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Old Jul 14, 2010, 06:51 PM // 18:51   #1
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Smile New Skill Ideas, Concepts, and/or suggestions!

I'm sure at least once you've played GW and suddenly thought of a great skill or skill concept that could be put into the game.

If you have a good idea for a new skill or concept that you've thought of, please post here

When posting your skill, please include profession and linked attribute (or un-linked)

NOTE: Please do not post any obviously OverPowering skills (i.e. Spread Hexes)




Basic Submission Template is as follows:

(although your welcome to use any format, as long as it makes sense)


Profession - Attribute (or un-linked)
"Name of the Skill" (Elite or Non-Elite)
Blood Cost: -xx% health (if any)
Adrenaline Cost: (if any)
Energy Cost: xx (if any)
Casting Time/Attack Speed: (if any)
Recharge: xx second(s)
Skill Description: .......
Notes: (If any)



Some examples include:

Elementalist
- Earth Magic
"Subterranean Shift" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 10 seconds, target foe takes 5...12...15 earth damage while not moving. When this hex ends, all foes adjacent to target foe's location take 5...40...46 earth damage each second for 5 seconds.
Note: the AoE aspect does not follow foe; it stays at the location when the hex ended.




When Submitting a new skill concept, please include details of how it works:

Example:

Double Hex:

-Applies to yourself and one other foe
-Hex ends on both if the hex is removed on either creature.
-Only one double hex per skill bar at any given time; as such, cannot be copied by use of other skill duplicating moves (Arcane Echo, Echo, etc)
-A creature can be affected by only one Double Hex Spell at any given time.

Example Skill:

UNKNOWN - To Be Assigned
"Rival's Envy" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Elite Double Hex Spell: For 2...12...13 seconds, you and target foe are hexed with Rival's Envy. Creatures under this hex have -40 base armor and are immune to all sources of damage except from each other. This hex ends if either creature uses a healing skill on themself. (Note1, Note2)

Note1:
Healing from Mysticism, Divine Favor, etc do not count as a healing skill.
Note2: Conditions, degen, and life stealing still apply as normal.






Please remember that Supportive criticism is always appreciated!

Last edited by Mia Clemons; Nov 20, 2010 at 09:34 PM // 21:34..
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Old Jul 14, 2010, 07:46 PM // 19:46   #2
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Quote:
Please remember to not post obviously overpowering skills, as it ruins the purpose of this thread!
The skills you posted are... pretty OP. The ele one is just the Celestial skill toned down and reusable. Mesmer's is just shatterstorm but with enchantment stealing (?) What if it was like, Ether Prodigy stolen or something? And the necro one..... Minion bombers and soul reaping don't need encouragement. >.>



Okai, my entry----

Shadow Form (Shadow arts)

Elite Enchantment Spell (x...x...x seconds) Hostile spells targeting you fail, and attacks against you miss. End effect: lose all but x...x...x health.

Ohwait.
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Old Jul 14, 2010, 07:57 PM // 19:57   #3
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ELEMENTALIST-Water Magic
"Frozen Mark" (Elite)
Energy: 15
Cast time: 2 sec
Recharge: 30 sec
"Elite Hex Spell. Target foe and all nearby foes are hexed with Frozen Mark. For 8...28 seconds, whenever each foe is struck by cold damage, they take an additional 10...25 cold damage and move 33% slower for 1...4 seconds."

(Basically an elite Mark Of Rodgort in the water line. I've always wanted an water Mark Of Rodgort. Might be a little OP )

NECROMANCER-Death Magic
"Animate Bone Golem" (Elite)
Energy: 10
Cast time: 3 sec
Recharge: 30 sec
"Elite Spell. Exploit nearest corpse to animate an level 3...24 Bone Golem. When the Bone Golem dies, it is replaced by two level 2...13 bone horrors. You can only have one Bone Golem at a time.

