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Old Jul 22, 2010, 05:14 PM // 17:14   #41
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Originally Posted by WhiteAsIce View Post
lol. Look at Morphy troll that old thread too on the last page.

Now to add something substantial to discussion.

Practiced Stance. Elite Stance. 10e. 20sec recharge. For 1...12..16 seconds, you attack 15% faster, deal +1...8..12 more damage, and your attacks do not miss foes standing still.

Greater Conflagration. Elite Nature Ritual. 10e. 3 sec cast. 30 sec recharge. Create a spirit of Greater Conflagration for 1...50..60 seconds that improves all allies physical attacks in range with +1...10...12 fire damage. Attack skills cause burning for 1...2...2 seconds.
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Old Jul 22, 2010, 07:35 PM // 19:35   #42
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Submitted by Raising The B A R:

Not sure what profession to tie this to yet as the idea is fairly new.

NOTE: Read his description of a "Double Hex" below.

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.




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.



NOTICE: This is still a first draft of the idea. Improvements will most likely be made.


Supportive feedback is greatly appreciated!

Another Double Hex submission by B A R:


NECROMANCER - Death Magic
"Deathly Bond" (Non-Elite)
Blood Cost: -10% health
Energy: 5
Casting Time: 1 second
Recharge: seconds
Double Hex Spell: For 11...22...25 seconds, you and target foe are hexed with Deathly Bond. You and target foe suffer -1...3...3 health degeneration. After 10 seconds, if either you or target foe dies, the other loses 1% health for every second that this hex lasted.



MESMER - Illusion Magic
"Shared Frustration" (Non-Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Double Hex Spell: For 4...9...11 seconds, you and target foe are hexed with Shared Insanity. Whenever either one of you is interrupted, the other is also interrupted and both suffer 10...30...35 damage. When this hex ends, both of you are interrupted. (Note1)

Note1: The interruption on the other creature has a 1/4 second delay, allowing both creatures to use interruption skills on the other.


See previous post for details on Double Hexes
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Old Jul 22, 2010, 09:27 PM // 21:27   #43
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Originally Posted by Mia Clemons View Post
Another Double Hex submission by B A R, although this time he/she wanted it to be under Necromancer.


NECROMANCER - Death Magic
"Deathly Bond" (Elite)
Blood Cost: -10% health
Energy: 5
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Double Hex Spell: For 12...28...30 seconds, you and target foe are hexed with Deathly Bond. You and target foe suffer -1...3...3 health degeneration. After 10 seconds, if either you or target foe dies, the other loses 1% health for every second that this hex lasted.



MESMER - Illusion Magic
"Shared Frustration" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Double Hex Spell: For 10 seconds, you and target foe are hexed with Shared Insanity. Whenever either one of you is interrupted, the other is also interrupted and both suffer 10...30...35 damage. When this hex ends, both of you are interrupted. (Note1)

Note1: The interruption on the other creature has a 1/4 second delay, allowing both creatures to use interruption skills on the other.


See previous post for details on Double Hexes
Why are these both elite when they're both so impractical and bad that they'd never see play?
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Old Jul 22, 2010, 09:34 PM // 21:34   #44
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Why are these both elite when they're both so impractical and bad that they'd never see play?
Obviously still a work in progress. I'm just copy pasting from my email. i agree with you that they shouldnt be elite. i'll ask B A R if he/she cares if they should be elite or not.

I think its more of the idea of a double hex that B A R was going for, not the skill itself.
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Old Jul 22, 2010, 11:56 PM // 23:56   #45
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Originally Posted by Mia Clemons View Post
I really like your Sword Dance and Signet of Undeath, although 15 seconds recharge might be spammable with a mesmer. maybe 30 seconds recharge?

Good ideas though

Oh, and Bloodlust <3 although the cap for attack speed is 33% isnt it? either way, love it.

Critical Boon could be OP, but if the duration and healing were decreased, might be a viable elite skill
Recharge of the signet wouldn't matter. I put a note that the minion would die when the original 20 seconds end, even if the signet is renewed by then.

Per Bloodlust, see this page. For the spirit, make its attack only activate in 1 second.

Critical Boon is fine, since it can't even be fully maintained, and it requires a hefty investment in Shadow Arts for it to be good, meaning, you take point out of Critical Strikes and the weapon mastery.
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Old Jul 23, 2010, 05:10 AM // 05:10   #46
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Originally Posted by Mia Clemons View Post
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.
That actually would be really fun to use, it reminds me of the older Magic the Gathering cards that created mini-games inside a game.
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Old Jul 23, 2010, 05:50 AM // 05:50   #47
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Here is a few to those that think Elementalists do not deal enough damage in Hard Mode .

