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Old May 31, 2006, 08:46 AM // 08:46   #81
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Originally Posted by Ensign
Air of Enchantment is patently awful on a boonprot.
Unless your name is shard and you put channeling on your boon prot. Oops, I just told people how to have an infinite energy boon prot build.
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Old May 31, 2006, 09:48 AM // 09:48   #82
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I personally think Shield Guardian, Reverse Hex, Deny Hexes, Withdraw Hexes, and the new smite elites need a lift, because frankly, they're SO bad for the amount of energy they ask for.

Such pigeonholed elite skills like Withdraw Hexes are never practical for realistic use. Sure if you happen to have Withdraw Hexes against a full-on hex team it would be a nice respite for your monks once every 99999 seconds, but that's about it.

Shield Guardian, 10 energy to block 1 attack and a mediocre, small area heal.

Reverse Hex: a 2 second cast, 10 energy hex removal, combined with a very very minor damage mitigation. Uhh...sure.

Deny Hexes: How often do monks carry enough medium-long recast divine skills to make this spell even viable? Boon's got a 1s recast, and Devotion and CoP are the other two common divines. CoP isn't gonna be used like candy just to prep Deny Hexes, and with Devotion, it makes this spell no better than Veil, which has no prerequisite.

I find it ironic how smiting was rekindled not by any of the new smite skills, but by a new prot skill, with a recycled concept.
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Old May 31, 2006, 03:17 PM // 15:17   #83
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And while you might not think much of it, the Recurring Insecurity / Soul Barbs hex spike that SNA ran at the end of last season was truly a sight to behold.
O_o. Someone actually ran this in GvG? I thought it was going to be restrict to RA. Wow.
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Old May 31, 2006, 07:03 PM // 19:03   #84
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Blinding Flash - Give it a longer recharge, already.
Leave my Blinding Flash alone. I want a buff on Ride the Lighting, 79 damage at 16 is not enough, plus it cause Exhaustion. Well cost and recharge time are quite good... but I demand more damage!
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Old May 31, 2006, 08:36 PM // 20:36   #85
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Originally Posted by shardfenix
Oops, I just told people how to have an infinite energy boon prot build.
You put Channeling on it and go play in HA? Sorry to disappoint you but people have kinda known about Channeling monks in HA since the betas.

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Old May 31, 2006, 08:37 PM // 20:37   #86
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I'm not going into all the details, I'll just go over which attribute needs buff...

General:
- All Rituals need to have faster cast time

Assassin:
- Deadly Art: Reduce recharge across all skills under this attribute
- Shadow Art: Reduce recharge across all skills under this attribute; The "Way of the _____" skills need to change to stances.
- Critical Strike: "Sharpen Daggers" either need to change to dagger exclusive, or rename it to sharpen weapon.
- Dagger Mastery: "Temple Strike" needs faster recharge, but you can lower it's duration.

Ritualist:
- Channeling: Needs buff to compete with elementist
- Restoration: needs buff to compete with monk
- "Life" and "Destruction": last 10 seconds, with 15 point per second. Reduce level of spirit to 5, to make it easier to kill

Monk:
- Boon Protect need nerfing by increase enchantment cast time. They need to be interruptable.
- Healing Monk need buffing by decrease cast time

Warrior:
- no change

Ranger:
- Quick Shot: need rework to make it different from Called Shot. Most importantly, make it better than Called Shot
- Otyugh's Cry: needs rework, change the target of all player effected to your target

Necromancer:
- none

Mesmer:
- Arcane Lanuor: need longer duration
- Mantra of Recovery: reduce energy cost, and reduce recharge to 15 second
- Auspicious Incantation: reduce recharge to 0, (the additional recharge from "spell's energy cost" is enough)
- Arcane Mimicry: lower cost to 10, lower recharge to 30 seconds
- Signet of Midnight: reduce duration and recharge to 10 seconds
- Chaos Storm: reduce energy cost to 10, reduce recharge to 20 seconds, reduce energy drain to 4
- Fragility: increase cost to 15, increase recharge to 10 second, make it AoE (a over all buff)

Elementist:
- Blinding Flash: reduce cost to 10, reduce duration to 5 seconds, reduce recharge to 3 seconds (a over all nerf actually)
- Aftershock: reduce cast time, reduce unconditional damage, and increase conditional damage
- Crystal Wave + Teinei's Crystal: reduce cast time
- Magnetic Aura: reduce duration to 10 seconds, reduce recharge to 15 seconds
- Ether Renewal: Reduce duration to 5, reduce energy cost to 5, reduce recharge time to 7 seconds.
- Double Dragon: reduce recharge to 20 second, increase area to nearby
- Swirling Aura: reduce duration to 10 seconds, reduce recharge to 15 seconds, reduce energy costs to 5 seconds
- Vapor Blade: reduce energy cost to 10, increase damage to 120
- Glyph of Sacrifice: Rework: Sacrifice 25% max health, your next spell maybe cast instantly.
- Glyph of Essence: Rework: Your next spell cost no energy, but you lose all your energy.

