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Old Mar 24, 2008, 12:07 PM // 12:07   #21
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Quote:
Originally Posted by Duke.07
Smiting Prayers
Shadow Arts
Deadly Arts
Strength (good skills IMO, but horrible effect)
Inspiration Magic
Earth Magic (one or two good wards, but thats it)
Command
Wind Prayers
This, minus the earth magic. Water, imo, should be buffed for ele. Tactics is probably worse than strength, too.

Every profession has a useless skill line
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Old Mar 24, 2008, 12:31 PM // 12:31   #22
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Water magic could use a buff imo..
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Old Mar 24, 2008, 12:36 PM // 12:36   #23
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Quote:
Originally Posted by Kay84
Water magic could use a buff imo..
I was going to ask why Water Magic hasn't been mentioned yet. It's generally awful.
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Old Mar 24, 2008, 12:39 PM // 12:39   #24
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Buff: smiting prayers (some useless skills, others so-so, no real excellent skills), fast casting (maybe buff its effect on spells a bit), water magic (low damage except some few skills), strenght (only its own effect, "1% sundering when using a skill" should be something like 2% or "1% every normal hit" imho)
Nerf: expertise (dunno how btw, maybe reduce energy reduction or skills affected)

Last edited by Axagoth Baal; Mar 24, 2008 at 12:42 PM // 12:42..
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Old Mar 24, 2008, 12:39 PM // 12:39   #25
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Blood Magic
Soul Reaping
Energy Storage
Water
Shadow Arts
Wind Prayers
Fast Casting
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Old Mar 24, 2008, 01:48 PM // 13:48   #26
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Quote:
Originally Posted by cebalrai
I was going to ask why Water Magic hasn't been mentioned yet. It's generally awful.
Most people would say because it fills a needed niche in PvP and does it well engough (snaring). Sure it could use more damage, but it would be hard to increase damage without making the whole line imba.
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Old Mar 24, 2008, 04:34 PM // 16:34   #27
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Blood and Smiting.

I'd also like to see Air Magic buffed. Unnerf chain lightning plz? I wanna go back to 2005 :P
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Old Mar 24, 2008, 04:35 PM // 16:35   #28
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Wind Prayers needs a buff. The only skill I used from there was Guiding Hands... but it's dead for me now.
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Old Mar 24, 2008, 04:40 PM // 16:40   #29
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I say:

Soul Reaping
Blood Magic
Death Magic
Water Magic
Lightning Magic
Earth Magic
Communing
Spawning Power
Channeling Magic
Strength
Tactics
Deadly Arts
Shadow Arts
Wind Prayers
Beast Mastery
Fast Casting
Inspiration Magic
Smiting Magic
--------

all attributes, which can need more buffs:

Soul Reaping: Needs simple more interesting Skills and should affect more the maximum amount of summonable Minions, like 2 Minions summonable per point in in SR. The limit has really to get increase from 10. 10 minions max is laughable and is far away from the point of fun, MM's made, before anet nerfed the MM so drastically with this dumb limitation. So with SR 16 a MM would be able to summon maximum 32 Minions, as long enough corpses are there. Soul reaping needs also more buff spells imo for the necro. This attribute has so less skills, when compared to the other 3 skill lines

Blood Magic: Some Sacrifing Skills needs some buffs, through reducing their insane amounts of hp % a player has to sacrife. some skills need also some total overworked better effects, so that the effects fit better to the skills's names. Also the Well Spells could need a better concept, make out of them sacrifice skills, other then corpse skills and the wells will then appear at the location of the necromancer (maybe also reduce slightly then their size)

Death Magic: Needs far more stylish Attack Spells and some really cruel Hex Spells, that are so cruel, that you could classify as "forbidden spells", because they are so DEADLY. Also this Skill line should have Skills, which can instantly kill enemies, when certain very special contions are met at a certain success rate.

For example a Skill, that kills a targeted foe, if he suffers on a Death Magic Hex, an condition and its HP are under 20%, then this skill should be able with a success rate of say 33% to kill instantly the targeted foe, and when not succesful, then has the skill an other side effect or so...
That would be skills i personally would expect under DEATH MAGIC too, not only summoning undeads mostly.

