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Old Mar 11, 2009, 10:53 AM // 10:53   #81
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If you dont want to read this post, which has some rage in it... read the end of the sentence and move on, if its not broke, dont fix it!

Alright, just on this page, I think some of the ideas are BS (and there arnt too many because everyone is talking about SR). Reducing range of spirits? Comon. That would be a NERF rather than a buff. Sorry to sound rantish, but my main is a rit, and (not to sound ego-tistical) I am pretty good at playing rits.

1. Reducing range of spirits. If anything, from what i was reading it seemed like you were saying that would make it difficult because the battle would move outside of the range... NO if the rit is even half smart, they will try and keep the battle within range, and thus (in this case) putting MORE pressure on the spirits, and with the lack of spirit healing spells... isnt good. (Btw, this sounds more like a PvP change...)

2. Useing Spawning to reduce casting time of healing.... the good healing spells are already quick enough, sounds like your trying to make rits healers with healers boon or cons all day everyday. They dont really need it...

Increasing the healing would be nice, but emanagement to rits... THAT is needed. Many builds that are for rits almost always have some form of the emanagement, [Offering of Spirit] for example.

(who ever was talking about Necro MM's... Rits do it better as a supporter)
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Old Mar 11, 2009, 12:31 PM // 12:31   #82
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Originally Posted by Joseph Spiritmaster View Post
If you dont want to read this post, which has some rage in it... read the end of the sentence and move on, if its not broke, dont fix it!

Alright, just on this page, I think some of the ideas are BS (and there arnt too many because everyone is talking about SR). Reducing range of spirits? Comon. That would be a NERF rather than a buff. Sorry to sound rantish, but my main is a rit, and (not to sound ego-tistical) I am pretty good at playing rits.

1. Reducing range of spirits. If anything, from what i was reading it seemed like you were saying that would make it difficult because the battle would move outside of the range... NO if the rit is even half smart, they will try and keep the battle within range, and thus (in this case) putting MORE pressure on the spirits, and with the lack of spirit healing spells... isnt good. (Btw, this sounds more like a PvP change...)

2. Useing Spawning to reduce casting time of healing.... the good healing spells are already quick enough, sounds like your trying to make rits healers with healers boon or cons all day everyday. They dont really need it...

Increasing the healing would be nice, but emanagement to rits... THAT is needed. Many builds that are for rits almost always have some form of the emanagement, [Offering of Spirit] for example.

(who ever was talking about Necro MM's... Rits do it better as a supporter)
If they are going to reduce the range of spirit, i think it would be fair to reduce recharge, casting time, energy cost, and how long they last. OR they can make draw spirit be like the kurz/luxon skill summon spirits.

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I support this idea. (although armor penetration would be awesome =P)

Just in case anet actually bothers to read this, I have a few suggestions regarding the rit class in general:

1. Instead of buffing the amount of healing, reduce the casting time of restoration spells. The 3/4 to 1 sec cast time makes it very difficult to catch spikes.

2. Fewer conditional skills please! The reliance on conditions greatly hampers mobility and takes up extra skill slots. I don't think any other class has this many conditional skills (meaning: all that "if you are carrying an item/near a spirit/under an enchantment" kind of crap)

3. For item spells not to make you lose the benefits from your equipped weapon. (Eg: +30 hp, +12e, skill recharge etc) Otherwise, there needs to be some way to compensate for the loss of that 12 energy...I find it really annoying when item spells make your energy < 0.
2. I think that is a good idea, but i would rather have ALL conditionals be if you are in earshot of a spirit OR holding an item. So essence strike would also give you energy if you are holding an item.
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Old Mar 11, 2009, 03:39 PM // 15:39   #83
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increasing your max energy while holding items would be really good. its not a radical change and it would be enough to make me actually invest in SR beyond the 3 points i usually just dump into it.

honestly im not expecting much. judging by linseys response on wiki they had nothing planned for Spawning Power prior to the huge wall o'text. All im expecting is maybe some SP skill buffs and elite reworks to tide us over.
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Old Mar 11, 2009, 08:36 PM // 20:36   #84
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Originally Posted by StormX View Post
2. Fewer conditional skills please! The reliance on conditions greatly hampers mobility and takes up extra skill slots. I don't think any other class has this many conditional skills (meaning: all that "if you are carrying an item/near a spirit/under an enchantment" kind of crap)