Okie, these my list of things need to change. I basically gave buff to all skills that's under used.
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Old May 31, 2006, 09:00 PM // 21:00   #87
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Quote:
Originally Posted by lightblade
I'm not going into all the details, I'll just go over which attribute needs buff...

General:
- All Rituals need to have faster cast time
/No, they need a faster recharge time.

Assassin:
- Deadly Art: Reduce recharge across all skills under this attribute
/TRUE
- Shadow Art: Reduce recharge across all skills under this attribute;
/TRUE
The "Way of the _____" skills need to change to stances.
/never used them
- Critical Strike: "Sharpen Daggers" either need to change to dagger exclusive, or rename it to sharpen weapon.
/ sharpen weapon, i like those new barrage assassins
- Dagger Mastery: "Temple Strike" needs faster recharge, but you can lower it's duration.
/ It's balanced as it is

Ritualist:
- Channeling: Needs buff to compete with elementist
/You can do more damage than them allready
- Restoration: needs buff to compete with monk
/ you're not supposed to be a monk
- "Life" and "Destruction": last 10 seconds, with 15 point per second. Reduce level of spirit to 5, to make it easier to kill ....
/yeah, in the middle of the battle you allways see that spirit and when you do you're allready to late

Monk:
- Boon Protect need nerfing by increase enchantment cast time. They need to be interruptable.
/ just nerf the complete boon branch
- Healing Monk need buffing by decrease cast time
/ their good enough if you know how to use them

Warrior:
- no change
/ Give me auspisious parry back (with less adrenaline)

Ranger:
- Quick Shot: need rework to make it different from Called Shot. Most importantly, make it better than Called Shot
/ TRUE
- Otyugh's Cry: needs rework, change the target of all player effected to your target
/ How many people actually use this skill?

Necromancer:
- none
/necro's are "balanced" atm (if you ignore those spike teams)
Mesmer:
- Arcane Lanuor: need longer duration
/ yeah make it last the whole battle
- Mantra of Recovery: reduce energy cost, and reduce recharge to 15 second
/ again let it give you infinite energy
Auspicious Incantation: reduce recharge to 0, (the additional recharge from "spell's energy cost" is enough)
/ TRUE
- Arcane Mimicry: lower cost to 10, lower recharge to 30 seconds
/ TRUE it's fun to use
- Signet of Midnight: reduce duration and recharge to 10 seconds
/ NO WAY, eternal blinded warrior = gg warrior
- Chaos Storm: reduce energy cost to 10, reduce recharge to 20 seconds, reduce energy drain to 4
/ no comment
- Fragility: increase cost to 15, increase recharge to 10 second, make it AoE (a over all buff)
/ It's powerfull enough atm

Elementist:
- Blinding Flash: reduce cost to 10, reduce duration to 5 seconds, reduce recharge to 3 seconds (a over all nerf actually)
/ uuuhm nerf = NO
- Aftershock: reduce cast time, reduce unconditional damage, and increase conditional damage
/ what's the point in that?
- Crystal Wave + Teinei's Crystal: reduce cast time
/ fastcasting ftw ?
- Magnetic Aura: reduce duration to 10 seconds, reduce recharge to 15 seconds
/ TRUE
- Ether Renewal: Reduce duration to 5, reduce energy cost to 5, reduce recharge time to 7 seconds.
/ hmmn. not sure....
- Double Dragon: reduce recharge to 20 second, increase area to nearby
/ I agree, 2 flamebursts own 1 double dragon!
- Swirling Aura: reduce duration to 10 seconds, reduce recharge to 15 seconds, reduce energy costs to 5 seconds
/ no comment
- Vapor Blade: reduce energy cost to 10, increase damage to 120
/ just make it an One hit KO ...
- Glyph of Sacrifice: Rework: Sacrifice 25% max health, your next spell maybe cast instantly.
/ we are not necro's aren't we?
- Glyph of Essence: Rework: Your next spell cost no energy, but you lose all your energy.

