Post by Caseus on Feb 2, 2006 9:34:38 GMT -5
(Note: i did not write this and take no credit for any of its context, i mearly copied it off of the heretic forum at daoc.catacombs.com)
Recently, I've been asked many, many questions regarding heretics, and have seen more and more people become disatisfied with the class. So, to help people who don't play a heretic or who are looking to play one better understand the class, I figured I'd share all of my knowledge about them with you. Please bear with me, and try to understand better the newest ally of Albion. (This will be a long post, and I will try to cover the class as in depth as possible.)
Prologue: Dawn of a New Age
With Catacombs, we found ourselves presented with 5 new classes to the various realms of Dark Age. Over time, we have become quite accustomed to what they are capable of. Bainshees and Vampiirs now prowl the land, vampiirs able to quickly kill most classes solo, bainshees able to knock out entire gank groups if supported by a good group. Warlocks bring instant death from afar, and are masters at hit and run tactics that can frustrate anyone trying to fight them at range. As one would expect, people turn their eyes to the Heretic, expecting much the same. They are usually disappointed. Heretics are not mainline damaging classes, like Bainshees, Vampiirs, and Warlocks. Heretics are a SUPPORT class. That's right, support. They are able to solo effectively, in one on one ranged fights, and sometimes even one on one melee fights against some classes. Overwhelmingly, though, Heretics are best at group support roles. Some people, though, ask me how to spec a Heretic for ultimate gankage.
My suggestion: go role an air theurg, fire wiz, or body/mind sorc. Those classes are direct nukers, and you'll be much more satisfied.
WTF?!?: The Many Specs of Heretics and How They Effect YOU
First, the Heretic is one of those few classes that can be specced a variety of different ways that can fundamentally change the class and what it can do. There are several distinctive specs, each one lending itself to a unique play style. It is important to have some basic knowledge of these specs, since you should have general knowledge of what each class is capable of in Albion.
Crush or Flex, the first choice. Heretics are torn between these two weapon specs. Basically, crush affords a 6 second almost-anytime stun style, where flex provides effective off of block chains, and powerful positionals. Depending on what artifact weapons you like and what you expect to do in combat can have a big influence on which weaponline to spec.
Race. Briton is the most balanced, by far. Inconnu are generally considered caster based, with their higher dex. People snear at the Avalonian, with its lower con and str, but it has higher quickness, for faster melee, and the ability to impersonate casters to a better extent than the other races. Why impersonate a caster? If you're in a group and that crazy elderitch targets you instead of the fire wizard, the fire wizard can pwn the elderitch, and you'll be able to soak up the damage better than if the role was reversed, and the fire wiz was targetted. Keep in mind, you'll always have str/con maxed on your character, so don't let any of the races base str/con have too much of an effect on your decision. In the long run it won't matter quite as much as you'd expect.
Specs
Again, I’ll be fairly general. There are countless different specs out there, but these are the normal specs, that people tend to work off of.
'Caster' Spec. By far the most generic spec out there, it is popular because it is effective in most situations. Basically, it is 50 rejuv, for all the best spells, 50 enhancement, for all the best buffs, 15-25 crush for the 6 second stun style, and 14-24 shields for some defending skill. Rarely, you'll see a caster spec heretic in the flexible line, since they want the almost-anytime 6 second stun. PROBLEMS: going past 48 rejuv is not the best choice. Your aoe damage/snare doesn't significantly increase in damage, your single damage/snare doesn't significantly increase in damage, and your aoe debuff doesn't have a marked increase in utility. Also, with +25% toa buff bonus, you'll be capping your str/con with the yellow str/con buff and your bases, so don't let having red str/con be factor in your choice to go higher in enhance. (Note: it is worth it, though, to go for the higher AF buff, and absorb. As always, it’s your spec, do what you like the most.)
'Flexible Melee' spec, ala Reaver in Drag. There's two schools of though for the melee heretic. The first is to be just like your cousin, the reaver. They say go 50 flex, 42 shields, 36 enhancement, 16 rejuv. You get slam, levi, some good self buffs, and the ability to interrupt at range. What's not to love? Lots. Reavers are effective because if they choose to go lower in soulrending to have 42 shields and 50 flex, they aren't loosing too much. Heretics, though, are losing significant advantages in the form of better af/absorb, piercing, str/con, and damage add buffs. A better melee spec is 50 flex, 50 enhance, and either 23 shields 16 rejuv, or 28 shields. No slam, but you'll live a hell of a lot longer. As a bonus, you get both physical defense, and avoidance of magic, a killer combination. I have never personally seen any ‘melee’ heretic choose to go crush, mostly because of leviathans high damage, as compared to the level 50 crush style.
