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Heroes of the Storm Garrosh

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Moving this to the proper thread:

5 hours ago, TSRD said:

I've been getting a number of games in with Garrosh and am a huge fan of In For The Kill at level 4.  In For The Kill does a ton of work helping fix Garrosh's weak wave clear and gives him slightly better objective/merc camp ability while also giving him excellent sustain between fights.

Compared to In For The Kill, Thirst for Battle is really lacking in my eyes.  Two seconds off only Bloodthirst and only when you're hitting a hero just doesn't feel like anywhere near enough payoff to me.  If you've pulled an enemy away to fight alone then your probably doing ok and don't need the cooldown as much (because you should have a numbers advantage against them and the fight will end quickly).  If you're hip deep in the enemy team you're probably either going to win/lose too quickly for the cooldown to matter (or just get CC'd).  It's only in those elongated running fights that it'll add up and even then I don't know if it'll add up to more than one or two extra swings (and that's assuming you have the opportunity to use the skill on cooldown to not waste the cooldown reduction).

Indomitable is the much better ability IMO if you're ok ignoring In For The Kill's PvE advantages and are focusing on team fights.  Where Thirst for Battle needs fairly specific situations to be good in and even then has uncertain value, Indomitable is almost always going to be extremely strong whenever you need it to be.  This sure value at exactly the time you want it is a big plus in my book (ignoring the fact that Unstoppable is a stronger effect than a conditional cooldown reduction).

In my experience I would be giving In For The Kill and Indomitable green check marks and Thirst for Battle a red X but that's just me.

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Guest XeaKon

On the first page the author uses both Armour Up and Double Up when talking about the level 13 talent.

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9 hours ago, TSRD said:

helping fix Garrosh's weak wave clear

Wow, when you don't read tooltips properly.
Thanks for this comment. I was like how does Bloodthirst help waveclear, then I reread the tooltip.

I was only using it to heal, but this makes so much sense.

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5 hours ago, Guest XeaKon said:

On the first page the author uses both Armour Up and Double Up when talking about the level 13 talent.

Hey, I am unable to find the issue you are describing. Could you please specify where it is?

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Garrosh is absurdly resilient in the two Tank + two Support meta, specially by going with the Main Tank build. Pair him with the likes of Zarya, Tassadar and Stukov/Malfurion and he never ever dies. I'd say that shielding him can be more effective than actively healing, as in a way his trait is very similar to Zul'jin's (the lower his HP the better he is).

I find Stukov particularly powerful when paired with Garrosh. With the right setup, you can throw an enemy with Garrosh into your team's backline and proceed to Massive Shove the victim with Stukov into the gates of the structures. It's hilarious.

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Can someone help me understand the math to body checks dmg boost? It raise dmg is raised by 200persent of your armor up bonus but wouldn't that mean itd do a huge amount of dmg?

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59 minutes ago, 50m8r4 said:

Can someone help me understand the math to body checks dmg boost? It raise dmg is raised by 200persent of your armor up bonus but wouldn't that mean itd do a huge amount of dmg?

If I understood the talent correctly, being at 2% HP means the bonus is 49 (98% HP missing with 1 armour per 2% missing). You get 200% increase, which results in +98 damage. The base damage of the talent is 111 (+4%/lvl) damage, so that means you are getting an 88% increase in damage while at 2% health. 
With Double Up, the armour goes up by 100%, so you are at 98 armour. 200% of 98 is 196 damage. 

The extra damage isn't great, but it is still a nice bonus. 

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Is body check even a viable talent? I tried it several times, but it seems like a waste of a talent and time. The damage is barely noticeable and the slow barely counts as a peel. In addition, the range of body check is so small that's it's useless for a displacement hero that everybody avoids.

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4 hours ago, Trensicourt said:

Is body check even a viable talent? I tried it several times, but it seems like a waste of a talent and time. The damage is barely noticeable and the slow barely counts as a peel. In addition, the range of body check is so small that's it's useless for a displacement hero that everybody avoids.

Body Check is a good talent, even though the damage is not amazing (not awful either, tough). It is indeed the weakest talent of the three, but it is still good enough to be competitive. Currently I would recommend the Main Tank build instead.

A change to the guide is coming tomorrow, which may address your concerns.

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On 8/29/2017 at 9:21 PM, Trensicourt said:

Is body check even a viable talent? I tried it several times, but it seems like a waste of a talent and time. The damage is barely noticeable and the slow barely counts as a peel. In addition, the range of body check is so small that's it's useless for a displacement hero that everybody avoids.

I would only go Body Check if the level 7 reduced healing talent would be exceptionally good that match.  Warbreaker is just too good to give up otherwise.  In situations where the reduced healing talent is very good however (multiple enemy healers and/or heroes with a lot of self sustain), Body Check can be viable there.

On a different topic, still not impressed with Thirst for Battle compared to In For The Kill.  I don't consider In For The Kill to be nearly as situational as the description says it is and I still have trouble seeing the supposed value Thirst for Battle brings to the table.

