Round 2: Attack with advantage (roll 2 dice and take the higher)
Without True Strike
Round 1: Attack
Round 2: Attack
Note: The same amount of dice rolled, but if they all would hit, they all DO hit. There are a lot of bad spells and abilities, but this one is special. It is functionally a debuff on yourself!
yeah True strike is literally never a good spell...especially with Aim added for Cunning Action
It's bad on a barbarian because of reckless attacks. With a simple declaration, I can literally do the same thing that True Strike does with an action the turn before, and I don't have to wait. I also don't have to worry about getting hit to waste that action, don't have to worry about raging first to get the rage damage but losing concentration. If I'm within 30 ft of the target, I can attack with my javelin. Your DM may even let you attack Recklessly with that attack if they misinterpret melee weapon attack as being the same as an attack with a melee weapon. However, I can rage to get resistance, then attack with the javelin to keep rage going to reduce incoming damage during the next turn.
Yes, Reckless Attacks come with the cost of having attacks against you be made with advantage. However, your higher HP and damage resistances will often negate that better than losing the action to negate the advantage would.
This is especially true if you have GWM. If turn 1 is True Strike, turn 2 has to be Attack, then Rage in order not to break concentration. If that attack is a critical or a kill, you are now down at least once attack and likely 2-3 attacks, and none of your rage damage has gone out yet. The alternative would be turn 1, rage attack with javelin, turn 2 attack Recklessly with rage damage (plus a possible damage bonus like zealot's), then if that kills a creature or scores a crit, you can attack again.
This is a possible instance where True Strike isn't as bad, and EK and rogues still have some instances where it can be beneficial, as can Bladesinger with its new extra attack. However, the application of those instances is extremely niche and can often be duplicated with means that bring a lower opportunity cost. True Strike should usually be relegated to "I'm taking this because I like the flavor and the roll play opportunities that it will give me." It shouldn't be taken for the mechanical benefits that it provides. One of the few instances where it makes sense is when a rogue is trying to kite a creature and get sneak attack. Being able to disengage or dash with the bonus action to create space while still getting advantage for sneak attacks while preserving a low HP or maximizing a limited number of arrows can be clutch. But the scenario is pretty niche as evidenced by how detailed the sentence is.
With enough range and hiding (get a freind to cast greater invisibility on you) Focused Aim can be usable. Just don't use it as a melee rogue. Ever. Unless you feel sure the enemy monsters will not live to strike back. Or have HP to burn.
With enough range and hiding (get a freind to cast greater invisibility on you) Focused Aim can be usable. Just don't use it as a melee rogue. Ever. Unless you feel sure the enemy monsters will not live to strike back. Or have HP to burn.
Or have a friend that can impose disadvantage on attacks against you, increase your AC through something like Protection fighting style or the like. Granted, most of those options would be more about getting advantage than activating sneak attack.
I want to come in and put another vote for Mold Earth.
I'm personally picturing it used in an "Earth Bender" style, similar to the Avatar series. Earth Benders are generally the burly, heavy hitters compared to the other bending styles, and I think that pairs well with a barbarian. There's a lot more room to flavor the use of mold earth as being a cool, intimidating power than there is in other cantrips... and it's also one of the most mechanically useful cantrips as well.
You know what? I'm going to put forth a second contender: control flames
Darkvision is great, but it isn't perfect. Being able to double, or half, the radius of light produced by a torch or hooded lantern is impressive and has a lot of potential uses. Plus, you can shape the flames of a proper bonfire when telling stories. It has both solid mechanical and roleplay use.
You know what? I'm going to put forth a second contender: control flames
Darkvision is great, but it isn't perfect. Being able to double, or half, the radius of light produced by a torch or hooded lantern is impressive and has a lot of potential uses. Plus, you can shape the flames of a proper bonfire when telling stories. It has both solid mechanical and roleplay use.
Yeah heavy flavor here as you could start a bonfire then shout an intimidating phrase and make the fire jump as if even it believes in you.