'Hybrid' spec. This is some form of spec that doesn't really fall in the first two categories. For instance, one of my specs has been 45 enhancement, 48 rejuv, 29 shields, 25 flex. It was very effective, though I also like my new 48 rejuv, 19 shield, 50 enhance, and 25 flex spec. It has high utility, but you have to give up on some things to achieve balance in all aspects. I’ve even seen a 36 rejuv, 43 enhancement, 50 flex, 13 shield spec. If it works for you, do it. Again, there’s no “perfect” spec for a heretic. Figure out what you like to do, and do it to the best of your abilities.
If you're concerned with survivability, get the passives Physical Defense and Avoidance of Magic, once you get them up around level 3, you'll notice a good decrease in damage taken.
Heretics in Your RvR Group: What to look for
First of all, if you get a heretic in your RvR group, I have bad news for you. Most of the heretics I run across, no offense to anyone, do not play their characters in a way that exploits their potential. The main reason for this is the difficulty involved in playing a heretic to their maximum potential. It's a lot easier to just turn on a tick spell and sit back, instead of monitoring the ongoing battle and the group. If you do get a good heretic, you should expect these six things.
1) Assist nuking. They should almost always assist the MA, since this will ensure quick death. Preferably, in rolling group situations, they should use their focus single target damage and snare, so that the target will be unable to run, even when multiple targets are attacking it.
2) Assist healing. They should be monitoring the group and provide healing when necessary. This leads to one of the most difficult situations for a heretic; deciding whether to continue a focus spell that is hitting harder and harder every second you continue it, or breaking a potentially lethal attack to heal your group mate. Every heretic worth his salt will be able to judge the situation and react accordingly. Beware the heretic who buys DI, then believes this enables them to not worry about ever healing his/her group. They have access to good healing. Though not stellar, it will keep you alive in most situations. Kick a heretic who refuses to heal, unless they've told you they're melee spec.
3) Caster protection. For the most part, heretics hang near the casters. As a last resort, if they're a non-melee spec heretic, they can do decent damage to melee classes, and can even solo some classes if played correctly. Heretics have guard 3 usually, so freaking make sure they use it.
4) Counter to spam healing a target. Heretics render spam healing a person who is under attack virtually useless, in the long run. Every time they heal the target, the next tick will hit for more, and do more damage. A good tick will find the target that is being healed like crazy, and if for some reason they need to take that character out before the healer, they can make sure it happens. I've personally hit a firbolg blademaster so hard I one shotted him, even after he was being spam healed. True, it took 15 seconds, but he was dead.
5) Lockdown. Heretics get an uninterruptible from range focus damage spell. It effectively locks down any casting/healing class. The downside is that it is only single target, so make sure no other caster runs up and nukes down the group while the heretic is locking down another. Particularly effective against single bainshees, and warlocks who have emptied their chambers on the heretic. (If you have good resists, you'll normally live through a three chamber attack.)
6) Monster Rez. Incredibly effective in continuing combat, when you need to rez. It's also effective at breaking up bridge groups, or tower humpers. Also, it is very, very useful for wizards, clerics, and other power users when they have been killed and wish to reenter the fight soon. After 45 seconds they have no rez sickness and full power. A heretic worth a d**n will stick around and make sure you're healed, or at least drop a FoH for you, or make sure one is up in the area before they leave. This isn't always possible, but a good one will try, and at the very least, try to rez you near a defending structure. Remember, think before you decide to kamikaze as a monster. I hate rezzing casters inside of a tower, specifically so they'll be up to snuff and ready to tear apart the enemy in 45 seconds, then see them scream their heads off and rush out the door to the enemy. Monster Rez is still effective, but it doesn't freak out the enemy realm players anymore, unless you've stumbled across some low RR guys. They know how to counter a monster rez, so be careful.
