Overwatch's Mercy: The Hero Roster Breakdown - Supports
Tue 14th Mar 2017 - 10:58am
Greetings everyone, Konduit here. Today we're going over all 23 heroes on the Overwatch hero roster and analyzing how each character interacts with (and against) Mercy. In this case, that's you! We'll be contemplating the interactions and notable principles to keep in mind when playing with or against each hero. Buckle up, this is gonna be a fun one. Before we get into the thick of things, if you're interested in learning more about Mercy and Mercy Strategy, check out the previous articles in my "Overwatch's Mercy" series below:
The following analysis is organized by hero, moving from left to right on the in-game hero select screen. Furthermore, each hero's section is split into two subsections, denoted "Allied" and "Enemy", each discussing some of the interactions, synergies, dangers, gameplay principles, etc. when that particular character is on your team or on the enemy team. Without further ado, let's dive right into it:
Allied: Ana's a great ally to team up with. There is some anti-synergy between Ana and Mercy, but that can be remedied through an adjustment in playstyle, and is a small price to pay when compared to how well they work together in general.
Ana and Mercy compete with each other for the 'primary healer' role on a team - they comprise the top 2 supports in terms of healing output, and so on the same team their roles overlap a bit. Healing equity is 'split' between the two of them, and so both may generate ult a bit slower. Compare this to pairing Mercy or Ana with the other supports, Lucio and Zen. Both of these generate their ult charge through both damage and healing (for Zen sometimes it's significantly through damage), while Mercy generates her ultimate significantly through healing. Ana also generates her ultimate mostly through healing, though there is a sizable amount through damage, 70-30 in favor of healing is what I've heard.
With two supports who are focused on healing for ultimate generation on the team, the allocation of 'healing equity' can get tricky and both perform suboptimally when it comes to achieving their own maximum output. They still work extremely well together, providing excellent heals and support to their team, but they can sometimes both generate ultimate charge slower than usual. The solution to this, in my estimation, is to simply change the dynamic and have Ana take on more of a damage role, putting healing as a secondary consideration and leaving the majority of the task to Mercy. Ana is more suited to this as her damage output and pick potential is much higher than Mercy's - she is quite capable in both close-range and long-distance fights.
With Mercy taking over the role of the team's primary healer, Ana is free to utilize her strong DPS. Her shots deal 80 damage over a second or so, amp'ed to...104. If you've followed my Hero Roster Breakdown series so far, you'll notice that this enables Ana to break a massive critical threshold and 2-shot 200 HP characters with Mercy's damage amp. I really can't understate how big this is - a Mercy-boosted Ana becomes a terrifying threat to fight at mid or long range. With the ability to scope in and make your shots hitscan, an Ana with solid aim can catch opponents off guard and get almost "free" picks. A buddy of mine and I ocassionally squad up in a game as Ana/Mercy and play aggressive to surprising (and comedic) effect. Don't sleep on this combo though, it's no joke. Ana's grenade benefits from damage amp, rising to 78 damage from 60. This is also pretty important, as if Ana hits a sleep dart, her full combo while boosted deals 104 (primary fire) + 78 (grenade) + 39 (melee attack) = 221, enough to kill 200 HP characters. Previously this combo only did 170, requiring an additional melee attack or another shot in order to score a kill - from what I've heard/read, this usually wasn't a big issue, but Ana being able to execute the full sequence herself - quite reliably as well - in the blink of an eye is a nice upside.
Ana of course will still put out healing (and having a strong healer like Ana to bail you out of sticky situations is always nice) - her burst healing is unrivaled with the biotic grenade, and is invaluable high-pressure situations or when needed to heal multiple teammates at once. But alongside Mercy, Ana is free to take on a bit more of a damage role and deprioritize healing. In my estimation, this makes use of the depth of her kit almost as much as her usual playstyle and leaves both healers operating at a high level of effectiveness. Give this strategy a try the next time you run Ana/Mercy on your team.