Water Magic: this attribute is way too much about only skills, that slow down the enemy movement. This game really needs MORE negative conditions !!!
Give Water magig skills ,which can FREEZE the enemy to Ice Statues XD
Freeze could be a negative condition, that could cause negative Energy Degenerations for example of -2, or that could totally stop the movement of foes and could lead to possible instant kills, if the foes hp were under 20% of HP, when frozen and someone deals a critical hit on a frozen foe (normal hits would lead to the end of the freeze)
Also Water Magic needs more AoE Skills, some really powerful stuff, like a Tsunami, Tidal Waves, Blizzards ect. pp, somethign, that can also deal damage over time, like the Fire AoE's, more skills like Maelstrom, but which should cost lesser than 25E...

Lightning Magic:Same as Water Magic, this attribute needs more AoE-Spells... every Skill line of the Elementalist should provide Single Target, AoE, DoT and elemental Defense Spells. Each Element should not be only 1 specific role....
Lightning Magic can have also AoE Spells !! Skills like Thunder Storm, Lightning Rain, a better concepted Lightning Orb, because Lightning Orbs deal AoE DoT damage and are not single target spells ...

in general should receive fire magic, lightning magic and water magic also more defensive spells, skills like "Flame Barrier", "Aqua Wall" or "Lightning Armor" ect. pp

Earth Magic: needs also more aoE attack spells, which can deal damage over tiem, and that LONGER than only 5 seconds...


Communing/Chanelling: both attributes could need more agressive Spirits. spirit spam is the skill build of assassisn, that makes absolutely most fun.
The Ritualist needs more spirits, with can attack foes, so more, so better, so more different spirit spammer builds are possible, other than the same stuff around Pain, Blood Song, Vamp Spirit PvE only Skill, Shadow Song and Agony or that one that deals double damage at hexed foes.... there are so many other possible nice spirits...
How comes it, that the Ritualist has only passive Elite Sirits yet, but no Elite Spirit that attacks and deals damage ? The elite attack spirits that we have, deal no damage, but have only side effects, if they hit you, like knockign down, when they hit you, while you don't move
I want some elite ghosts, that can MOVE for example and stay ever adjacent to the ritualist. Some weapon spells and ash skilsl could needs also some buffs or mre interestign effects. Otherwise like mentioned by others so, really much of the rits elite skills need buffs or re-concepts

Spawning Power: this attribute should provide also some summonable spirits !!! which can attack or have supportive effects. This attribute for example should have a slightly different form of that nice spirit elite skill, which uses Togo in the BMP, that sommuns 3 different spirits simultanously ^^ Would be an awesome elite for Spawning Power

Strength: needs a better bonus effect, other than only 1% more AP per point.
Strength should imo increase also every 3 points the max Hp by 20. So with R15 you have than +100 more HP


Tactics: The nerf of WY needs simple to get reverted


Deadly Arts/Shadow Arts: needs also Dagger Attack Skills, so that those both attributes will become more interesting, also all 4 Attributes should be Weapon requirement attributes, so that it will be more interesting, to skill also high in Deadly and Shadow Arts, without losing the power of your physical attacks ....
Theoretically the Attribute of Dagger Mastery is totally useless, becaust it would have been better, when the skills of DM get splittred up between Shadow Arts and Deadly Arts.... then the Assasin could have gotten better as 4th Attribute Ninjutsu (Ninja Arts : Ninja Magic) ... which could have been then also a new secondary weapon attribute for the Assasin fro throwing weapons like Shurikens and Kunais as equipable weapons, so that the assasins could fight then also in semi range. other then using throwing weapons as Skills only , iE: Dancing Daggers.. those skilsl would be then not needed anymore, because the assassin would have then real equipable throwing weapons. But so far has anet absolutely not thought and thats really sorrowful. The Assassin is so or so NO pure Melee Class, the Assassin is a Hybrid Class between melee, semi ranged battles and magic skills (Jutsus > Ninjutsu)
Assasins would look then so:

Criticals
Deadly Arts (Weapon Attribute Daggers/Katars)
Shadow Arts (Weapon Attribute Daggers/Katars)
Ninjutsu (Weapon Attribute Shuriken/Kunais)

Wind Prayers: needs better attack skills and other buff skills, then ever only buff skills for the movement/attack speed or block chance.
Earth prayers increases maximum Health Points, why give Wind Prayers not something alos, that can increase temporarely the maximum Energy ? ...
or some party support skilsl around Energy healing, so that there is more, than only blood ritual necros for good party energy support

The Dervish has the same problem, as the Assassin. His Scythe mathery is theroretically useless, all the skills of Scythe mastery could be theoretically splitted up onto the other 3 attributes of earth/wind prayers and mysticism.
Then the Dervish could receive as new 4th attribute something, that really needs this profession to look not anymore like a wannabe dervish.