Bad things about heretics in groups. Yeah, there are two, in particular, that can be both good and bad for a group. They involve two heretic buffs, the buff shear proc, and the damage shield. First of all, the buff shear proc overwrites SoM form proc, and any cleric healing reactive proc. Not good. Also, most albs are not used to damage shields, and thus aren't used to its detrimental effect on rooted/snared enemies. If you have a damage shield and get whacked by one of said enemies, their root/snare is now broken.
Basically, the power of the heretic in an RvR group is its ability to fill three group roles at once. If you've ever played a Dungeon and Dragon's bard, you'll be familiar with this role type. Heretics don't nuke as effectively over short times as wizards, don't heal as well as clerics, and don't melee as well as a reaver, (due to weakness to melee, etc) just as a DnD bard can't sneak like a rogue, melee like a fighter, or cast spells like a wizard. But, a Heretic's inherent power is that they are able to do all three, just like the DnD bard. A good heretic will make use of this, and add an incredible amount to your group. A bad heretic will suck and die, filling a valuable group slot and not giving much back to the group. To everyone who wants to play a heretic, YOU ARE NOT A FIRE WIZARD WITH SHIELDS! For gods sake, don't play like one.
Importantly, if you have a rr5 heretic in group, you've just bought some of your group mates extended life in any mage-type combat. 75% magic absorb for 45 seconds, every ten minutes. Amazingly good. Unfortunately, it doesn't affect the other cloth types, or stealthers, since it is limited to classes that can bind at tower/keep lords only. (No, you don't have to be bound to a lord for it to work, or near a tower.)
Leveling With a Heretic
Heretics make GREAT partners in anything you do. Since they have three classes basic abilities, they maximize xp, and allow you to level like you had those three classes in a group. My favorite method of getting xp is to have a fire wiz bolt a target and kite it off while I focus damage them down. Also, I love leveling with classes that have stun of any sort, since I can tick on them, then have the other class stun. You can chain purples fairly easily like this. Also, you can melee just fine, so solo leveling is never a problem for you. Of course, in large groups where you usually have a cleric, wizard/caster of some sort, and a tank, heretics don't shine quite as brightly. In this role they should assist whoever needs it, and try to make sure everything goes smoothly.
CAUTION
One thing to remember about a heretic is that they have HUGE power drain when in large, continuing battles. Having to start ticks, have the target die, and restart them is bad enough, but you also have to make sure to rez, and heal. You can go oop fast, so make sure you have potions, items with power regen, BP items, or MCL to counter this. MCL isn't a must, though, if you carry a stock of other power regen items.
When targetting enemies with a tick, the most often encountered problems is target 'run out.' Basically, everyone's initial reaction is to try and run away from someone nuking them. (This isn't always true, but it happens 95% of the time.) With other casters this isn't as effective as with heretics, since other casters can move forward, and begin to nuke again for pretty much the same damage as before. Heretic ticks are somewhere around 3 seconds per tick, and can not be speeded up by toa +% to casting speed. It is possible for targets to run out of range before the tick has built up enough to deal the finishing blow. By the time you run up, start ticking again, and have it build to a fairly damaging level, they can run out again. Quite frustrating.
When buffing a heretic, most often the only buff they'll need besides resistances is DEX/QUI buff. Don't give them the acuity buff, even if they ask for it, since it has no effect on their casting stat. We're not considered a casting class, and are not effected by the acuity buff because when we level up our Rejuv, the spells overwrite themselves, instead of just adding in. Thus, don't waste your concentration on acuity buffs for heretics.
Theurgists, don't scoff at a heretic when they ask for haste buff. We get in melee combat more often than you think, and do have the ability to take quite a few hits. Since we do, give us a bit of help in that department, and make sure our haste is refreshed when needed. With dex/qui buffs and red haste, I was hitting with snakecharmers every 2.something seconds. Faster weapons = better overall damage in a long fight, so help us out.
If you have SoM proc ability, SAY SO in group, so the heretic won't overwrite your proc. I try to ask people if they have it, but I'm not going to wait 5 minutes for you to answer. I'll ask, if no one says anything, I'll cast the proc. Tough luck if you weren't paying attention in group chat.
Grand Finale
The Heretic is an incredibly powerful assist class, and a great class in its own right. True, it doesn't have the OMG WTF PWN features of a warlock, bainshee, vampiir, but if correctly played, it can be a huge asset to any group. Do your part; if a heretic isn't doing their job, call them on it. You're not doing anyone a favor by letting a poorly played heretic tarnish the classes name.