Round 2: Attack with advantage (roll 2 dice and take the higher)
Without True Strike
Round 1: Attack
Round 2: Attack
Note: The same amount of dice rolled, but if they all would hit, they all DO hit. There are a lot of bad spells and abilities, but this one is special. It is functionally a debuff on yourself!
yeah True strike is literally never a good spell...especially with Aim added for Cunning Action
It's bad on a barbarian because of reckless attacks. With a simple declaration, I can literally do the same thing that True Strike does with an action the turn before, and I don't have to wait. I also don't have to worry about getting hit to waste that action, don't have to worry about raging first to get the rage damage but losing concentration. If I'm within 30 ft of the target, I can attack with my javelin. Your DM may even let you attack Recklessly with that attack if they misinterpret melee weapon attack as being the same as an attack with a melee weapon. However, I can rage to get resistance, then attack with the javelin to keep rage going to reduce incoming damage during the next turn.
Yes, Reckless Attacks come with the cost of having attacks against you be made with advantage. However, your higher HP and damage resistances will often negate that better than losing the action to negate the advantage would.
This is especially true if you have GWM. If turn 1 is True Strike, turn 2 has to be Attack, then Rage in order not to break concentration. If that attack is a critical or a kill, you are now down at least once attack and likely 2-3 attacks, and none of your rage damage has gone out yet. The alternative would be turn 1, rage attack with javelin, turn 2 attack Recklessly with rage damage (plus a possible damage bonus like zealot's), then if that kills a creature or scores a crit, you can attack again.
This is a possible instance where True Strike isn't as bad, and EK and rogues still have some instances where it can be beneficial, as can Bladesinger with its new extra attack. However, the application of those instances is extremely niche and can often be duplicated with means that bring a lower opportunity cost. True Strike should usually be relegated to "I'm taking this because I like the flavor and the roll play opportunities that it will give me." It shouldn't be taken for the mechanical benefits that it provides. One of the few instances where it makes sense is when a rogue is trying to kite a creature and get sneak attack. Being able to disengage or dash with the bonus action to create space while still getting advantage for sneak attacks while preserving a low HP or maximizing a limited number of arrows can be clutch. But the scenario is pretty niche as evidenced by how detailed the sentence is.
It's always bad, not just for Barbarians.
It is objectively better to make 2 attacks than to make 1 attack with advantage. If you have multi-attack it's even worse, because it only applies to one attack. Then it's 4 attacks without true strike, or 1 regular and 1 advantage attack with true strike.
Round 2: Attack with advantage (roll 2 dice and take the higher)
Without True Strike
Round 1: Attack
Round 2: Attack
Note: The same amount of dice rolled, but if they all would hit, they all DO hit. There are a lot of bad spells and abilities, but this one is special. It is functionally a debuff on yourself!
yeah True strike is literally never a good spell...especially with Aim added for Cunning Action
It's bad on a barbarian because of reckless attacks. With a simple declaration, I can literally do the same thing that True Strike does with an action the turn before, and I don't have to wait. I also don't have to worry about getting hit to waste that action, don't have to worry about raging first to get the rage damage but losing concentration. If I'm within 30 ft of the target, I can attack with my javelin. Your DM may even let you attack Recklessly with that attack if they misinterpret melee weapon attack as being the same as an attack with a melee weapon. However, I can rage to get resistance, then attack with the javelin to keep rage going to reduce incoming damage during the next turn.
Yes, Reckless Attacks come with the cost of having attacks against you be made with advantage. However, your higher HP and damage resistances will often negate that better than losing the action to negate the advantage would.
This is especially true if you have GWM. If turn 1 is True Strike, turn 2 has to be Attack, then Rage in order not to break concentration. If that attack is a critical or a kill, you are now down at least once attack and likely 2-3 attacks, and none of your rage damage has gone out yet. The alternative would be turn 1, rage attack with javelin, turn 2 attack Recklessly with rage damage (plus a possible damage bonus like zealot's), then if that kills a creature or scores a crit, you can attack again.
This is a possible instance where True Strike isn't as bad, and EK and rogues still have some instances where it can be beneficial, as can Bladesinger with its new extra attack. However, the application of those instances is extremely niche and can often be duplicated with means that bring a lower opportunity cost. True Strike should usually be relegated to "I'm taking this because I like the flavor and the roll play opportunities that it will give me." It shouldn't be taken for the mechanical benefits that it provides. One of the few instances where it makes sense is when a rogue is trying to kite a creature and get sneak attack. Being able to disengage or dash with the bonus action to create space while still getting advantage for sneak attacks while preserving a low HP or maximizing a limited number of arrows can be clutch. But the scenario is pretty niche as evidenced by how detailed the sentence is.