An attribute fully around DANCE Skills, the attribute "Dancing Arts", which would include self buff stances and new dance skils, which would be of party supportive nature and would work similar to Bondign Enchants, the effects keep up ,as logn the dervish uses a dance

Dervish would look then so:

Mysticism
Wind Prayers (Weapon Attribute Scythes)
Earth Prayers (Weapon Attribute Scythes)
Dancing Arts (Weapon Attribute Scythes)

Beast Mastery: the whole attributes needs a huge buff/ re concept, first off, beast mastery should give the game a new weapon, that is placed to this Attribute - the Whip (means also this attritubte should get whip attack skills like any other weapon mastery attribute)
Then should get this attribute buffed, by increasing the maximum amount of pets the ranger can have at the same tiem at his side from 1 to max 3 (maybe decrease for this change the max level of pets from 20 to 15 for balance) beast masters are only real beast masters, when they have more then 1 pet at their side ... Also the pets should become controlable, like heroes.
Each pet should receive its own Skill Bar !! and whenever the player uses a Whip Skill, the pets will use then one random skill of their skill bars.
Also the beast skills should FIT to the beasts. A beast, that has NO CLAWS, should NOT be able to use beast skills, that require the pet to have claws.
pet skills that poison the foe, should require the pet, that it is physically able to perform poisonous attack... a tiger is not physical able to perform poisonous attacks, but a SPIDER is able ...
players can't use the pet skilsl then manually, you must use whip skills first, befor your pets will use then randomly their skilsl on the next nearby foes.
And as said, pets should have the same commands, like heroes and should have the same AI and should be flagable, like heroes!!, thats very important.

Fast Casting: This one is really one of the most boring and underpowered primary attributes of the game. Mesmer should have an reconcepted primary attribute, that will reduce not only the recharge times of signet skills, but the recharge times of all magic skills !!! and it should be an attribute, that provides the game an own kind of magic, something like Astral Magic or Rune Magic. So the new primary of the mesmer should be called like: Runology (Rune Magic), Mentality (Psycho Skills) or Astrology (Astral Magic about the Sun/Moon and Stars, also Fortune Telling ect. pp, Tarot Cards ..)

Because until yet, fast casting has very less skilsl, when compared to the other attributes, its liek with the necromancers soul reaping, but with the difference, that the few skils of SR fit to the attribute skill name wise.
On fast Castign this is not the case. In this attribute are skills with names, there you ask yourself: What has this skill to do with beign able to cast skills faster ? When you look then also at the skills descriptions and thsoe skilsl even don't buff you or your party anyhow, to cast somethign quicker or so, then you must really this, this whole attribute is only a single fail ...

Giving the mesmer skills of Rune Magic or Fortuen telling ect. would make also surely the whole class far more interesting and it would increase the mysticism around this profession, still beign able to use illusions also and domination magic should receive more skills about mind control and psychic skills.

Inspiration Magic: the attribute firstly needs a rename. This is abslutely no name for a magic. Call this attribute better "Arcane Magic", this is at least a known name of a school of magic ...and fits also to the profession better
Uhm, the attribute imo could need also more skills, that help a party for energy support through stealign the energy from your foes ..
Not only self effects, then this attributes would become more interestign and also far more useful for parties. I think also, to give finally a fix good role for mesmer in the game, the mesmer should become the absolutely best profession in the game for party energy support !!!, because energy need all professions ever. Would become 2Arcane Magic" the Energy Party Support Attribute Number 1 in this game, surely the community would look then with an other opinion at Mesmers and this class would far easier find parties in PvE...

Mesmer should look then so:

Rune Astrology [P] (to mix both XD)
Will decrease per point the Reload Times of Magic Spells by 2%.
and receives then also some side effects to the new skills types of Rune Spells, Tarot Skills ect pp.

Arcane Magic (Party Energy and Self Heal Attribute)
Dominion Magic (Damage Attribute and Shutdowns)
Illusion Magic (Hex Spam and Degenerations/Conditions Attribute, also Self Defense Attribute, some skills of Arcane Magic of defensive nature should move to Illusion magic, like certain mantras imo)

Smiting Magic: This attribute really needs too some real DoT AoE skills, which have a bigger area, than only "adjacent" and which deal also damage longer, than only 5 seconds. Also this attribute could need some sacred party buffs skills, against unholy creates, stuff that decreases for example the damage, that you receive from minions, or spirits, or skills tha reflect this damage of those creatures back to their masters, when they hit you ...