ASSASSIN-Shadow Arts
"Way Of The Shadow" (Elite)
Energy: 10
Cast time: 2 sec
Recharge: 30 sec
"Elite Enchantment Spell. For 1...5 seconds, you cannot be targetted. For 5...20 seconds you move 33% faster and cannot be seen on the radar. When Way Of The Shadow ends, you are knocked down."

(Sorry, I just had to post that last one. It's more or less a joke, but maybe (note: maybe) it could work. Obviously it's pretty OP)
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Old Jul 14, 2010, 08:02 PM // 20:02   #4
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I am going to love this thread! I have one or two ideas for Paragons I suppose so here ya go:

Anthem of Inspiration
Attribute: Leadership
Energy: 15
Cast Time: 1 Second
Recharge: 30 Seconds

Chant: For 10 seconds, Party Members within earshot attack, and cast spells 10...25...33% faster. Initial Effect: You lose all adrenaline. End Effect: You lose all adrenaline

Okay... so it was only one idea, I just cant seem to think of others right now
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Old Jul 14, 2010, 08:16 PM // 20:16   #5
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what id like to see is something for ele similar to err now mind goes blank... stone striker and stone flesh aura but for fire/air and water versions.I find it a bit weird that you can have on ele goemancer runes and earth dmg conversion but nothing for the other mancer runes even tho you can technically take the other elemental dmg.
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Old Jul 14, 2010, 08:32 PM // 20:32   #6
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ASSASSIN:

Rage of the Ninja (Critical Strikes) - Elite Skill; 5 energy; 15 second recharge; Shadowstep to target foe. For 3 seconds you move and attack 50% faster, and have a 75% chance to block all incoming attacks. When this skill ends, you lose half your health. (This skill fails if you have < 5 Critical Strikes)
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Old Jul 14, 2010, 08:49 PM // 20:49   #7
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Okay... seriousness from me now. :P

Mesmer (Inspiration)

-Insert name here-
Cost: 5 energy
Cast: 3 seconds
Recharge: 30 seconds

Hex Spell. 5 seconds: Target foe loses 75% of his/her current energy. You gain 50% of that energy. End effect: Target foe regains 25% of that energy and takes 8...15...20 damage for each point regained.


Un-seriousness:

Warrior (Healing Prayers)

-SUPAR WARRIAH RAEG-
Cost: 25 energy + 6 adren
Cast: 1/2 second
Recharge: 1 second

Skill. 13.37 seconds. You move and attack 100% faster and gain 5 adrenaline every time you do less than 10 damage. You have +2 to healing prayers. Initial effect: makes the sound of a frost wurm and plays the Mortal Kombat theme song. End effect: you die and lose all armor except leggings. No effect unless you have 3 superior runes of Strength, Swordsmanship, Axe Mastery, and Energy Storage. Must follow a lead attack.
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Old Jul 14, 2010, 08:52 PM // 20:52   #8
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ELEMENTALIST - Fire Magic
"Magma Armor"
Energy: 10
Cast Time: 2 seconds
Recharge: 15 seconds
Enchantment Spell: For 5...18 seconds, all physical and elemental damage is converted to Fire Damage and reduced by 10%...23%...26%. Initial Effect: You are set on fire for 7...4...3 seconds.

Good idea from Spiritz, although Water magic already has Frigid and Armor of Frost.


This next one might be a little OP with the damage, but i like the idea.

ELEMENTALIST - Air Magic
"Static Storm" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 45 seconds
Hex Spell: For 2...10 seconds, all foes adjacent to target foe take 5...25 lightning damage every 2 seconds. If this hex lasts its full duration, target foe takes 10...30 lightning damage for each ally that was struck by this spell. This spell causes Exhaustion.

It's about time we had a decent AoE-time based water spell (like Breath of Fire)

ELEMENTALIST - Water Magic
"Tundra" (Elite)
Energy: 25
Casting Time: 2 seconds
Recharge: 30 seconds
Spell: Create a Tundra at target foe's location. For 2...10 seconds, all foes in the area of Tundra move 10% slower and take 10...40 cold damage every 2 seconds. Stationary foes take an additional 5...20 cold damage.