Edited by TSRD

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I haven't played Garrosh before. Since he's on F2P rotation I played several games with him and I'm glad I didn't buy him. Definitely strong and I have no real things complain about him but he's a totally boring hero to play, at least for me :D

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10 hours ago, Caldyrvan said:

I haven't played Garrosh before. Since he's on F2P rotation I played several games with him and I'm glad I didn't buy him. Definitely strong and I have no real things complain about him but he's a totally boring hero to play, at least for me :D

His gameplay is quite engaging due his ability combo mechanics that can get a lot of easy kills, as you can punish mispositioning quite hard. But I don't really like playing as him either (but I more than welcome a good Garrosh player in my team).

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I don't think Oppressor talent is a great counter to heroes such as Kael'thas or Gul'dan. Garrosh, who lacks dive, is rarely available to get the value of this talent against such heroes, as if he gets close enough to squishy backliners to hit them with basic attacks, they normally get thrown-over and insta-killed.

I'd rather noted that Oppressor would be a great counter to the Melee Mage Heroes such as Sonya or Cho'gall as it allows to greatly reduce their damage output (as well as the ability to sustain themselves). 

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I believe there is an error on the main Garrosh Build  Guide page and on the Abilities page. Under the "TL;DR Tips" heading in the Quick Reference section, there is language on the second bullet point that reads as follows:

  • Groundbreaker Icon Groundbreaker can be used to pull an enemy Hero out of position towards Garrosh before throwing them into his allies with Wrecking Ball Icon Wrecking Ball.

This language is repeated on the "Tips on Ability Usage" on the Garrosh Abilities and Strategy page. Both seem to reflect Groundbreaker's original implementation before the rework that changed it into a stun.

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Guest 7GHz

Is it possible to talk about "Titanic Might", the level 20 upgrade for Wrecking Ball?

Is Titantic Might (without lvl1 Unrivaled Strength) still a valid alternative for Deadly Calm/Death Wish?

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9 hours ago, Guest 7GHz said:

Is it possible to talk about "Titanic Might", the level 20 upgrade for Wrecking Ball?

Is Titantic Might (without lvl1 Unrivaled Strength) still a valid alternative for Deadly Calm/Death Wish?

Titanic Might is the go-to Lv 20 talent right now. The current 'Meta' build is:

Lv 1: Warbreaker

Lv 4: Indomitable 

Lv 7: Into the Fray

Lv 10: Warlord's Challenge

Lv 13: Defensive Measures

Lv 16: Earthshaker

Lv 20: Titanic Might

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9 hours ago, ShadowerDerek said:

Titanic Might is the go-to Lv 20 talent right now. The current 'Meta' build is:

Lv 1: Warbreaker

Lv 4: Indomitable 

Lv 7: Into the Fray

Lv 10: Warlord's Challenge

Lv 13: Defensive Measures

Lv 16: Earthshaker

Lv 20: Titanic Might

Wouldn't Unrivaled StrengthUnrivaled Strength work better with Titanic MightTitanic Might than WarbreakerWarbreaker?

I personally like picking Unrivaled StrengthUnrivaled Strength at level 1 and Double UpDouble Up at level 13. But I can see how strong the combination of WarbreakerWarbreaker and Defensive MeasuresDefensive Measures is.

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1 hour ago, Valhalen said:

Wouldn't Unrivaled StrengthUnrivaled Strength work better with Titanic MightTitanic Might than WarbreakerWarbreaker?

I personally like picking Unrivaled StrengthUnrivaled Strength at level 1 and Double UpDouble Up at level 13. But I can see how strong the combination of WarbreakerWarbreaker and Defensive MeasuresDefensive Measures is.

The thing is, the original Wrecking Ball's maximum range is identical to Groundbreaker's Stun range. So picking Unrivaled Strength can make your usual E -> Q combo a bit trickier.

Besides, as you mentioned, the reduced Groundbreaker cooldown from Warbreaker synergises really well with Defensive Measures, making Garrosh extremely difficult to kill because of how shields work with Garrosh's trait. 

Edited by ShadowerDerek

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10 hours ago, ShadowerDerek said:

Lv 1: Warbreaker

Lv 4: Indomitable 

Lv 7: Into the Fray

Lv 10: Warlord's Challenge

Lv 13: Defensive Measures

Lv 16: Earthshaker

Lv 20: Titanic Might

Also, according to Hotslog, this build has 54% win rate, while Garrosh's overall win rate is 46.4%. And this build has more than 1400 games played. 

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Guest Cho Gall Killer

I usually build.

1: Unrivaled Strength

4: Thirst for Battle

7: Oppressor

10: Decimate

13: Bloodcraze

16: Rough Landing

20: Deadly Calm

This build is super fun against Cho Gall, who is usually overconfident at the start of the match and gets tossed a bunch. In the later game it simply neuters him, reducing spell power, speed, and damage.

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      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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