Recently, I've been asked many, many questions regarding heretics, and have seen more and more people become disatisfied with the class. So, to help people who don't play a heretic or who are looking to play one better understand the class, I figured I'd share all of my knowledge about them with you. Please bear with me, and try to understand better the newest ally of Albion. (This will be a long post, and I will try to cover the class as in depth as possible.)
Prologue: Dawn of a New Age
With Catacombs, we found ourselves presented with 5 new classes to the various realms of Dark Age. Over time, we have become quite accustomed to what they are capable of. Bainshees and Vampiirs now prowl the land, vampiirs able to quickly kill most classes solo, bainshees able to knock out entire gank groups if supported by a good group. Warlocks bring instant death from afar, and are masters at hit and run tactics that can frustrate anyone trying to fight them at range. As one would expect, people turn their eyes to the Heretic, expecting much the same. They are usually disappointed. Heretics are not mainline damaging classes, like Bainshees, Vampiirs, and Warlocks. Heretics are a SUPPORT class. That's right, support. They are able to solo effectively, in one on one ranged fights, and sometimes even one on one melee fights against some classes. Overwhelmingly, though, Heretics are best at group support roles. Some people, though, ask me how to spec a Heretic for ultimate gankage.
My suggestion: go role an air theurg, fire wiz, or body/mind sorc. Those classes are direct nukers, and you'll be much more satisfied.
WTF?!?: The Many Specs of Heretics and How They Effect YOU
First, the Heretic is one of those few classes that can be specced a variety of different ways that can fundamentally change the class and what it can do. There are several distinctive specs, each one lending itself to a unique play style. It is important to have some basic knowledge of these specs, since you should have general knowledge of what each class is capable of in Albion.
Crush or Flex, the first choice. Heretics are torn between these two weapon specs. Basically, crush affords a 6 second almost-anytime stun style, where flex provides effective off of block chains, and powerful positionals. Depending on what artifact weapons you like and what you expect to do in combat can have a big influence on which weaponline to spec.
Race. Briton is the most balanced, by far. Inconnu are generally considered caster based, with their higher dex. People snear at the Avalonian, with its lower con and str, but it has higher quickness, for faster melee, and the ability to impersonate casters to a better extent than the other races. Why impersonate a caster? If you're in a group and that crazy elderitch targets you instead of the fire wizard, the fire wizard can pwn the elderitch, and you'll be able to soak up the damage better than if the role was reversed, and the fire wiz was targetted. Keep in mind, you'll always have str/con maxed on your character, so don't let any of the races base str/con have too much of an effect on your decision. In the long run it won't matter quite as much as you'd expect.
Specs
Again, I’ll be fairly general. There are countless different specs out there, but these are the normal specs, that people tend to work off of.
'Caster' Spec. By far the most generic spec out there, it is popular because it is effective in most situations. Basically, it is 50 rejuv, for all the best spells, 50 enhancement, for all the best buffs, 15-25 crush for the 6 second stun style, and 14-24 shields for some defending skill. Rarely, you'll see a caster spec heretic in the flexible line, since they want the almost-anytime 6 second stun. PROBLEMS: going past 48 rejuv is not the best choice. Your aoe damage/snare doesn't significantly increase in damage, your single damage/snare doesn't significantly increase in damage, and your aoe debuff doesn't have a marked increase in utility. Also, with +25% toa buff bonus, you'll be capping your str/con with the yellow str/con buff and your bases, so don't let having red str/con be factor in your choice to go higher in enhance. (Note: it is worth it, though, to go for the higher AF buff, and absorb. As always, it’s your spec, do what you like the most.)
'Flexible Melee' spec, ala Reaver in Drag. There's two schools of though for the melee heretic. The first is to be just like your cousin, the reaver. They say go 50 flex, 42 shields, 36 enhancement, 16 rejuv. You get slam, levi, some good self buffs, and the ability to interrupt at range. What's not to love? Lots. Reavers are effective because if they choose to go lower in soulrending to have 42 shields and 50 flex, they aren't loosing too much. Heretics, though, are losing significant advantages in the form of better af/absorb, piercing, str/con, and damage add buffs. A better melee spec is 50 flex, 50 enhance, and either 23 shields 16 rejuv, or 28 shields. No slam, but you'll live a hell of a lot longer. As a bonus, you get both physical defense, and avoidance of magic, a killer combination. I have never personally seen any ‘melee’ heretic choose to go crush, mostly because of leviathans high damage, as compared to the level 50 crush style.