ELEMENTALIST - Water Magic
"Blizzard" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 20 seconds
Hex Spell: Target foe and up to 3 nearby foes take 10...75 cold damage. For 2...10 seconds affected foes have a 10%...50% to miss with attacks. This spell causes Exhaustion.

RANGER - Marksmanship
"Arrow Jab" (Elite)
Energy: 5
Casting Time: 3/4 second
Recharge: 12 seconds
Elite Bow Attack: Target touched foe takes 15...35...38 damage. This skill has 25% armor penetration.

Had this idea for a while now...

NECROMANCER - Curses
"Deathly Vow" (Elite)
Sacrifice: -10% HP
Energy: 5
Casting Time: 1 second
Recharge: 30 seconds
Hex Spell: For 1...20 seconds, target foe is healed for 100% more health but takes 10%...25% more damage. This hex ends if target foe is under the effects of another hex.

NECROMANCER - Soul Reaping
"Soul Steal" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Elite Enchantment Spell: For 15 seconds, you gain 1...7...8 health for each point of energy gained from your Soul Reaping attribute. Initial effect: your next skill that targets a corpse costs 0...9...10 less energy.


This next one throws a little bit of spin on the idea of "Teamwork"

MESMER - Inspiration Magic
"Inspired Trust"
Energy: 10
Casting Time: 1/4 second
Recharge: 6 seconds
Spell: Target Other Ally loses 1...3 enchantments. For each enchantment lost in this way, that ally gains 20...80...85 health and 4...6...7 energy. This skill is disabled for an additional 5 seconds for each enchantment lost.

MESMER - Illusion Magic
"Uncertainty" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Enchantment Spell: One random recharging skill is recharged. For 2...6 seconds, your next skill costs 3...10 less energy. End effect: One random skill is disabled for 15...10...9 seconds.


MONK - Protection Prayers
"Dwayna's Protection" (Elite)
Energy: 10
Casting Time: 1 sec
Recharge: 30 seconds
Enchantment Spell: For 5 seconds, this enchantment does nothing. When this enchantment ends, target ally and all adjacent allies take 50% less damage for 1...5 seconds. Cannot Self target.


Ritualist - Spawning Power
"Spiritual Reversal" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Spell: For every 3 ranks in Spawning Power, destroy one spirit within earshot. For each allied spirit destroyed, foes adjacent to that spirit take 10...45...48 Lightning damage and each party member within earshot is healed for 20...40...45 health. Your Binding Rituals are disabled for 8 seconds.


Ritualist - Communing
"Sacrifice" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 45 seconds
Elite Binding Ritual: Create a level 1...8...9 Spirit of Sacrifice. If a foe comes within nearby range, this spirit dies in 8 seconds. When this spirit dies, it deals 60...100...105 lightning damage to adjacent foes. This spirit dies in 45 seconds.


Keep the ideas coming

Last edited by Mia Clemons; Jul 20, 2010 at 06:08 PM // 18:08.. Reason: Re-adjusted skills
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Old Jul 14, 2010, 09:30 PM // 21:30   #9
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They could just turn Shadow Form into a bad-ass shadowstep last second desparation elite for PvP:

Shadow Form (Elite Skill) 5 energy, no cast time, 45 second recharge: Shadowstep to target foe. For 0...3 seconds, attacks and spells against you fail, and you move and attack 0...50% faster. End effect: You lose all but 0...10% of your health.
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Old Jul 14, 2010, 09:52 PM // 21:52   #10
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If I remember it right, there is already a thread about "skill suggestion".
But to stay on topic:

MESMER-Illusion magic
"Illusion of Damage" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: Target foe is hexed with Illusion of Damage. for 2..4..6 seconds all damage that target foe will take is doubled. When this skill ends target foe will be healed for the amount of damage he took.