Latest PTR Update - As of the current PTR build, Ana's Biotic Rifle damage has been decreased from 80 per shot to 60 per shot. This means that she requires 4 shots to take down a 200 HP character, and 3 while being damage boosted. This change definitely diminishes her status as a potent damage threat and removes a lot of the potential for surprise kills. Now, instead of hitting an initial shot, hitting the second while her target is reacting to being hit, and the third as they try to escape, Ana (at least when trying to secure solo kills) will find it difficult to hit that fourth and final blow - the enemy will be in full dip-duck-dive-and dodge mode by then. Boosting Ana is still effective on the new patch, but is not nearly as powerful as on the live patch. There's a world of difference between 2 shots to kill and 3, and likewise between 3 shots to kill and 4. As a result, having Ana take over a damage role is less effective. As the new patch hits, I'll be observing how things develop and revisiting how Mercy and Ana might best work together moving forward. My initial impression is that Ana and Mercy will split healing more evenly, while Ana keeps an eye out for good opportunities to add in damage.
Enemy: Enemy Anas can apply a lot of pressure on you, not to mention that the offensive functionality of biotic grenade completely shuts off your healing! Ana's a fearsome foe.
You won't often interact directly with Ana (as you're both backline supports most of the time), but there are ocassions when you'll have to tango with her. She has potent damage and can threaten you from range with her shots - if you take 3, you're donezo. More commonly, you'll take two shots and some other form of damage from her teammates will add up to taking you down. This can happen in a matter of moments, so you want to really be aware of enemy heroes who can pressure you from afar, Ana especially. Her sleep dart is of course crippling if she lands it, essentially spelling your doom. Keep mobile when you're in the open, stay near cover otherwise, and be wary of Ana's pick potential.
I do occasionally find myself in a 1v1 duel or skirmishing with Ana. Fighting her in a direct confrontation is extremely difficult - Ana's hitbox is rather small so landing shots isn't easy. Furthermore, her damage output is much stronger - she has to land just 2 shots + a grenade in order to score a kill, or 2 shots and 2 melees, or 1 shot, a grenade, and 2 melees. The nail in the coffin is getting dual functionality from her grenade - if the 1v1 looks to be going poorly for Ana, she can simply pop her grenade and create a 160 hp swing - 100 healing for herself and 60 damage on her opponent (simultaneously shutting off your ability to regen your health). Finally, if she manages to land a sleep dart on you, you're basically donezo. I would advise not engaging on Ana unless she's at low health/you have backup from your team nearby.
In essence, play carefully around Ana. Watch her sightlines as though she was a DPS; there have been many times where I didn't respect Ana's damage pressure and I gave up free kills. Ana wasn't always the one finishing me, but her 80 damage shots set me up to be taken down by another DPS. Keep an eye out for her position and you'll be fine.
Latest PTR Update - As I mentioned in the 'Allied' section above, Ana is having her damage numbers nerfed. This is a huge boon for you, on the opposing team; getting 3-shot is now an impossibility without additional chip damage from her allies, and as such you don't have to be as worried about taking her fire. I would still definitely pay attention to her positioning and whereabouts (particularly because getting hit by sleep dart is still a death sentence), but there's no need to defensively pop your ultimate for invulnerability if you take two shots (a great new defensive tool Mercy has, by the way). Dueling her is still a tall task because of the biotic grenade HP swing, but it's now it's definitely more doable.
Allied: Lucio is a strong ally to have on your side of the battle. While he doesn't have much in the way of Mercy-specific synergies, Lucio works well with Mercy just doing his normal thing.
While Lucio does transcend into Boostio every so often, he's not normally known for his damage output, and is not a priority damage amp target for Mercy. His Sonic Amplifier puts out a burst of 4 shots that deal 16 damage each, for a total of 64 damage and amp'ed to 83.2 alongside Mercy. More precisely, with damage boost, each shot will deal 20.8 damage, enablng kills on 200 hp heroes in 10 shots as opposed to 13 while unboosted. Realistically however, Lucio doesn't have great kill potential: his projectiles travel slowly, and thus are easy to dodge at range. Up close, Lucio can apply some good pressure by outmaneuvering his opponents and peppering them with shots and melees, but even in these situations I won't usually prioritize boosting Lucio. His Right-Click, "Soundwave", deals 25 damage, amp'ed to 32.5. In essence, unless your Lucio is looking to style on some people up close, I'd avoid boosting him. Many of Lucio's kills involve knocking enemies off of the edge or repositioning them into your own team, so let him do his own thing.