Okie, these my list of things need to change. I basically gave buff to all skills that's under used.
/ are my opinions on his oppinion (though it is not flaming :P)
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Old May 31, 2006, 09:31 PM // 21:31   #88
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Quote:
Originally Posted by exiled mat
/ are my opinions on his oppinion (though it is not flaming :P)
- Vapor Blade: Enchantments on players are very common, it deserve a damage buff
- Glyph of Sacrifice: I said this in another post under sardiac; Life sacrifice should NOT be necromancer exclusive
- Aftershock: Fast cast, because corrently it's hard for aftershock to connect with kd
- Signet of Midnight: Needs buff, warrior always have some kind of condition removal, or if in team, their monk will have condition removal, getting blinded is nothing. But most importantly, Signet of Midnight is an ELITE. This skill is way too weak as an elite right now. Think Assassin's signet of malice, it completely counter signet of midnight, and sig midnight is elite too...
- Fragility: Ever since that last nerf, this skill is nolonger used by people. It needs reworking to bring it back.
- Otyugh's Cry: "How many people actually use this skill?" - That's exactly my point, this skill is useless in both PvE and PvP. It definitely need reworking, maybe completely change it property.
- Mantra of Recovery: It's not Mantra of Recall, it doesn't give energy. It gives your spells faster recharge.
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Old May 31, 2006, 09:45 PM // 21:45   #89
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Quote:
Originally Posted by lightblade
- Ether Renewal: Reduce duration to 5, reduce energy cost to 5, reduce recharge time to 7 seconds.
Most of your suggestions are terrible, but this one really takes the prize. What's your goal here, to make Ether Renewal the most ridiculous skill in the game? Because if it is you'd succeed with this change.

Peace,
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Old Jun 01, 2006, 03:48 PM // 15:48   #90
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Originally Posted by Ensign
Most of your suggestions are terrible, but this one really takes the prize. What's your goal here, to make Ether Renewal the most ridiculous skill in the game? Because if it is you'd succeed with this change.

Peace,
-CxE
I actually like some of his suggestions. The Aura buffs are interesting. Currently, elementalist's don't have many ways to stop being completely destroyed by rangers.

Making both Aura's 75% defense against all physical attacks (with his proposed costs/recharge) and giving them a 1/2 second cast-time wouldn't hurt too much. With the additon of Seeking Arrows, rangers won't have too much trouble nullifying this defense, if they are prepared for it. If that fails, there always choking gas on the guy next to him .

Warriors again, won't have too much trouble either. Most good warriors have a lot of experience dealing with monks who kite while using Gaurdian, Aegis, Shield Gaurdian etc. So they will probably just have to bring more unblockable attacks. Or use Warriors Cunning more. In combination with Silver Armour could be a problem though. At least for anyone standing too close .

7 second recharge on the 'god' spell. Now that's funny...

The whole elementalist line just upsets me, so that's all I'll say about it.


The AOD nerf isn't too bad. Radar range is quite fair. From my own usage of the assassin, I imagine what will happen will be; You cast it. If you move out of radar range, nothing happens. If you then try to activate it, you'll run back until the point you activated the enchantment is in view on the radar. Then business as usual. Similar to how Return works now if your not in range.
What will be interesting is how this affects Shadow Of Haste. Will it just break? Or will it break the new 'rule' of teleportation?

Ah. The ritualist Gaze nerf. So unfortunate. I can understand that it was powerful, but it was also conditional. No spirits around, you wasted energy. It also took 15 seconds to recharge. That isn't comparable to Obsidian Flame. They could've found other ways to nerf it. Like upping the energy cost to 15. Not trivial for a ritualist. that's half your total base amount. Or even upped the recharge to 30 seconds.
Just because a lot of people didn't like getting hit by it, doesn't mean it deserved a nerf. I don't like getting hit by a choking gas powered attack. Or a Savage attack. Or getting hit by a warrior or ranger and losing OVER 100 hp from ONE attack. You don't see me crying, nerf, nerf. It's not like it wasn't subject to Prot spirit or shelter.