Could be a fun skill , but maybe a little bit to overpowered.......
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Old Jul 14, 2010, 11:36 PM // 23:36   #11
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Okay here I go:

PARAGON:

"I'll Be With You In Spirit"
Attribute: Motivation
Energy: 25
Casting Time: 1sec
Recharge: 60sec
Elite Shout: For 20...40...60 seconds you are enchanted with "I'll Be With You In Spirit". If you die while enchanted a lvl 15..20...24 Spirit Of Ally is summoned at your location with the skills Heal Party, Aegis, and Ray of Judgement. If you are resurected Spirit of Ally dies. Spirit of Ally dies after 120 seconds.
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Old Jul 15, 2010, 12:43 AM // 00:43   #12
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I would like to see an Elite Illusion spell like Ether Nightmare.

Target and adjacent foes lose 1-5 Energy. These foes suffer -1 Health Degeneration per amount of energy they lost. (30 seconds)

Basically the same spell, but make it a non-PvE spell and instead an Elite spell.
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Old Jul 15, 2010, 02:42 AM // 02:42   #13
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Shining Paragon Pants
Leadership attribute
For 30...40...50 seconds if your paragon doesn't have the skill Focused Anger he stops sucking, his skills are replaced with ones that are actually useful, and he obtains a pair of pants.
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Old Jul 15, 2010, 03:13 AM // 03:13   #14
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Energy Storage:
- Glyph of Chaos
E:5, C:1, R:20.
For 10 seconds, your next 1..10 Elementalist spells will deal Chaos damage and ignore armor on foes under an Elementalist Hex.
You suffer from exhaustion every time you cast a spell if you are not under an enchantment spell.
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Old Jul 15, 2010, 03:58 AM // 03:58   #15
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Ritualist
Communing
Strip Weapon
Remove Weapon Spell From target foe || Costs 5e 15 recharge 1sec cast
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Old Jul 15, 2010, 05:34 AM // 05:34   #16
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Elementalist
[Insert Name Here]
Elite Hex Spell
Energy - 15
Casting Time - 2 Seconds
Recharge - 30 Seconds
For (3...10) seconds target foe takes (10...35) damage and moves 66% slower. When this hex ends target foe suffers from weakness and bleeding for 6 seconds.
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Old Jul 15, 2010, 12:14 PM // 12:14   #17
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More skills !

MESMER-Illusion magic
"Illusion of Enchantments" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: Target foe is hexed with Illusion of Enchantments. for 5..11..14 seconds all Enchantments target foe will get, won't have any effect till this hex has ended.
End effect: target foe will get all enchantments that he was a target of on him, and you will lose 10..6..3 energy and 80..42..21 health for every enchantment this foe has on him.


(I know, there was a skill with the same name)
RANGER-Wilderness Survival
"High winds" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Natural Ritual: You create a level 2..8..10 Spirit of High Winds.
All Projectiles within this spirit his range, will have 26%..69%..89% chance to miss.
Melee attacks will have 5%..8%..14% chance to miss.


MESMER-Illusion magic
"Illusion of Energy" (Elite)
Energy: 25
Casting Time: 3 seconds
Recharge: 45 seconds
Elite Hex Spell: You lose all your energy and will have -4 energy degernation for 12 seconds, you create an illusion of energy at your location.
All foes within earshot will lose all their energy and will have -1 energy degernation for 6..13..16 seconds.
Your alies will have +2 energy regernation for 6..13..16 seconds.
When this skill ends, all foes affected by this spell will regain all their energy, all alies except for yourself that were affected by this spell will lose 30 energy.


Monk-Divine favor
"Dwayna's haste" (Elite)
Energy: 5
Casting Time: 1/2 second
Recharge: 20 seconds
Elite Enchantment Spell: For 10..20..25 seconds you will move 15%..25%..30% faster then normal. Your spells will heal for 5..10..15 health. You will lose 5..10..15 health whenever you cast a monk spell.

Speed boost for monks


MESMER-Illusion magic
"Illusion of Blinding Light" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Hex Spell: You create an Illusion of Blinding Light at your location.
All foes within earshot will be blinded, and their casting speed will be slowed by 20% for 3..10..12 seconds.
End effect: all afected foes are immune for blind for the next 20..10..7 seconds.