What Lucio lacks in damage he makes up for in team utility. Both of his Crossfade songs are quite helpful for Mercy, keeping her alive and enabling her to escape from pressure - Lucio provides this benefit to all of his allies simultaneously, which is nice. His ultimate, Sound Barrier, is also quite strong. One thing to keep in mind is how Mercy and and Lucio sequence their ultimates. In my experience, in a big teamfight, Lucio usually wants to pop his ultimate first, and after the initial wave of ultimates passes you can look to Rez everyone. The main reason I prefer this sequencing is that I want to reduce to probabilty of "re-wipes", i.e. Rezzing your team and then having the entire team die again because they were all clumped up and the enemy team had a good position on them. Popping Rez after the big playmaking ultimates like Graviton and Earthshatter have been used makes it much more likely your team will be able to get back up and fight hard when they come back alive. Also, using Lucio ultimate first provides some help to the team and makes the initial fight more even against the opponents' offensive ultimates; fighting it out fairly evenly at the start and getting some kill trades is exactly what you want as Mercy, as you can then Resurrect to create a numbers advantage for your team. The other option is of course to use Resurrect first, and there are certainly some situations where you'll want to do this: the biggest one is probably when a teammate goes down early in the fight, and you want to get everyone back up before committing too many more resources to the fight. In this case, Lucio may want to use Sound Barrier second.
Be sure to call out to your friendly Lucio for help, whether for speed boosts, healing, or to discuss how to best sequence your ultimates.
Enemy: Lucio is pretty manageable on the enemy team. His shots are telegraphed, somewhat inaccurate, and are easy to see coming so you usually aren't under much pressure if he's attacking you from afar. Up close, Lucio is a bit more annoying - his shots have a high probability of landing, and he's quite agile. In general, actually dueling him is a tough proposition because of his wonky hitbox and the fact that he's constantly regenerating health. Taking down Lucio is a proposition that will take several seconds to execute in even optimal scenarios, so I usually don't bother with it (unless he's at low health of course) and fly away to other parts of the map to help my team. Lucio can be quite sticky and has surprising damage potential up close - don't feel odd disengaging against him, taking 1v1s isn't your job and is not often how you should be spending your time. As Mercy, because of your extremely powerful mobility, you're an opportunistic duelist - you have the capability to be choosy, taking the fights that you know you have a good chance of winning. If you don't want the fight, you can simply dash away to an ally, and most of the Hero Roster won't be able to chase you. There are some situations of course where you're forced to fight, but this happens much less frequently to Mercy than other chracters that don't have her dynamic mobility options.
One thing to watch out for are the bottomless pits which Lucio is fond of booping people into. As Mercy, you've got strong counterplay against this - if you've got "Guardian Angel Prefers Beam Target" ON in your settings (which you should!), as long as you're tethered to an ally you can simply GA back if you get knocked off, even if you lose vision. Try and keep yourself tethered if the enemy team has a Lucio and you're an 'edge' of the map.
Allied: I'm no expert on No Limits mode, but I think two Mercys' healing beams on one target DO stack and multiple instances of damage boost DO NOT stack (Let me know if I'm wrong on this, I'm not entirely sure!). Running multiple Mercys might not be the most effective strategy (as your team will lack a bit of damage/in-fight utility that the other supports bring), but the voice lines Mercy says when she gets damage boosted by another Mercy are priceless.
Enemy: If the enemy team has a Mercy, and both of you are positioning well, you'll rarely encounter each other directly - both of you want to be away from the fight and out of Line of Sight. There are definitely times, however, when you'll see the enemy or Mercy take the same cover spot and be forced into a confrontation. With regards to the former, you should definitely call out to your team if you see the Mercy so they can focus her - don't be afraid to be vocal about it. Taking down the enemy Mercy means a HUGE advantage for your team, don't hesitate to make plays to disrupt her Rez. If one team has a Mercy and the threat of Resurrect and the other doesn't, it's massive advantage for that team.
If you do happen to get into a 1v1 with the enemy Mercy, well...that's the very definition of a skill matchup! As usual, try to go for headshots, A-D strafe, crouch spam if you feel like it, etc. There's an interesting dynamic at play here though, and it's that either of you can look to disengage if you're losing the fight, and the other has little chase potential. If you feel like the duel isn't going well for you, try and backpedal a bit and fly to an ally.