'Hybrid' spec. This is some form of spec that doesn't really fall in the first two categories. For instance, one of my specs has been 45 enhancement, 48 rejuv, 29 shields, 25 flex. It was very effective, though I also like my new 48 rejuv, 19 shield, 50 enhance, and 25 flex spec. It has high utility, but you have to give up on some things to achieve balance in all aspects. I’ve even seen a 36 rejuv, 43 enhancement, 50 flex, 13 shield spec. If it works for you, do it. Again, there’s no “perfect” spec for a heretic. Figure out what you like to do, and do it to the best of your abilities.
If you're concerned with survivability, get the passives Physical Defense and Avoidance of Magic, once you get them up around level 3, you'll notice a good decrease in damage taken.
Heretics in Your RvR Group: What to look for
First of all, if you get a heretic in your RvR group, I have bad news for you. Most of the heretics I run across, no offense to anyone, do not play their characters in a way that exploits their potential. The main reason for this is the difficulty involved in playing a heretic to their maximum potential. It's a lot easier to just turn on a tick spell and sit back, instead of monitoring the ongoing battle and the group. If you do get a good heretic, you should expect these six things.
1) Assist nuking. They should almost always assist the MA, since this will ensure quick death. Preferably, in rolling group situations, they should use their focus single target damage and snare, so that the target will be unable to run, even when multiple targets are attacking it.
2) Assist healing. They should be monitoring the group and provide healing when necessary. This leads to one of the most difficult situations for a heretic; deciding whether to continue a focus spell that is hitting harder and harder every second you continue it, or breaking a potentially lethal attack to heal your group mate. Every heretic worth his salt will be able to judge the situation and react accordingly. Beware the heretic who buys DI, then believes this enables them to not worry about ever healing his/her group. They have access to good healing. Though not stellar, it will keep you alive in most situations. Kick a heretic who refuses to heal, unless they've told you they're melee spec.
3) Caster protection. For the most part, heretics hang near the casters. As a last resort, if they're a non-melee spec heretic, they can do decent damage to melee classes, and can even solo some classes if played correctly. Heretics have guard 3 usually, so freaking make sure they use it.
4) Counter to spam healing a target. Heretics render spam healing a person who is under attack virtually useless, in the long run. Every time they heal the target, the next tick will hit for more, and do more damage. A good tick will find the target that is being healed like crazy, and if for some reason they need to take that character out before the healer, they can make sure it happens. I've personally hit a firbolg blademaster so hard I one shotted him, even after he was being spam healed. True, it took 15 seconds, but he was dead.
5) Lockdown. Heretics get an uninterruptible from range focus damage spell. It effectively locks down any casting/healing class. The downside is that it is only single target, so make sure no other caster runs up and nukes down the group while the heretic is locking down another. Particularly effective against single bainshees, and warlocks who have emptied their chambers on the heretic. (If you have good resists, you'll normally live through a three chamber attack.)
6) Monster Rez. Incredibly effective in continuing combat, when you need to rez. It's also effective at breaking up bridge groups, or tower humpers. Also, it is very, very useful for wizards, clerics, and other power users when they have been killed and wish to reenter the fight soon. After 45 seconds they have no rez sickness and full power. A heretic worth a d**n will stick around and make sure you're healed, or at least drop a FoH for you, or make sure one is up in the area before they leave. This isn't always possible, but a good one will try, and at the very least, try to rez you near a defending structure. Remember, think before you decide to kamikaze as a monster. I hate rezzing casters inside of a tower, specifically so they'll be up to snuff and ready to tear apart the enemy in 45 seconds, then see them scream their heads off and rush out the door to the enemy. Monster Rez is still effective, but it doesn't freak out the enemy realm players anymore, unless you've stumbled across some low RR guys. They know how to counter a monster rez, so be careful.
Bad things about heretics in groups. Yeah, there are two, in particular, that can be both good and bad for a group. They involve two heretic buffs, the buff shear proc, and the damage shield. First of all, the buff shear proc overwrites SoM form proc, and any cleric healing reactive proc. Not good. Also, most albs are not used to damage shields, and thus aren't used to its detrimental effect on rooted/snared enemies. If you have a damage shield and get whacked by one of said enemies, their root/snare is now broken.