Last edited by cheape arie; Jul 15, 2010 at 12:17 PM // 12:17..
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Old Jul 16, 2010, 09:46 PM // 21:46   #18
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Here's some new ideas i had.

NECROMANCER - Death Magic
"Animate Tainted Golem" (Elite)
Energy: 15
Casting Time: 3 seconds
Recharge: 30 seconds
Elite Spell: Exploit nearest corpse to animate a level 3...21...25 Tainted Golem. This golem only deals 10 damage per attack but causes a random condition that lasts 0...7...12 seconds with each attack. This golem dies after 3...5...6 attacks. You can have only one Tainted Golem at a time.


ASSASSIN - Dagger Mastery
"Insert Appropriate Name Here" (Elite)
Energy: 5
Casting Time: 1/2 second
Recharge: 15 seconds
Elite Lead Attack: If it hits, <Name> strikes for +5...17...20 damage and target foe is crippled and bleeding for 2...8...10 seconds. If this attack is blocked, target foe is blinded and dazed for 0...3...3 seconds.

Might be a little OP? give feedback if possible

DERVISH - Mysticism
"Grenth's Vow" (Elite)
Energy: 5
Casting Time: 1/2 second
Recharge: 15 seconds
Elite Enchantment Spell: For 10 seconds, every successful attack you make steals 8...20...25 health. For every attack that misses, you lose 10...17...20 health.

MESMER - Illusion Magic
"Illusion of Vitality" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: Target foe is hexed with Illusion of Vitality. For 5...9...10 seconds, you take double damage from all sources. When this hex ends, target foe suffers half the damage you took. Your non-Mesmer skills are disabled for 5 seconds.

As always, keep the ideas coming

NOTE: If your not going to be even slightly serious about this (i.e. Dont Nerf the Perma) please dont bother posting, it ruins the thread and depresses people reading them.

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Old Jul 16, 2010, 11:25 PM // 23:25   #19
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Assasaain:

Shadow Form
Elite Enchantment Spell
For 5...18 seconds, you cannot be the target of enemy spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5...21 damage with a single skill or attack.

Oh no wait...

......

My bad.
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Old Jul 19, 2010, 06:13 PM // 18:13   #20
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Commander Kanen, please dont post skills that have already been updated or posted! This thread is for the ideas of NEW skills that you have thought of. I can appreciate some humor but if your going to contribute to this thread, please make a meaningful contribution as well; otherwise, please make your own thread.


WARRIOR - Swordsmanship
"Insert Name Here" (Elite)
Energy: 5
Attack time: Normal
Recharge: 15 seconds
Elite Sword Attack: Strike target foe and all adjacent foes for +5...25 damage. For every successful hit, you gain 0...1...1 strikes of adrenaline. For every attack that is blocked, you lose 1 energy.


WARRIOR - Strength
"Final Blow" (Elite)
Energy: 5
Attack Time: 1/2 second
Recharge: 15 seconds
Elite Melee Attack: If your health is under 20%...50%...55%, you strike for +5...40...45 damage and target foe suffers from Weakness for 2...6...7 seconds. This attack recharges instantly if your health is under 5%...20%...25%.

WARRIOR - Tactics
"Last Stand" (Elite)
Adrenaline Cost: 6 strikes
Recharge: 10 seconds
Elite Skill: For 6 seconds, the next attack skill used against you that would be fatal is negated and you gain +5...40...42 armor for 10 seconds.

RANGER - Expertise
"Marksman's Focus" (Elite)
Energy: 5
Recharge: 12
Elite Stance: For 1...8...9, you have a 75% chance to block attacks, take double damage, and your arrows cannot be blocked. This stance ends if you move.


RANGER - Wilderness Survival
"Sand Trap" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Trap: When Sand Trap is triggered, every second (for 3 seconds) all nearby foes are blinded and dazed for 3...6...7 seconds and take 5...20...25 earth damage. While activating this skill, you are easily interrupted.


Please keep the ideas coming!
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