As Mercy, against opponents that don't have strong chase potential, remember that you often have the luxury of picking and choosing your battles. Disengaging and regrouping with your team to keep them healthy over the course of the rest of the fight is infinitely preferable to losing a somewhat random 1v1. Don't go too ham to secure kills, remember that staying alive and being there for your team is one of your primary goals. Ofentimes, staying alive is even MORE valuable than securing a kill - play safe, don't take chances where the payoff isn't worth the risk! That's not to say you shouldn't take fights; take them, but be constantly evaluating how the duel is going and keep in mind the option to disengage.
Allied: As Mercy, Symmetra is an excellent ally to have by your side. She brings a great deal to the table in terms of both damage and supportive abilities, all of which synergize with Mercy and are amplified by Mercy's presence.
Let's start with Symettra's damage numbers. Her Photon Projector's primary fire deals 4 ticks of 7.5/15/30 damage each second (ramping up over the course of 3 seconds), which translates to 30/60/120 DPS normally, and 39/78/156 DPS when boosted. Symmetra is a pretty good boost target (but not a great one, as we'll see as we break down what the numbers mean), dealing consistent, auto-targeting/unavoidable damage that packs a punch. If Symmetra is in range of her target, you really want to stick by her to support her. Regardless of how much the enemy tries to get out of the way, Symmetra WILL take them down - it's simply a matter of time. Against 200 HP heroes, the Mercy's damage boost lowers the time-to-kill to 2.75 seconds, from 3.0 (all in all not a huge benefit), but there are a couple key points to remember: the first is that Symmetra is incredibly effective against tanks. She ramps up to her maximum damage value and punches through tanks in a matter of seconds. Against tanks, Symmetra is able to make use of her full DoT potential, and your damage boost is put to great use here. The final point to keep in mind is that when Symmetra is going ham and tearing through the enemy team, you really want to be tethered to her, not because your damage amp is super effective (as we've seen, it provides some benefit, but isn't game-changing), but because you want to be able to heal her as she's taking pressure.
Symmetra's inherent reliability and inevitability in combat makes pocketing/healing her a strong play. Because she WILL take her target out, given a few seconds of DPS, keeping her alive in order to deal that DPS will often win the day (rather than amp'ing up her up to take down an enemy a little bit faster). Boosting Symmetra's beam does shorten her time-to-kill, and it is some decent value, but that pales in comparison to the importance of keeping her alive while she deals her damage. So, my suggestion is to prioritize healing Symmetra when she's going in on the enemy team; when she's not contested/got her target running feel free to damage boost her of course, but if she's taking any amount of pressure or being threatened, focus on healing her rather than shortening her time-to-kill.
A couple more items with regards to her damage output - Symmetra's alternate fire, the Energy Ball, deals 125 damage at full charge, amp'ed to 162.5. This is some immense damage, and I would look to boost Symmetra in those situations where her Energy Ball's piercing property comes into play (i.e. Seiging a Rein Shield or in tight corridors). The alternate fire is easy to dodge otherwise, so I don't usually prioritize boosting Symmetra's right-click, but keep in mind that they absolutely chunk and look out for those opportunities where Symmetra is really pressuring the neemy team with them and briefly damage amp her. The last note with regards to Symmetra's damage is that you cannot boost her turret's DPS - each deals a flat 25 DPS and slow for 25% (the damage stacks, but the slow does not).
Symmetra's turrets provide a bit of a sancutary for Mercy, as retreating back to them can provide you with some respite against a flanker, or even the opportunity to turn around and go for a kill. The biggest component is probably not the turret's damage, but rather the slow - it's a unique effect in the game, really only provided by Symmetra. While the enemy is slowed, you are better able to escape or to turn and fight, as your shots are going to be easier to hit. Be sure to ask your allied Symmetra where her turrets are, as they serve as a solid fallback point if you're caught out unawares.
Finally, Symmetra's ultimates have pretty good synergy with Mercy. Let's start with the Shield Generator: this one's absolutely fantastic. Bringing Mercy (and the rest of the team, really) up 75 regenerating health is an incredible boon. With the Shield generator active, you can sometimes fight flankers on equal footing - don't be afraid to entertain a 1v1 for a bit against a Genji or Tracer. While you may not be able to kill them, the additional health from the shield generator should buy you time/prolong the fight such that your allies will be more likely to reach you in time and help fend off the divers. With the Shield generator, you're much less likely to die to random bursts of damage (taking a headshot + bodyshot from Mcree, for example, will no longer kill you). Extra survivability/tankiness is quite powerful on Mercy and allows her to do her job much more easily.