It's always bad, not just for Barbarians.
It is objectively better to make 2 attacks than to make 1 attack with advantage. If you have multi-attack it's even worse, because it only applies to one attack. Then it's 4 attacks without true strike, or 1 regular and 1 advantage attack with true strike.
In a vacuum, it's always bad to use. There are scenarios where using it is actually the optimal choice, even with 4 attacks at your disposal. However, the rub with that logic is that you are taking it over something else and there are few cantrips that would be worse from an opportunity cost standpoint. In that case, it's always suboptimal to take. Taking it with that knowledge is fine.
I may have thought of another time when it wouldn't be suboptimal: the every class build. You'll have such poor stats and such a high number of cantrips available that taking it won't be such a negative from the opportunity cost standpoint. Your build is more broad than deep and giving an option to make an attack with your 15th or so cantrip in case you are ever needed to eek out a touch of damage is exactly the type of thing that build looks for. Granted, that build is often considered suboptimal anyway... but there you have it.
You're a High Elf - regardless of class - and this ability reflects their inherent magical ability. For RP alone, it has to be Prestidigitation.
Heck, I'd probably ask the DM if you could take Thaumaturgy instead, as it fits a Barbarian a bit better... but either way, that's your pick.
As far as RP goes. He's an idiot, canonically he's an idiot. He was abandoned by his real parents as a child because he was an idiot. He was raised by dwarves in a mining camp which is why he's pretty strong and is classed as a barbarian. I don't think he's got the intelligence to make proper use of say prestidigitation.
You're a High Elf - regardless of class - and this ability reflects their inherent magical ability. For RP alone, it has to be Prestidigitation.
Heck, I'd probably ask the DM if you could take Thaumaturgy instead, as it fits a Barbarian a bit better... but either way, that's your pick.
As far as RP goes. He's an idiot, canonically he's an idiot. He was abandoned by his real parents as a child because he was an idiot. He was raised by dwarves in a mining camp which is why he's pretty strong and is classed as a barbarian. I don't think he's got the intelligence to make proper use of say prestidigitation.
Nonsense, he has a quirk about being dirty. He was scolded by others growing up about being messy so he tries to stay immaculate, which is hard because he's very messy and so is his fighting style. However, he found that he could Prestidigitation even if he doesn't fully understand why or how. He uses a few of the tricks to entertain himself and to simplify his life. He also discovered that they made great pranks, especially against his rivals. Instead of cleaning their stuff, he would put just a touch of soil on something. Not so much that the rival would notice, but enough to get them in trouble.
It can be something very instinctive for him, which probably fits a lot of his personality anyway.
You're a High Elf - regardless of class - and this ability reflects their inherent magical ability. For RP alone, it has to be Prestidigitation.
Heck, I'd probably ask the DM if you could take Thaumaturgy instead, as it fits a Barbarian a bit better... but either way, that's your pick.
As far as RP goes. He's an idiot, canonically he's an idiot. He was abandoned by his real parents as a child because he was an idiot. He was raised by dwarves in a mining camp which is why he's pretty strong and is classed as a barbarian. I don't think he's got the intelligence to make proper use of say prestidigitation.
You could always re-flavor Prestidigitation as a swarm of (mostly) invisible pixie type spirits, that have been looking over him since he was abandoned - because he's actually a loveable idiot, at least by pixie standards. He may not even know that they're there... things just happen around him. He looks at a candle that needs lighting or extinguishing, and bam - the invisible faeries take care of it for him before he even thinks about it. Every time he goes to sleep, the pixies clean his equipment, repack his pack, groom his hair... in short - keep him looking like a High Elf, instead of an oaf of a barbarian. The only catch is, it happens when no-one looks. (surrounded by dwarves for years... those poor, poor pixes...) IF he were less of an idiot, he might start to wonder about it... but it's been like that since he was a baby. And... you know. Idiot.
This is about flavor and utility - don't overthink it. And the same goes for the character - this could be the kind of thing that he doesn't even think of - it's pure, instinctual use of magic.
Of those 4, True Strike only helps if you don't want to allow creatures to have advantage on their attacks against you following your next turn provided that you can get within 30 ft of them this turn. Keep in mind that you can't rage the same turn as doing True Strike unless you've taken damage already in the round or since...