3. For item spells not to make you lose the benefits from your equipped weapon. (Eg: +30 hp, +12e, skill recharge etc) Otherwise, there needs to be some way to compensate for the loss of that 12 energy...I find it really annoying when item spells make your energy < 0.
2. That's what makes a Rit uniqe, But I understand your feelling
3. That's something you can prevent bij using 0 en set's like i do.(wand+shield)
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Originally Posted by street peddler View Post
increasing your max energy while holding items would be really good. its not a radical change and it would be enough to make me actually invest in SR beyond the 3 points i usually just dump into it.

honestly im not expecting much. judging by linseys response on wiki they had nothing planned for Spawning Power prior to the huge wall o'text. All im expecting is maybe some SP skill buffs and elite reworks to tide us over.
changing the inherited effect will ask a lot of balacing, for now I will apreciate it if they make SP skills worth it, like I suggested on page 4

Last edited by spirit of defeat; Mar 11, 2009 at 08:41 PM // 20:41..
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Old Mar 11, 2009, 08:47 PM // 20:47   #85
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changing the inherited effect will ask a lot of balacing, for now I will apreciate it if they make SP skills worth it, like I suggested on page 4
I would be satisfied if they buffed/remade spawning power skills...they just need to make them worth using.
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Old Mar 11, 2009, 09:07 PM // 21:07   #86
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Would Make RitSpike Too Strong
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Old Mar 11, 2009, 09:47 PM // 21:47   #87
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Here are my suggestions for Spawning Power in PvE:

1. Spawning Power is identical to expertise, but works for spells instead.
2. Spawning Power works like a lighter version of expertise for spells, but also reduces recharge time.
3. Spawning Power increases potency of spells (damage, range, duration, etc)
4. Spawning Power increases mobility, duration, armour, and health of spirits. At 0 Spawning Power, they can't move. At 12, they move as fast as a human. Health, duration, and armour, likewise, rise as Spawning Power goes up. This would make them have some genuine survivability in hard mode, and make them more useful for a mobile party.
5. Spawning Power increases Energy Regeneration. One pip for every 3 or 4 points in Spawning Power.
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Old Mar 12, 2009, 01:02 AM // 01:02   #88
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Regarding conditional effects: As has already been indicated, I think this is intended as part of the flavour of the ritualist. The theory appears to be that while the Monk is a little more 'spontaneous' and more effective off-the-bat than the Ritualist, the Ritualist, with a bit of preparation, can stack several conditional effects with each other to create a whole that is sufficiently greater than the sum of its parts to beat the Monk in the long run. Of course, current mentality of speed clears and the tendency of virtually every mission in Factions to be timed does devalue the idea of setup - and how much the theory translates into practise is up for debate.

In short, the intended difference between the Ritualist and the Monk is that the Monk can just do their thing with minimal setup. The Ritualist needs more preparation, but reaps the benefits from that preparation. In a party with a Monk and Ritualist as the backline, the theory would have the Monk providing most of the support in the first few seconds of the battle, with the Ritualist steadily taking over as the battle progresses.

Regarding reducing the area of the spirits: This is a nerf in isolation. However, the intent of such things is to propose a situation in which something else can be buffed without breaking the game.

One of the issues with the Ritualist is that the profession itself is not an underpowered profession. There's just little reason to be a primary Ritualist, which is why we see the well-known N/Rts and Ritualist skills being regularly cherry-picked by other primary professions in general. A big Spawning Power buff - whether directly or indirectly by improving the importance of the health of spirits - could potentially lead to the profession shooting into overpowered territory.

Of course, in the short term, if restricted to PvE, this could be a good thing - give people a chance to get to know the 'new' Ritualist, and then pare it back. However, in the interests of balance, we should be willing to accept a price in exchange for the gain.