The teleporter is also a great ability, but it necessitates some planning and careful consideration to coordinate with Mercy's Resurrect. Because you have Resurrect, the teleporter loses some of its value and uniqueness. For this reason, I in general prefer the Shield Generator when I'm Mercy: if everyone has more survivability they're less likely to die, and if they do go down we have the Resurrect to bring them back up. Teleporter + Rez somewhat fight each other on their own domain of effectiveness. If the enemy team comp is based around getting picks and then starting a teamfight, I like the teleporter - it allows for picked teammates to get back into the fight, and you can save your Rez for when multiple allies go down. In general, if Symmetra puts down her teleporter, this is the play pattern that you'll go into as Mercy - Rez only big numbers, 'tempo' Rezzes for 1-2 people become much less necessary.
Enemy: Against enemy Symmetras, the key is stay out of her effective range. Her turrets and Energy Ball are annoying, but they are easier to play around: let teammates lead the way into a potential turret nest (you can heal them from any damage, while they cannot heal you), and keep an eye out for the long-rage projectiles (paying attention to the most common sightlines that Symmetras usually employ their alt-fire in). Her primary fire is the real issue, and one that is simple to play around on paper, but is more difficult to do in practice because of its reliability.
The best comparison I can make with regards to this situation is Reaper's close range pressure- Reaper is a beast in close range, but you can dodge his shots to an extend, buying a few seconds to escape and dash away. Symmetra is the same, and though she doesn't have the burst potential that Reaper possesses, Symmetra WILL kill you in 3 seconds - Reaper sometimes cannot, especially if you're strafing around, dodgin some shots, and dashing away. If Symmetra catches you in range of her primary fire, you've got to either take her out or dash away immediately - one thing to keep in mind is that Symmetra's beam tether break distance is longer than the initial range in which she catches you with it. In essence, this gives her a bit of distance to give as she's chasing you, so the tether doesn't snap on/off as her target is running away from her. As Mercy, I've died many times while I was mid-flight to an ally, and the extra range of Symmetra's beam allowed her to take me out. If Symmetra gets the jump on you, be decisive and choose immediately whether you want to fight or disengage - any wasted moments can spell the end for you. In general, I would only fight Symmetra if I have an ally or two in close proximity - fighting her puts a strict time limit on you to kill her in 3 seconds, and that's a risky proposition that you should avoid when possible.
All that being said, Symmetra is only really a threat at close range, and you can maneuver around her most of the time, even when she gets the jump on you. Keep your mobility options in mind and pay attention to where Symmetra is on the map. She has no real chase potential if you have an ally to jump to, so space out from your teammates to create distance should you need it.
The final note with regards to Symmetra is handling her when she's trying to take down a teammate. It's difficult and a bit situational whether to heal the target she's focusing or contribute to taking her down with your pistol. The reality is, you can heal your ally, but if she doesn't go down soon, everyone dies - Symmetra can tear through the entire team in a matter of moments and no amount of heal-beaming can keep up with 120 DPS...so it is definitely in your interest to help take her out (credit to Animetic for this insight). However, healing your ally can often be the right move as well.
Let's examine a situation that will give some insight on how to make the decision as to whether to heal your teammate or whip out your pistol and help in taking her out: imagine Symmetra is alone and trying to take down a teammate while a couple of you are nearby. In this case, definitely heal your teammate - keep him/her alive while the other couple members of your team take down Symmetra. You could contribute damage with your pistol, but in this case there's no need to take the risk of letting your teammate die; healing through Symmetra's primary fire only allows her to score a kill when she reaches maximum output (120DPS), so for the first two seconds she's not out-damaging your healing, and from the third second onwards only deals 60 DPS (120DPS - 60 HPS= 60DPS). This means that it will take a little above 6 seconds for Symmetra to kill a 200 HP teammate while you are healing him/her. In 6 seconds, your teammates will definitely be able to take out Symmetra. For 200 HP heroes, this is the time to beat - if they can take out Symmetra alone in 6 seconds, then you should heal him/her. This isn't always possible though, it can be difficult if Symmetra is evading attacks and whatnot. The bottom line is, decide quickly whether to heal your ally or contribute damage to take out Symmetra, and stick with that plan.