At least Vengeful/Splinter/Resilient Weapon are a little better now. Same goes for Doom. The others are pretty tame. No way are they compensation for making Gaze pointless. Why hurt your Spirits when you can just use Spirit Burn? Recharges 3 times faster. It may not hit for as much, but who cares when your subject to armour any way? What your saying is, it's ok to attack and deal high damage with 1 or 2 spells, as long as you deal it to casters and not warriors or rangers. Who just so happen to be the your main predators.

Well anyways, I'm sure this will fall on deaf ears, so enjoy the new update .
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Old Jun 01, 2006, 06:33 PM // 18:33   #91
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Quote:
Originally Posted by frojack
The Aura buffs are interesting.
It makes 'em overpowered, by a pretty wide margin actually.


Quote:
Originally Posted by frojack
So they will probably just have to bring more unblockable attacks.
And elementalists just need to bring more damage if they want to nuke.


Quote:
Originally Posted by frojack
The AOD nerf isn't too bad. Radar range is quite fair.
Honestly I'm scratching my head on that one. Is that even a change? I don't remember the bounceback ever pulling people more than a radar away - if your anchor was more than a radar away you just got pulled one radar back. At least it felt like it, maybe something screwy was going on. The recharge nerf to Aura worries me more from a philisophical standpoint than anything - basically, assassins are one trick ponies and that trick is Aura. There are some other weird things you can do with them but nothing that's going to make a standard template. They don't exactly dominate any aspect of the game. So why are the few good things about the profession getting nerfs instead of bigger changes to the profession to try and make it more viable?


Quote:
Originally Posted by frojack
Ah. The ritualist Gaze nerf. So unfortunate. I can understand that it was powerful, but it was also conditional. No spirits around, you wasted energy. It also took 15 seconds to recharge. That isn't comparable to Obsidian Flame.
You're right, it was much, much better than Obsidian Flame. The new incarnation is still debatably the best caster spike skill available, but at least there's some debate. A one second cast time on a skill that deals 126 damage is ridiculous. Honestly, the only reasons you don't see pure ritualist spikes everywhere is how quickly you run out of goodies to put on them defensively (you can support two easily, the third is pushing it), and how ridiculous those ritualists in a build make necromancers.


Quote:
Originally Posted by frojack
No way are they compensation for making Gaze pointless.
You are smoking some very, very good drugs if you think that a 126 damage, 1 second spike skill is pointless just because it doesn't ignore armor.

Peace,
-CxE
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Old Jun 01, 2006, 08:20 PM // 20:20   #92
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Originally Posted by Ensign
It makes 'em overpowered, by a pretty wide margin actually.
Perhaps. I didn't run any numbers. A buff in general is what I find interesting. Let's look at Magnetic Aura; Really, a 60 second recharge for something that only last's 21 seconds (25 if your smart enough to use an enchantment weapon mod. That also happens to be oh so fragile, especially now, with all the new Enchantment removal in the game.Also, didn't warriors get a stance buff recently from 60 seconds to 45 because of this very issue? It really should to be a lot better.
Especially when it only protects you from melee. What's up with that? What? Earth eles don't already have Ward against melee? Why give them a defensive spell that only works on one type of physical attack? The one they already have protection against. Especially when the one that's gonna' lock em' up completely is the other type? So rangers can basically destroy you. Correct? Sounds about right. Rangers should have an advantage, but seriously, it's a bit much.
How many evasive techniques only support one of the two physical attacks in the game? I can think of only a three at the moment. two of those belong to the elementalist. Handily enough, they also happen to be the two that can also be removed. Doe's anyone even use em'? This isn't rhetoric. I'd really like to know.

Quote:
Originally Posted by Ensign
And elementalists just need to bring more damage if they want to nuke.
Well that's just derogatory isn't it? How many people even use Warriors Cunning? Heaven forbid ever having to worry too much about elementalist's who are not in wards, evading strikes. Sure ele's can't match a warrior for damage. Doe's that also mean they should have little to no protection of their own when getting rocked in the face (love that btw )? Seriously, if I'm missing something obvious, please tell me. This just seems somewhat unfair.

Then along came Silver armour I suppose. I guess this point is now mute.

Question: Is Silver Armour + Magnetic Aura overpowered? I'm not aware if they do indeed stack fully.