Names can use work I suppose, just its late and I need sleep so they are not perfect, but here ya go:

Mark of Incineration (Elite)
Fire Magic
15 Energy
1 second cast
30 second recharge
Elite Hex Spell. Target and nearby foes are hexed with Mark of Incineration (5...15...20) seconds. These foes have -(10...40...55) armor against fire damage. These foes have +24 armor vs all other damage.

Mark of Cryogenics (Elite)
Water Magic
15 Energy
1 second cast
30 second recharge
Elite Hex Spell. Target and nearby foes are hexed with Mark of Cryogenics (5...15...20) seconds. These foes have -(10...40...55) armor against cold damage. These foes have +24 armor vs all other damage.

Mark of Seismology (Elite)
Earth Magic
15 Energy
1 second cast
30 second recharge
Elite Hex Spell. Target and nearby foes are hexed with Mark of Seismology (5...15...20) seconds. These foes have -(10...40...55) armor against earth damage. These foes have +24 armor vs all other damage.

Mark of Electrocution
Air Magic
15 energy
1 second cast
30 second recharge
Elite Hex Spell. Target and nearby foes are hexed with Mark of Electrocution (5...15...20) seconds. These foes have -(10...40...55) armor against lightning damage. These foes have +24 armor vs all other damage.

These are just ideas of course. Not perfect, the names could use work, I just thought of names fitting to their damage type, but I hear many people say elementalists need to cause more damage, and maybe I over did it, but ya know tweak the numbers around, maybe you guys have other/better ideas for these types of skills. So just brainstorming and these are what I came up with. After reviewing they DO look slightly over the edge, but like I said you guys can think of ways to fix them up
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Old Jul 23, 2010, 06:05 AM // 06:05   #48
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Originally Posted by WarcryOfTruth View Post
These are just ideas of course. Not perfect, the names could use work, I just thought of names fitting to their damage type, but I hear many people say elementalists need to cause more damage, and maybe I over did it, but ya know tweak the numbers around, maybe you guys have other/better ideas for these types of skills. So just brainstorming and these are what I came up with. After reviewing they DO look slightly over the edge, but like I said you guys can think of ways to fix them up
Elementalist spells don't need to inflict more damage. HM Monsters need to have less armor. Their armor is ridiculous to the point where attacking the HM warriors is plainly annoying add onto that their OP heals at 24+ attb pts, their protting at 24+ attb pts, and a fun time that does not make. Not to mention Elementalist skills that cause AoE over time cause monsters to scatter wildly.

Eles just need skill redesigns and monsters need armor nerfs. Monsters can get more health in place of lost armor.
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Old Jul 23, 2010, 06:08 AM // 06:08   #49
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Originally Posted by X Dr Pepper X View Post
Elementalist spells don't need to inflict more damage. HM Monsters need to have less armor. Their armor is ridiculous to the point where attacking the HM warriors is plainly annoying add onto that their OP heals at 24+ attb pts, their protting at 24+ attb pts, and a fun time that does not make. Not to mention Elementalist skills that cause AoE over time cause monsters to scatter wildly.

Eles just need skill redesigns and monsters need armor nerfs. Monsters can get more health in place of lost armor.
I suppose, was just throwing out ideas , I thought they were kinda cool.
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Old Jul 23, 2010, 08:11 AM // 08:11   #50
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ELEMENTALIST-Energy Storage
"Call of the Elements" (Elite)
Energy: 10
Casting Time: 1 seconds
Recharge: 10 seconds
Elite Enchantment: For the next 1....4 elemental based magic you cast, all your elemental attributes are increased by 2. You are Exhausted.

ELEMENTALIST-Energy Storage
"Energy Cleanse" (Elite)
Energy: 5
Casting Time: 1 seconds
Recharge: 35 seconds
Elite Spell: Remove all conditions on yourself. You loose 5 additional energy for each condition removed.

ELEMENTALIST-Energy Storage
"Armageddon" (Elite)
Energy: 25
Casting Time: 3 seconds
Recharge: 60 seconds
Elite Spell: Summon an elemental whirlpool on target location for 3...7 seconds. For each second deals 50 damage and have a random chance of 25% during each second to either cause burning condition, slow moving speed 33%, or knock down of 1 second.

ELEMENTALIST-Fire Magic
"Searing Aura" (Elite)
Energy: 5
Maintain Energy: -1
Casting Time: 1 seconds
Recharge: 15 seconds
Elite Enchantment: All adjacent foes suffers from burning conditions as long as this enchantment is maintained.

ELEMENTALIST-Water Magic
"Brain Freeze" (Elite)
Energy: 15
Casting Time: 1 seconds
Recharge: 10 seconds
Elite Hex: For 7....15 seconds, target foe takes 20 cold damage per second and spells takes 13....33% more time to cast.