The very *unique* niche of True Strike would be to use it after going 30 ft and seeing an enemy 10-30 ft away, and you’re in defensive, non-rage mode. I mean, you may use it once in a while, but it’s going to be rare.
I am a big fan of utility - Barbarians are very boring mechanically in the non-combat side, so any addition is useful.
Civilised elf? The appeal of the barbarian is to crush skulls, eat human flesh (in a campaign of a darker bent) and be uncivilised.
That's why I love playing a civilised barbarian.
There's lots of examples of reflavouring rage eve in official books. It may as well be drugs, spiritual possession, religious zeral or even combat mode switch for Warfrorged to name a few. High elven barbarian may be narratively a monk or martial artist, entering battle trance through ancient mental techniques.
Of those 4, True Strike only helps if you don't want to allow creatures to have advantage on their attacks against you following your next turn provided that you can get within 30 ft of them this turn. Keep in mind that you can't rage the same turn as doing True Strike unless you've taken damage already in the round or since...
The very *unique* niche of True Strike would be to use it after going 30 ft and seeing an enemy 10-30 ft away, and you’re in defensive, non-rage mode. I mean, you may use it once in a while, but it’s going to be rare.
I am a big fan of utility - Barbarians are very boring mechanically in the non-combat side, so any addition is useful.
The only time that I ever use True strike is when I know I'm going to be hitting something next turn, but can't get to my enemy in time to start hitting them that turn. Or they haven't noticed me and I can cast it while hidden.
It is best used just before combat, but once in combat it loses all benefits.
Civilised elf? The appeal of the barbarian is to crush skulls, eat human flesh (in a campaign of a darker bent) and be uncivilised.
That's why I love playing a civilised barbarian.
There's lots of examples of reflavouring rage eve in official books. It may as well be drugs, spiritual possession, religious zeral or even combat mode switch for Warfrorged to name a few. High elven barbarian may be narratively a monk or martial artist, entering battle trance through ancient mental techniques.
Yes, well good characters do need some depth to them beyond, "Ug crush skull."
I tend to use suppressed emotions (perhaps from some kind of tragedy) and an underlying desire for the character's own death that the character can't bring themselves to act on.
Or I use the rage as a battle-mad character who loves blood and uses that to fuel his own zeal. Plus some actual character backstory.
Of those 4, True Strike only helps if you don't want to allow creatures to have advantage on their attacks against you following your next turn provided that you can get within 30 ft of them this turn. Keep in mind that you can't rage the same turn as doing True Strike unless you've taken damage already in the round or since...
The very *unique* niche of True Strike would be to use it after going 30 ft and seeing an enemy 10-30 ft away, and you’re in defensive, non-rage mode. I mean, you may use it once in a while, but it’s going to be rare.
I am a big fan of utility - Barbarians are very boring mechanically in the non-combat side, so any addition is useful.
Funny thing is that it's still better to just throw something at them.... True Strike is never worth it. Especially considering the opportunity loss from not taking another cantrip.
A (potentially) good option is to learn a ranged cantrip (like fire bolt), for in case you are forced into ranged combat. Of course, this is a very bad idea if you are dumping intelligence. And I guess your Dexterity will likely be higher than your Intelligence anyway so go with a heavy crossbow.
A (potentially) good option is to learn a ranged cantrip (like fire bolt), for in case you are forced into ranged combat. Of course, this is a very bad idea if you are dumping intelligence. And I guess your Dexterity will likely be higher than your Intelligence anyway so go with a heavy crossbow.
This was why I was suggesting Mind Sliver as a better combat cantrip. 60 ft range, d6 damage, -d4 to the next save it has to make before the end of your next turn, targets intelligence saves. The DC will be lower, but many creatures have low intelligence saves to begin with and the debuff plays nice with teammates that force saves, including Bane. Bane is a better attack defense than Bless, lowering the creatures attacks. It isn't particularly useful for the barbarian's bread and butter, but also helps further saves to fail for creatures. My last group made pretty good use of those spells and my barb appreciated the extra "AC" as the lone front liner.
The tactic does lose effectiveness if no once forces saves besides you and that should factor into the decision somewhat.