Basically, the power of the heretic in an RvR group is its ability to fill three group roles at once. If you've ever played a Dungeon and Dragon's bard, you'll be familiar with this role type. Heretics don't nuke as effectively over short times as wizards, don't heal as well as clerics, and don't melee as well as a reaver, (due to weakness to melee, etc) just as a DnD bard can't sneak like a rogue, melee like a fighter, or cast spells like a wizard. But, a Heretic's inherent power is that they are able to do all three, just like the DnD bard. A good heretic will make use of this, and add an incredible amount to your group. A bad heretic will suck and die, filling a valuable group slot and not giving much back to the group. To everyone who wants to play a heretic, YOU ARE NOT A FIRE WIZARD WITH SHIELDS! For gods sake, don't play like one.
Importantly, if you have a rr5 heretic in group, you've just bought some of your group mates extended life in any mage-type combat. 75% magic absorb for 45 seconds, every ten minutes. Amazingly good. Unfortunately, it doesn't affect the other cloth types, or stealthers, since it is limited to classes that can bind at tower/keep lords only. (No, you don't have to be bound to a lord for it to work, or near a tower.)
Leveling With a Heretic
Heretics make GREAT partners in anything you do. Since they have three classes basic abilities, they maximize xp, and allow you to level like you had those three classes in a group. My favorite method of getting xp is to have a fire wiz bolt a target and kite it off while I focus damage them down. Also, I love leveling with classes that have stun of any sort, since I can tick on them, then have the other class stun. You can chain purples fairly easily like this. Also, you can melee just fine, so solo leveling is never a problem for you. Of course, in large groups where you usually have a cleric, wizard/caster of some sort, and a tank, heretics don't shine quite as brightly. In this role they should assist whoever needs it, and try to make sure everything goes smoothly.
CAUTION
One thing to remember about a heretic is that they have HUGE power drain when in large, continuing battles. Having to start ticks, have the target die, and restart them is bad enough, but you also have to make sure to rez, and heal. You can go oop fast, so make sure you have potions, items with power regen, BP items, or MCL to counter this. MCL isn't a must, though, if you carry a stock of other power regen items.
When targetting enemies with a tick, the most often encountered problems is target 'run out.' Basically, everyone's initial reaction is to try and run away from someone nuking them. (This isn't always true, but it happens 95% of the time.) With other casters this isn't as effective as with heretics, since other casters can move forward, and begin to nuke again for pretty much the same damage as before. Heretic ticks are somewhere around 3 seconds per tick, and can not be speeded up by toa +% to casting speed. It is possible for targets to run out of range before the tick has built up enough to deal the finishing blow. By the time you run up, start ticking again, and have it build to a fairly damaging level, they can run out again. Quite frustrating.
When buffing a heretic, most often the only buff they'll need besides resistances is DEX/QUI buff. Don't give them the acuity buff, even if they ask for it, since it has no effect on their casting stat. We're not considered a casting class, and are not effected by the acuity buff because when we level up our Rejuv, the spells overwrite themselves, instead of just adding in. Thus, don't waste your concentration on acuity buffs for heretics.
Theurgists, don't scoff at a heretic when they ask for haste buff. We get in melee combat more often than you think, and do have the ability to take quite a few hits. Since we do, give us a bit of help in that department, and make sure our haste is refreshed when needed. With dex/qui buffs and red haste, I was hitting with snakecharmers every 2.something seconds. Faster weapons = better overall damage in a long fight, so help us out.
If you have SoM proc ability, SAY SO in group, so the heretic won't overwrite your proc. I try to ask people if they have it, but I'm not going to wait 5 minutes for you to answer. I'll ask, if no one says anything, I'll cast the proc. Tough luck if you weren't paying attention in group chat.
Grand Finale
The Heretic is an incredibly powerful assist class, and a great class in its own right. True, it doesn't have the OMG WTF PWN features of a warlock, bainshee, vampiir, but if correctly played, it can be a huge asset to any group. Do your part; if a heretic isn't doing their job, call them on it. You're not doing anyone a favor by letting a poorly played heretic tarnish the classes name.