ELEMENTALIST-Earth Magic
"Sludge Ground" (Elite)
Energy: 25
Casting Time: 1 seconds
Recharge: 45 seconds
Elite Spell: Summon a sludge ground at target location for 10 seconds. All foes in the area movement and attack speed are reduced by 13....33%.

WARRIOR-Strength
"Balthazar's Blessing" (Elite)
Energy: 10
Casting Time: 1/4 seconds
Recharge: 30 seconds
Elite Skill: For 8...20 seconds, your damage is increased by 132%...265%. You suffer from burning condition (cannot be removed unless skill ends)

NECROMANCER-Death Magic
"Sacrificial Birth" (Elite)
Energy: 20
Casting Time: 2 seconds
Recharge: 10 seconds
Elite Spell: Remove 1..3 condition(s) on yourself. For each condition removed, you sacrifice 10% max health and create a level 7...16 minion depending on the condition removed. Each minion will cause the corresponding condition to adjacent foes. They do not attack.
1. Searing Minion (Burning)
2. Silencing Minion (Dazed)
3. Sticky Minion (Cripple)
4. Terrifying Minion (Weakened)
5. Barbed Minion (Bleeding)
6. Eviscerating Minion (Deep Wound)


MONK-Divine Favor
"Baptism Of Cleansing" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Spell: Remove up to 3...9 Conditions and Hexes on target ally. This spell takes an additional 2 seconds recharge time for each condition or hex removed.


Hope you like them!! ^_^
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Old Jul 23, 2010, 08:16 AM // 08:16   #51
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Quote:
Practiced Stance. Elite Stance. 10e. 20sec recharge. For 1...12..16 seconds, you attack 15% faster, deal +1...8..12 more damage, and your attacks do not miss foes standing still.
You obviously don't know what's wrong with this so I'll tell you: Ranger damage (and all midline damage for that matter) lead to spike meta's and caster/R-spikes. It turns the game into 321 vent spikes that have nothing to do with positioning. That's why direct midline damage should be reduced to a minimum.

Quote:
Greater Conflagration. Elite Nature Ritual. 10e. 3 sec cast. 30 sec recharge. Create a spirit of Greater Conflagration for 1...50..60 seconds that improves all allies physical attacks in range with +1...10...12 fire damage. Attack skills cause burning for 1...2...2 seconds.
See, you do it again here. These skills together would form the new R-spike meta.
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Old Jul 23, 2010, 08:32 AM // 08:32   #52
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NECROMANCER - Death Magic
"Order of Madness"
Energy: 15
Cast Time: 2 seconds
Recharge: 5 seconds
Elite Spell. (5 seconds.) Your undead servants move and attack 33% faster. You lose 1% of your maximum Health whenever your servants hit.

"Minion Lord"
Energy: 5
Cast Time: 2
Recharge: 15
Elite Spell. (30 seconds.) Your minion spells cast and recharge 33% faster, and cost 5 less energy.
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Old Jul 23, 2010, 01:28 PM // 13:28   #53
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Quote:
Originally Posted by Morphy View Post
You obviously don't know what's wrong with this so I'll tell you: Ranger damage (and all midline damage for that matter) lead to spike meta's and caster/R-spikes. It turns the game into 321 vent spikes that have nothing to do with positioning. That's why direct midline damage should be reduced to a minimum.



See, you do it again here. These skills together would form the new R-spike meta.
My suggestions we're for PvE, I am not one to PvP so I am not exactly sure how to balance them accordingly.
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Old Jul 23, 2010, 06:22 PM // 18:22   #54
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WarCryOfTruth and Qcumber, good ideas; definitely OP on some but good ideas nonetheless.

Armageddon and Balthazar's Blessing are definitely OP, but i do like Searing Aura and Sacrificial Birth.

I'm also a little curious that only one person has commented on the Double Hex concept.
Is it confusing or just OP or something else?

Now for one of my submissions:


NECROMANCER - Death Magic
"Grenth's Betrayal" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Elite Hex Spell: All minions you control are now controlled by target foe. For 20 seconds this hex does nothing. If this hex lasts its full duration, for every minion target foe controls, that foe and all nearby foes take 10...40...42 damage and target foe loses control of 1...5...6 minions.


My own attempt at coming up with a Double Hex...

MONK - Healing Prayers
"Healer's Envy" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Double Hex Spell: For 5...18...20 seconds, you and target foe are both hexed with Healer's Envy. Whenever one of you uses a healing skill, the other and their nearby allies also receive the same healing, decreased by 50%. No effect for enchantment spells. (Note1, Note2)

Note1: Enchantments like patient spirit, Watchful Healing, etc have no effect as they are enchantments.
Note2: Healing bonus from Divine Favor has no effect.