The monk should so or so receive a re-concept, Healing,Protection and Smitign should get imo merged into 1 Attribute.

Monks should look like this:

Favor of the Gods
Sacred Prayers (merged attribute of Healing protection and Smiting)
Power of Chi (self buff skills for martial arts and also provides 2 new types of Skills: Chi Attack Skills, mighty non physical Energy Attacks and "Aura Skills", which are the Chi buffs)
Martial Arts (melee attribute, making it possible to play monks also similar as Shaolins -as War Monks) Giving the class the ability to fight bare handed/feeted style or with Battle Staffs (Poles) or Nunchuks.

This way the monk would becoem finalyl a good Hybrid Class, more of a Battle Mage, providign the player 2 different play styles, one beign more the caster typer and one beign more the high agile melee type, which can perform through Chi mighty Energy Attacks after preparations by using Auras.

In RO, the players had also to use preparations fierst, before they became able to use the mighty Chi Skills, like the Asura Strike, this mechanic should also use the Melee monk in GW then, prepare your chi through auras and summoning spirits or so, and once the bod<y of the monk has reached the peak of concentration, then the monk becomes able to use its mighty chi attack skills, performing the most powerfull attacks of the game, therefore that they have then the most longest preparation times of all profession,s before they can attack most strongly. Whne oyu don#t use chi, the attacks of the melee monk are then much weaker, but therefore you attack quicker, bringing down your foes with martial arts with one of 3 different fighting styles beign either bare handed, usign nunchucks, or using poles (battles staffs)
which are the 3 ways of martial arts, the Way of the Dragon, the Way of the Tiger and the Way of the Crane(Phoenix)

So done XD

Final Note:

Nothign of this will ever even T.T, but hopefully much of it will find its ways into GW2

Last edited by Phoenix Tears; Mar 24, 2008 at 04:44 PM // 16:44..
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Old Mar 24, 2008, 05:03 PM // 17:03   #30
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Fire magic is fine as it is imo.

The Tactics line really needs a few good buffs, at the moment there really isn't any good reason to use it. Smiting also needs a dmg buff, not too much but hey... its really only useful for farming at the moment.
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Old Mar 24, 2008, 05:23 PM // 17:23   #31
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*Blood: most elites there (except life transfer, order and spoil victor) and some common... like touch skills turned into spells so necros can use it!

*Smiting: altough we have been seen some good game playing, specially at RA, most of the skills of the smiting line have been nerfed into oblivion because of teh old dual smite build (zealots fire, balthazar aura), and some of them have been bad from the start like Symbol of Wrath (wich is not fast enough to use it while beeing attacked to counter the attacker, like smite should, and even if you do only lasts 5 seconds, wich can be good, but the recharge is 30 seconds, wich sucks). Banish, Smite and Word of Censure are awful skills, they are not even worth the energy you use, on the other hand Spear of Light is awsome and can spook the attacker if used correctly, these other skills should have the same effect.

*Spawning Power and Communing: The problem i see when playing with a ritualist is NOT that the spirits are too weak (health), but is that they dont have an effect worthy of the time/energy. This becomes clear when you try to "run" a defensive build (focusing on communing or communing+restoration), most of the defensive spirtis are too expensive (15 to 25 energy) and usually have a 5 second cast (shelter, shadowsong), not only that, they die too quickly. The only 2 spirits that you might bring are Union and Displacement. I will be listing some skills from the communing line, but be in mind that all of these spirits are nto worthy because all of them have 3 second cast (wich is very bad at both pvp and pve)
-Anguish: 25 energy with a 3 second cast and only lasts 40 seconds. All of that time and energy for a spirit that deals 17 damage and will deal 34 IF the random targt it will hit is hexed.
-Anguished was Lingwa: 15 energy and 3 seconds for a PAIN ?!!
-Desinchantment: 25 energy and 5 second cast (already not worth it) when hits that loses one enchantment (ok...) lasts 30 seconds
-Dissonance: Same as Desinchantment, but interrupts (25 energy+5 cast is awful)
-Restoration: 10 energy, wich is decent, but 5 cast for bad A.o.E. Ressurect (just like the Ressurect skill)
-Xinarae's Weapon: this one is so bad that i wont even bother typing what it does, whoever decides wich skills are going to be changed should have seen this skill a long time ago.
Conclusion: The whole communing line should be rethinked, in my opinion, expensive skills that take that much time to be used and last that little are NOT the way to go. The Restoration spirits are Elite compared to the Communing ones, at least they can be mantained and are worth the time (life, recuperation, recovery)
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Old Mar 24, 2008, 05:54 PM // 17:54   #32
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Inspiration
Domination (AOE Skills Please)
Illusion (AOE Skills Please)