Quote:
Originally Posted by Ensign
Honestly I'm scratching my head on that one. Is that even a change? I don't remember the bounceback ever pulling people more than a radar away - if your anchor was more than a radar away you just got pulled one radar back. At least it felt like it, maybe something screwy was going on. The recharge nerf to Aura worries me more from a philisophical standpoint than anything - basically, assassins are one trick ponies and that trick is Aura. There are some other weird things you can do with them but nothing that's going to make a standard template. They don't exactly dominate any aspect of the game. So why are the few good things about the profession getting nerfs instead of bigger changes to the profession to try and make it more viable?
There are a few other viable teleports that could maybe cushion the recharge. I can't really comment. My GvG (where the maps are larger) experience is somewhat lacking.

Quote:
Originally Posted by Ensign
You're right, it was much, much better than Obsidian Flame. The new incarnation is still debatably the best caster spike skill available, but at least there's some debate. A one second cast time on a skill that deals 126 damage is ridiculous. Honestly, the only reasons you don't see pure ritualist spikes everywhere is how quickly you run out of goodies to put on them defensively (you can support two easily, the third is pushing it), and how ridiculous those ritualists in a build make necromancers.
True enough. A one second cast is gonna' be hard to stop. It's high damage sure, but it's still damage. Bringing a Shelter spirit can make it somewhat tame. Then it just becomes a way to kill your spirits quicker. 42 damage is quite significant if you haven't spent much in Spawning. At least necromancer's can circumvent this barrier with life-stealing.

I see your point though. I can appreciate it was powerful. I wrote as much. However, did it need such a harsh nerf? Would it have been acceptable if the cast time was greater? The recharge is 3 times longer than Obsidian Flame, though I suppose there are ways to combat that also.
Armour ignoring damage just made sense with this class, since the spirits ignore armour. There is also some small vampiric damage in there. It just worked for the ritualist.
I agree, it needed a nerf, but this was just a little severe in my opinion. With a 15 second recharge, and quickening the life of my spirits, I will not use this again. I'd rather fill that space with something else. Something like Spirit Burn. It strikes for 42 less damage, but it has a 5 second recharge, and it won't kill my spirits. If there are none around, it will just be less effective, not just a waste of slot space (and if your silly enough to use it, energy). Pointless was admittedly an exaggeration, but do you really think people will still use this? As it's quite costly and quite conditional.

Quote:
Originally Posted by Ensign
You are smoking some very, very good drugs if you think that a 126 damage, 1 second spike skill is pointless just because it doesn't ignore armor.
Narcotics. Now that would be a good skill wouldn't it? OD your opponent. Would that ignore armour?

Last edited by frojack; Jun 01, 2006 at 08:28 PM // 20:28..
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Old Jun 01, 2006, 11:33 PM // 23:33   #93
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Originally Posted by Alleji
For the love of god, nerf order of apostasy.
it already costs 25 energy and you sac life everytime someone removes a monk enchantment. what else are you asking for?
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Old Jun 02, 2006, 03:33 AM // 03:33   #94
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Originally Posted by fl13dl1c3
it already costs 25 energy and you sac life everytime someone removes a monk enchantment. what else are you asking for?
Making it not scale so damn good with iway/thumpers and barrage builds.

The problem is just that it scaled so damn good. No problem in a normal balanced team. Really it's fine there. It's just extremly strong when you run mor physical damage that it gets from "nice utility" to "devastating" pretty fast.

And of course, I only talk about HA - where you can't split and a necro standing far in the back is invincible.
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Old Jun 02, 2006, 03:33 AM // 03:33   #95
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Quote:
Originally Posted by Evilsod
Wonder if he'll share his godly build with the rest of us useless folk... bet its too secret
Reversal of Fortune, Guardian, Air of Enchantment, Life Bond, Blessed Signet, Divine Boon, Ether Signet, Power Drain

Hale Prot Staff of Enchanting 20% in slot 1, -5 energy weapon in slot 2.

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Old Jun 02, 2006, 03:37 AM // 03:37   #96
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Originally Posted by Schorny
Making it not scale so damn good with iway/thumpers and barrage builds.

The problem is just that it scaled so damn good. No problem in a normal balanced team. Really it's fine there. It's just extremly strong when you run mor physical damage that it gets from "nice utility" to "devastating" pretty fast.

And of course, I only talk about HA - where you can't split and a necro standing far in the back is invincible.
OMG, someone else who knows why it's broken!!! I thought every other GW player was oblivious to what "balance" means.
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Old Jun 08, 2006, 03:28 AM // 03:28   #97
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Hundred Blades needs a nice little buff, just a tad faster. Considering it says 8 seconds now, but takes 10-14 seconds to recharge.
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