Keep em coming
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Old Jul 23, 2010, 07:09 PM // 19:09   #55
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Warrior

Strength
Blow Of Destruction
10 Adrenaline
Elite Melee attack: Target foe is struck for 255...355...455 damage. But the user dies.
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Old Jul 24, 2010, 01:54 AM // 01:54   #56
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Quote:
Originally Posted by Morphy View Post
You obviously don't know what's wrong with this so I'll tell you: Ranger damage (and all midline damage for that matter) lead to spike meta's and caster/R-spikes. It turns the game into 321 vent spikes that have nothing to do with positioning. That's why direct midline damage should be reduced to a minimum.

See, you do it again here. These skills together would form the new R-spike meta.
I'm making skills for Ranger in PvE. Rangers in PvP are one of the most solid and efficient professions. I'm not a moron.

Of course these skills are probably broken. They're for PvE, and to combat broken HM monsters, builds are broken themselves. They're not play tested. I don't lay claim to any degree of balance or perfection.

I don't mind your criticism as much as others may, but when you come in here and tell people their ideas are terrible and broken, they don't like it. They aren't recommending these skills be taken seriously by ANet staff as possible skill replacements. These are for the sake of fun.

Also, you don't even come in here and propose skills you yourself have created. You're just in here bothering people. They wanna have fun, so leave them alone. Post some of your elite skill creations and discuss, or stop posting for the sake of not harassing Mia and others.

Nothing personal, no offense.

Now, down to business.

"It's Just a Flesh Wound!" Elite Shout. 4 adr. 8s recharge. Target other ally in earshot loses 1...2...2 conditions. +1...3...4 health regen for each condition removed. If target ally has remaining conditions, all allies adjacent to him/her lose 1 condition and recieve +4 regeneration for 8 seconds.

"The Power Is Yours!" Elite Shout. 15e. 20s recharge. All party members in earshot receive +2 energy regeneration, +4 health regeneration, and 50% more adrenaline for 1...12...16 seconds. Using 1...3...4 skills will make this benefit expire early.

Arcane Zeal Elite Enchantment. 5e. 2s cast. 10s recharge. -1 energy regen. You cast Arcane Zeal upon yourself. For each enchantment on you, you get an additional 1 energy per attack (max. 3), and you attack 11% faster (max. 33%). Fails unless 4 Mysticism or higher.

Intended for PvE.
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Old Jul 24, 2010, 02:26 AM // 02:26   #57
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Thanks Mia Clemons for your feedback!

I really like Grenth's betrayal, i already have my imagination of tactics for that skill

wotah, hahaa!! probably the first suicide bomber skill i ever seen !!! but i think it might be OP or too weird. If you imagine all warriors using that in a team in pvp, both team will die in 5 seconds
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Old Jul 25, 2010, 10:15 PM // 22:15   #58
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Submission from | That One Ele |


MESMER - Unlinked
"Signet of Spells" (Non-Elite)
Energy: 0
Casting Time: 2 seconds
Recharge: 30 seconds
Signet: For 15 seconds, your next 3 spells take 1 second longer to cast but recharge 8 seconds faster. Your Fast Casting spells are disabled for 10 seconds.



Keep em coming!
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Old Jul 26, 2010, 12:41 AM // 00:41   #59
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PARAGON - Command
"Lets Get 'Em!"
Adrenaline: 4
Recharge: 4 seconds
Elite Shout. (3 seconds.) Allies within earshot move and attack 33% faster.
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Old Jul 26, 2010, 01:06 AM // 01:06   #60
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o just some buffs to assassin.....

Way of the Assassin
Critical Strikes
Elite Stance
5e cost
12s recharge

For the next 20 seconds while wielding daggers, have have a +5...29% chance to land a critical hit and your attacks deal +5...17 damage when you critical.

Locust's Fury
Critical Strikes
Elite Enchantment Spell
10e cost
1/4s cast
10s recharge

For 5...30 seconds, you attack 33% faster and have an additional 50% chance to double strike while using daggers.

Shadow Dance
Pve Title
Enchantment Spell
-1e upkeep
5e cost
1/4s cast
10s recharge

When you cast Shadow Dance, Shadow Step to target foe. When you stop maintaining Shadow Dance you return to your original location. You gain +15...23 armor and for each rank of Critical Strikes, you attack +5...33% faster.

Shadow Step
Unlinked
Elite Spell
5e cost
1/4s cast
10s recharge

Shadow Step to target location within earshot. (50% failure chance with Critical Strike 8 or less.)

Cloak of Shadows
Deadly Arts
Elite Enchantment Spell
10e cost
1/4s cast
20s recharge

Remove all enchantments, hexes and conditions, cannot be the target of further enchantments. You move 33% slower, have -14...8...4 energy degeneration, become invisible and disappear from radar to non adjacent foes. Ends when energy reaches 0, if you use a skill, attack or take damage. (50% failure with Critical Strikes 3 or less)

Last edited by saint666; Jul 31, 2010 at 06:31 PM // 18:31..
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