So... Would you be willing to accept a 10% reduction in the effectiveness of Ritualist skills... if Spawning Power increased their effectiveness by, say, 2% per rank? (thus breaking even around 6SP, and a buff to primary Ritualists around 10?) Would you be willing to accept a reduction in the area of effect of spirits if that meant that within that area, you could provide protection that competed with a SY! spammer?
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Old Mar 12, 2009, 07:54 AM // 07:54   #89
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Quote:
Originally Posted by Zahr Dalsk View Post
Here are my suggestions for Spawning Power in PvE:

1. Spawning Power is identical to expertise, but works for spells instead.
2. Spawning Power works like a lighter version of expertise for spells, but also reduces recharge time.
3. Spawning Power increases potency of spells (damage, range, duration, etc)
4. Spawning Power increases mobility, duration, armour, and health of spirits. At 0 Spawning Power, they can't move. At 12, they move as fast as a human. Health, duration, and armour, likewise, rise as Spawning Power goes up. This would make them have some genuine survivability in hard mode, and make them more useful for a mobile party.
5. Spawning Power increases Energy Regeneration. One pip for every 3 or 4 points in Spawning Power.
1. Rit's don't have energy problems, so don't make SP related to EN, it will cause A lot of nerfs.
2. Will also cause to much nerfs.
3.To hard to define.
4. I've also thought about mobility. but instead of movement speed for each 3 ranks in SP 1 spirit can move. so @ 12SP 4 spirits can move. And who uses more then 4 spirits? or 5 @ 15sp
5. same as point 1
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Old Mar 12, 2009, 08:36 AM // 08:36   #90
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Originally Posted by spirit of defeat View Post
1. Rit's don't have energy problems, so don't make SP related to EN, it will cause A lot of nerfs.
2. Will also cause to much nerfs.
3.To hard to define.
4. I've also thought about mobility. but instead of movement speed for each 3 ranks in SP 1 spirit can move. so @ 12SP 4 spirits can move. And who uses more then 4 spirits? or 5 @ 15sp
5. same as point 1
We know rits dont have energy problems but right now there is no reason to go a primary rit because you can do it better on a N/Rt
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Old Mar 12, 2009, 09:48 AM // 09:48   #91
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Concentrating only on item spells and summoning rituals isn't the best idea IMO. There are many ways of playing a ritu as he's kind of a jack of all trades, but SP the way it is now, doesn't encourage it.
I played over 1160 hrs with my rit for the past year and I'm used to having 0 pts in SP, cause I rarely play as a spirit spammer (mobile spirits when I'm reeeally bored) or healer/supporter (usually have 1 spirit for energy management, and splinter weapon if there are any melees on board). I use a nice rt/n dmg dealing build, and I'm quite happy the way I am, although I wouldn't whine if there was a primary attribute I could really use.

<will sign any petition >

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We know rits dont have energy problems but right now there is no reason to go a primary rit because you can do it better on a N/Rt
Unfortunately, that's true. If I could go back in time, I'd definitely make a n/rt instead :/. But I already maxed 24 titles, so I'm not really into the idea .
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Old Mar 12, 2009, 10:18 AM // 10:18   #92
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Originally Posted by draxynnic View Post
Regarding conditional effects: As has already been indicated, I think this is intended as part of the flavour of the ritualist. The theory appears to be that while the Monk is a little more 'spontaneous' and more effective off-the-bat than the Ritualist, the Ritualist, with a bit of preparation, can stack several conditional effects with each other to create a whole that is sufficiently greater than the sum of its parts to beat the Monk in the long run. Of course, current mentality of speed clears and the tendency of virtually every mission in Factions to be timed does devalue the idea of setup - and how much the theory translates into practise is up for debate.
=_____=

This is only workable in situations where you either camp or remain in the same area for a prolonged period of time. In PVE where most battles last only a few seconds the battle would be over by the time you get your slow ass spirits set up.

Yes, I find that spirit binding is too slow even with the skill that allows you to teleport spirits. Not to mention that spirits often die in a shorter amount of time than it takes to make them. I realize that spirits were meant to be physically weak to prevent them becoming overpowered in pvp but in pve this is simply a joke... ok enough of that in case i get accused of QQing.