Prestigitation. Everyone likes the ability to start campfires at need, clean yourself off after a sweaty, bloody battle, or silly sounds to make fun of the bard with.
This. After your rage clears you can watch as all the blood and gore flakes off and drops to the ground around you.
It's bad on a barbarian because of reckless attacks. With a simple declaration, I can literally do the same thing that True Strike does with an action the turn before, and I don't have to wait. I also don't have to worry about getting hit to waste that action, don't have to worry about raging first to get the rage damage but losing concentration. If I'm within 30 ft of the target, I can attack with my javelin. Your DM may even let you attack Recklessly with that attack if they misinterpret melee weapon attack as being the same as an attack with a melee weapon. However, I can rage to get resistance, then attack with the javelin to keep rage going to reduce incoming damage during the next turn.
Yes, Reckless Attacks come with the cost of having attacks against you be made with advantage. However, your higher HP and damage resistances will often negate that better than losing the action to negate the advantage would.
This is especially true if you have GWM. If turn 1 is True Strike, turn 2 has to be Attack, then Rage in order not to break concentration. If that attack is a critical or a kill, you are now down at least once attack and likely 2-3 attacks, and none of your rage damage has gone out yet. The alternative would be turn 1, rage attack with javelin, turn 2 attack Recklessly with rage damage (plus a possible damage bonus like zealot's), then if that kills a creature or scores a crit, you can attack again.
This is a possible instance where True Strike isn't as bad, and EK and rogues still have some instances where it can be beneficial, as can Bladesinger with its new extra attack. However, the application of those instances is extremely niche and can often be duplicated with means that bring a lower opportunity cost. True Strike should usually be relegated to "I'm taking this because I like the flavor and the roll play opportunities that it will give me." It shouldn't be taken for the mechanical benefits that it provides. One of the few instances where it makes sense is when a rogue is trying to kite a creature and get sneak attack. Being able to disengage or dash with the bonus action to create space while still getting advantage for sneak attacks while preserving a low HP or maximizing a limited number of arrows can be clutch. But the scenario is pretty niche as evidenced by how detailed the sentence is.
With enough range and hiding (get a freind to cast greater invisibility on you) Focused Aim can be usable. Just don't use it as a melee rogue. Ever. Unless you feel sure the enemy monsters will not live to strike back. Or have HP to burn.
Chilling kinda vibe.
Or have a friend that can impose disadvantage on attacks against you, increase your AC through something like Protection fighting style or the like. Granted, most of those options would be more about getting advantage than activating sneak attack.
I want to come in and put another vote for Mold Earth.
I'm personally picturing it used in an "Earth Bender" style, similar to the Avatar series. Earth Benders are generally the burly, heavy hitters compared to the other bending styles, and I think that pairs well with a barbarian. There's a lot more room to flavor the use of mold earth as being a cool, intimidating power than there is in other cantrips... and it's also one of the most mechanically useful cantrips as well.
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You know what? I'm going to put forth a second contender: control flames
Darkvision is great, but it isn't perfect. Being able to double, or half, the radius of light produced by a torch or hooded lantern is impressive and has a lot of potential uses. Plus, you can shape the flames of a proper bonfire when telling stories. It has both solid mechanical and roleplay use.
Yeah heavy flavor here as you could start a bonfire then shout an intimidating phrase and make the fire jump as if even it believes in you.
It's always bad, not just for Barbarians.
It is objectively better to make 2 attacks than to make 1 attack with advantage. If you have multi-attack it's even worse, because it only applies to one attack. Then it's 4 attacks without true strike, or 1 regular and 1 advantage attack with true strike.
You're a High Elf - regardless of class - and this ability reflects their inherent magical ability. For RP alone, it has to be Prestidigitation.
Heck, I'd probably ask the DM if you could take Thaumaturgy instead, as it fits a Barbarian a bit better... but either way, that's your pick.
In a vacuum, it's always bad to use. There are scenarios where using it is actually the optimal choice, even with 4 attacks at your disposal. However, the rub with that logic is that you are taking it over something else and there are few cantrips that would be worse from an opportunity cost standpoint. In that case, it's always suboptimal to take. Taking it with that knowledge is fine.
