more expensive than red/blue/green). Also, while the low-level crystals only come with endurance, at mid-levels they branch out so you can get power or crit if you prefer (I generally go with power for healing).
    Alignment for crystals was ditched a while ago. Technically, artificers can make endurance and crit crystals from the get-go (although the crit schematics must be purchased, while the initial endurance crystals are learned on training)


    My reccomendation would be to shoot a pm to Gorin (Cybertech) and Salur (Armstech). I'm afraid I don't know if we have a guild artificer any more, though.
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    I can't actually help much, unless you want barrels/weapons for you or your companions, but I'll let Gorin know that you need mods and armoring. He should have a decent amount of Reflex stuff (and I could make Reflex barrels if you needed). What level are you/what level mods do you want?


    Also, I just finished Mass Effect 3 on Monday, so I'll probably pop into SWTOR a bit more often than I have been recently.

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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by Squark View Post
    Easy, there. He's just trying to be helpful.
    Yeah, I realized after my post that I was a bit harsh. Just my belligerent nature showing through the veneer of civility. Thanks for the tips on HMBT, I don't think I'm likely to get anyone to take the lightside options on purpose in our guild, we're all pretty staunch on maintaining character, myself included.

    That said, I have switched off my Juggernaut to level an Operative healer, in order to have a deeper bench of healers (right now we have one good healer in the guild, and 3 potential tanks). With a second healer, we can try to pug some DPS and start working on Operations, which ironically appear to have a lower barrier to entry than Hard Modes. Of course I'll have to spend time leveling and gearing my operative, but I feel it's the right move in the long run.

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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Quote Originally Posted by Valaqil View Post
    Do you remember about how far into the bonus series it is? I wouldn't mind if it was near the beginning, but I might not want to do the entire line again just for one speech. (Although, I'm high enough level now that combat would probably be a breeze back on Nar Shadaa.....)
    It's right after the mission to track down the slicer "Zero."
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    The one who turns out to be a droid, with this fact completely not being followed up on.


    And trust me, this is totally worth replaying most of the bonus series for.

    In case you're curious, I found this video of the (much lamer) Warrior speech and a transcipt of the Bounty Hunter speech here (sixth comment down). No results of any kind for Agent or Inquisitor.
    Revan avatar by kaptainkrutch.
    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

  30. - Top - End - #390
    Bugbear in the Playground
     
    RangerGuy

    Join Date
    May 2008
    Location
    Iceland
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    Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

    Say, what is the latest word on the 1.2 patch, date and content wise?
    "Is this 'cause I killed the hippie? Is that even illegal?"

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