Allied: Zenyatta is a powerful ally who brings strong damage and healing potential to the team. He's a great support to run alongside Mercy, as he functions as a DPS-support hybrid and adding great damage to the team where Mercy is lacking a bit in that regard.
Zenyatta's primary fire dishes out 46 damage per orb at a rate of 2.5 rounds per second. Including discord orb on his target, Zenyatta deals 59.8 per shot, and including Mercy's damage amp on top of that Zenyatta deals 77.74 damage per shot- this allows him to 3-shot 200 HP characters. Make no mistake, a damage amp'ed Zenyatta can do a lot of work. Zenyatta's shots are a little less reliable as they are projectiles rather than hitscan (though this is changing a bit on the latest PTR patch, Zenyatta has significantly reduced weapon spread, increasing their reliability), but against large targets I wouldn't hesitate to damage boost a Zenyatta in a good position. With damage amp + discord, Zen puts out 194 DPS, not counting headshots. Zen's right click (when fully charged) fires 5 orbs at the usual 46 damge apiece, for a total of 230 damage. Zen usually charges up the orb volley when enemies are turning corners, so look to briefly boost him as he releases the shots - they jump up to a maximum of 299, if all the orbs hit.
Zen, similar to Lucio and Ana, has the awsome capacity to heal you if you're in danger. It might be a bit odd when playing as Mercy (and if you're used to solo-healing, it'll definitely be a little unintuitive), but get in the habit of calling out for healing if you need it from your allied healers. You have passive regeneration, but if you're taking continous heat, then your regen has no time to kick in - call out in comms that you need some healing (employ the "I need healing!" option in the comms wheel that rarely gets used, even)! Zenyatta is also capable of healing from long range, which is fantastic capability alongside Mercy. As Mercy, you can GA long distances, but if your teammate (that you want to heal) is in a hotly contested zone, you're not always able to heal him/her without putting yourself in danger. Zen can throw out his Harmony Orb and put out considerable healing - 30 HPS - from long range. Coordinate with your friendly Zen to heal targets that you can't reach or don't want to dash to for fear of being picked out.
Along the same lines as Sound Barrier, it requires some foresight and planning to decide when how to sequence Transcendence/Resurrect. As with Sound Barrier, I generally like seeing the Trans used first during the fight, and saving the Rez for later after the big enemy playmaking ultimates have been used (check out the Lucio section above for a more in-depth discussion on the subject).
Enemy: Zenyatta's an interesting opponent to fight against, and is pretty straightforward in both his tactics and in the counterplay needed to face him. He plays like a traditional DPS from range, and if you're discorded it takes 4 shots to kill you. Remember that he fires 2.5 shots a second, so you can be quickly taken out if you're not paying attention. Contesting him from range is difficult, as he hits harder than you/has more kill pressure. Look to take cover and avoid his fire from range, and in general disengage/stay behind cover if you've got discord on you - many of the things that couldn't take you out before now can, so play safe until the debuff wears off.
Up close, fighting Zenyatta is possible. He certainly hits hard, but you have a great chance to dodge his shots and land your own - Zenyatta has a surprisingly large hitbox. A-D strafe, crouch spam, etc. and it's totally possible to win the 1v1. Again, don't take the 1v1 unless you feel comfortable with it - Zenyatta has no recourse to chase you if you dash away, so keep in mind that fight will only conclude if you choose it to - having that option is great source of strength against low-mobility characters.
That's it for the Supports. Some of the takeaways from this section are that, first of all, having another support to keep you company is good! Solo healing is certainly possible, but having another support to back you up and heal you if you're being pressure is a big boon. However, keep in mind that coordinating who gets healing equity is important, and it's not something I see many people do; if you've got your ultimate ready, tell your teammate to pick up spare heals (on teammates that are not in immediate danger), and vis-versa. In any case, keep your mind and your options open! Damage amp'ing fellow supports sounds unintuitive at first blush, but it's more applicable than you think! Hopefully the knowledge of these synergies bolsters your success on Mercy.
Here are the links to the rest of the articles in the Hero Roster Breakdown series:
That's all for today, I hope you enjoyed the article. If you'd like to discuss anything Mercy, have comments/feedback on this article, or just want to say hi, feel free to tweet me @k0nduit (with a zero instead of an 'o') and I'll get back to you.