Ok off the wish list

Beastmaster (Although most are great skills the killer is dedicating 1 skill for pet 1 skill for pet heal/rez) Ok I would be happy with a heal/pet skill or a rez/pet skill.

Ritualist too many cross attribute skills that play off of each other. Ok you need high spawning for powerful spirits and high communing for spirits oh don't forget for that extra attack damage boost high channeling. O man I forgot a heal for my self better add restro level.

Last edited by Painbringer; Mar 24, 2008 at 05:58 PM // 17:58..
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Old Mar 24, 2008, 06:11 PM // 18:11   #33
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Although it is weak smiting can't be improved because of the power creep of the monks healing/prot making smiting as good or nearly as good as other classes offensive attributes would imbalance the game.

The only class needed would be monks since they could heal,protect and cause good damage.
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Old Mar 24, 2008, 06:16 PM // 18:16   #34
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Blood. It sucks, badly.
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Old Mar 24, 2008, 06:18 PM // 18:18   #35
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Quote:
Originally Posted by Painbringer
Inspiration
Domination (AOE Skills Please)
Illusion (AOE Skills Please)
Why would mesmers need aoe skills? Stop trying to turn mesmers into nukers. It's like asking to have party healing on an ele or shouts that boost casters on a nerco. It's completely random and simply not what the class does.

Also, inspiration does not need any buffs. It's a pure utility line and not meant to be used alone, and as a utility line it is arguably the best one in the game.

I'd even go as far as to say that mesmer is the most well-balanced class out of all of them and here someone is asking to buff every attribute they have...
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Old Mar 24, 2008, 06:27 PM // 18:27   #36
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Funny how so few of you mentioned Fast Casting.

Its inherent effect really needs a buff to make mesmers more popular in PvE.

Also id say Wind Prayers and Deadly Arts, but its not as critical as Fast Casting.
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Old Mar 24, 2008, 06:36 PM // 18:36   #37
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communing
spawning power needs a useful inherent effect
blood magic needs less crappy DD spells

blah blah etc
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Old Mar 24, 2008, 06:37 PM // 18:37   #38
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Smiting Prayers and Communing get my vote. It would be acctually fun to play a smite build that doesnt suck.
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Old Mar 24, 2008, 06:43 PM // 18:43   #39
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Earth magic is pretty terrible aside from wards. The other elementalist attributes are decent enough to be used for the primary role of a character build: air for blinding and spike assistance, water for snaring, and fire for good damage and burning. While earth wards can be effective, they are almost always used in hybrid with another attribute. I'd like to see Earth having better knockdowns and perhaps even more defensive power.
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Old Mar 24, 2008, 06:58 PM // 18:58   #40
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GW has a depressingly large number of lines that are weak-to-worthless, but none as bad as poor beast mastery. Seriously, do you ever see a pet outside of barrage/pet teams or bunny thumpers? Do you ever see a "real beastmaster" who makes pet skills the center of his/her build?

To fix up beast mastery, we need to see:
1. Comfort and Charm compressed into one skill.
2. Weapons in the beast mastery or expertise lines. Seriously, needing to spec 9 in an attribute you won't use just to be able to auto attack stinks. Bow or spear/shield or something new, whatever, just give us a weapon.
3. Across-the-board buff to pet skills.
4. Viable AoE pet skills for PvE. (Death Blossom/Triple Chop/Cyclone axe level please.)

Other lines that could use a buff:

Soul Reaping - revert the damn timer nerf and add some skills.
Blood Magic - needs across-the-board buff. Everything sucks.
Water Magic
Lightning Magic
Spawning Power - inherent effect sucks.
Strength - inherent effect sucks/
Tactics - with WY nerfed, pretty much every tactics skill that was worth running has been destroyed.
Deadly Arts & Shadow Arts - only useful for gimmick RA builds right now.
Wind Prayers
Fast Casting
Inspiration Magic
Smiting Prayers
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