I may have thought of another time when it wouldn't be suboptimal: the every class build. You'll have such poor stats and such a high number of cantrips available that taking it won't be such a negative from the opportunity cost standpoint. Your build is more broad than deep and giving an option to make an attack with your 15th or so cantrip in case you are ever needed to eek out a touch of damage is exactly the type of thing that build looks for. Granted, that build is often considered suboptimal anyway... but there you have it.
Back on topic, utility is your best bet.
As far as RP goes. He's an idiot, canonically he's an idiot. He was abandoned by his real parents as a child because he was an idiot. He was raised by dwarves in a mining camp which is why he's pretty strong and is classed as a barbarian. I don't think he's got the intelligence to make proper use of say prestidigitation.
Nonsense, he has a quirk about being dirty. He was scolded by others growing up about being messy so he tries to stay immaculate, which is hard because he's very messy and so is his fighting style. However, he found that he could Prestidigitation even if he doesn't fully understand why or how. He uses a few of the tricks to entertain himself and to simplify his life. He also discovered that they made great pranks, especially against his rivals. Instead of cleaning their stuff, he would put just a touch of soil on something. Not so much that the rival would notice, but enough to get them in trouble.
It can be something very instinctive for him, which probably fits a lot of his personality anyway.
You could always re-flavor Prestidigitation as a swarm of (mostly) invisible pixie type spirits, that have been looking over him since he was abandoned - because he's actually a loveable idiot, at least by pixie standards. He may not even know that they're there... things just happen around him. He looks at a candle that needs lighting or extinguishing, and bam - the invisible faeries take care of it for him before he even thinks about it. Every time he goes to sleep, the pixies clean his equipment, repack his pack, groom his hair... in short - keep him looking like a High Elf, instead of an oaf of a barbarian. The only catch is, it happens when no-one looks. (surrounded by dwarves for years... those poor, poor pixes...) IF he were less of an idiot, he might start to wonder about it... but it's been like that since he was a baby. And... you know. Idiot.
This is about flavor and utility - don't overthink it. And the same goes for the character - this could be the kind of thing that he doesn't even think of - it's pure, instinctual use of magic.
The very *unique* niche of True Strike would be to use it after going 30 ft and seeing an enemy 10-30 ft away, and you’re in defensive, non-rage mode. I mean, you may use it once in a while, but it’s going to be rare.
I am a big fan of utility - Barbarians are very boring mechanically in the non-combat side, so any addition is useful.
There's lots of examples of reflavouring rage eve in official books. It may as well be drugs, spiritual possession, religious zeral or even combat mode switch for Warfrorged to name a few. High elven barbarian may be narratively a monk or martial artist, entering battle trance through ancient mental techniques.
The only time that I ever use True strike is when I know I'm going to be hitting something next turn, but can't get to my enemy in time to start hitting them that turn. Or they haven't noticed me and I can cast it while hidden.
It is best used just before combat, but once in combat it loses all benefits.
Chilling kinda vibe.
Yes, well good characters do need some depth to them beyond, "Ug crush skull."
I tend to use suppressed emotions (perhaps from some kind of tragedy) and an underlying desire for the character's own death that the character can't bring themselves to act on.
Or I use the rage as a battle-mad character who loves blood and uses that to fuel his own zeal. Plus some actual character backstory.
Chilling kinda vibe.
Funny thing is that it's still better to just throw something at them.... True Strike is never worth it. Especially considering the opportunity loss from not taking another cantrip.
A (potentially) good option is to learn a ranged cantrip (like fire bolt), for in case you are forced into ranged combat. Of course, this is a very bad idea if you are dumping intelligence. And I guess your Dexterity will likely be higher than your Intelligence anyway so go with a heavy crossbow.
Chilling kinda vibe.
This was why I was suggesting Mind Sliver as a better combat cantrip. 60 ft range, d6 damage, -d4 to the next save it has to make before the end of your next turn, targets intelligence saves. The DC will be lower, but many creatures have low intelligence saves to begin with and the debuff plays nice with teammates that force saves, including Bane. Bane is a better attack defense than Bless, lowering the creatures attacks. It isn't particularly useful for the barbarian's bread and butter, but also helps further saves to fail for creatures. My last group made pretty good use of those spells and my barb appreciated the extra "AC" as the lone front liner.
The tactic does lose effectiveness if no once forces saves besides you and that should factor into the decision somewhat.
This. After your rage clears you can watch as all the blood and gore flakes off and drops to the ground around you.
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