That said, I'm wondering what kind of builds people usually run in pve? I've been experimenting with different attributes but I can't find one that I like. I initially made a rit because I liked the versatility...it sounded good in theory but in practice I find that theres no good reason to take a rit over a monk healer or a rit over any other damage dealing class.
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Old Mar 12, 2009, 03:02 PM // 15:02   #93
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splinter weapon, ancestors rage should be stapled to your bar. anything else is filler really, with those 2 skills alone youll be pumping out more damage then an ele.

you can easily run a resto build though. usually i run another hero resto rit if i go resto, very good. i usually make the hero rit the spirit mule so i can just focus on healing. all you need really with 2 resto rits is a prot monk after that, even in hard mode.

Last edited by street peddler; Mar 12, 2009 at 03:06 PM // 15:06..
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Old Mar 12, 2009, 06:57 PM // 18:57   #94
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Originally Posted by Dr.Jones View Post
We know rits dont have energy problems but right now there is no reason to go a primary rit because you can do it better on a N/Rt
If you know we don't have EN problems why insist on making SP related to EN?
Thing's like mobile spirit's,
Higher level creations,
Increase item spell's duration,
Alowing copies of spirit's.
Other effects then EN from spells.
Decrease recharge.
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Old Mar 12, 2009, 09:35 PM // 21:35   #95
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Originally Posted by draxynnic View Post
So... Would you be willing to accept a 10% reduction in the effectiveness of Ritualist skills... if Spawning Power increased their effectiveness by, say, 2% per rank? (thus breaking even around 6SP, and a buff to primary Ritualists around 10?) Would you be willing to accept a reduction in the area of effect of spirits if that meant that within that area, you could provide protection that competed with a SY! spammer?
Not entirely bad, but the 10% reduction of effectiveness will:

1. Take far too much tweaking
2. Kill /Rt ANYTHING
3. FORCE Spawning Power for effectiveness.

However, giving Spawning Power a function that works entirely well at 6 SP is a good range to shoot for, as what currently would be a 12/12/3 Split between, say, Resto, Channeling, Spawning, could easily become a 12/11/6 for increased efficiency and making the Ritualist primary more appealing.

Since the 10% cut in reduction to all/many popular Rit skills just ain't gonna happen based on the scale of the operation (and other reasons listed above), the 2% per rank in SP is gonna be too much, but I still stand by the idea behind that. As earlier in the thread I proposed a 1% increase to each "green" (attribute affected) value in Ritualist skills per rank in Spawning Power, I still think that this tiered-benefit system that applies to all Ritualist skills would be the most effective and easiest change. Not to mention, except for the health of spirits, it is similar in functionality to the current SP, and even considering spirits, the durations will typically be affected and the level as well, which may compensate for the loss in additional health.

================================================== =====

However, 1% is probably too conservative, as, again, most good Rit builds are going to combine at least 2 other Ritualist attribute lines for maximum efficiency. So let's scrap 1% as too conservative and analyze the same set of popular skills analyzed earlier on 1.5% increase of efficiency per rank in SP

Case 1. For 12 Resto, 11 Channeling, 6 Spawning (therefore all Ritualist skills are 9% more effective)

[Life] - Level 8 --> Level 9; 6 -- 7 health per second (120 --> 140 at full)

-This is a good exampled of a heavily tiered skill (that doesn't change with each attribute point) that is still noticeably better with even a moderate investment in Spawning.

[Ancestor's Rage] - 82 --> 89 damage; (PvP) 23 --> 25 damage per second

-Here is a direct damage Channeling skills that again gets far more powerful as Spawning increases. Since PvP balance is a concern, consider that with 11 Channeling and 6 Spawning, damage only increases by 6, total, and even at 16 Channeling/16 Spawning (completely arbitrary of course), damage would go from 33 --> 41 per pulse for a total increase of 24 damage. That's entirely unrealistic, but it increases effectiveness without destroying balance at actual levels of play.

[Splinter Weapon] - 4 --> 4 attacks; 38 --> 41 damage to adjacent foes; (PvP) 4 --> 4 attacks; 23 --> 25 damage to adjacent

-Much like A-Rage, the benefit here is direct damage and is noticeably more powerful even at moderate investments in SP but isn't game-breaking even at high levels.

[Weapon of Warding] - 9 --> 10 seconds; 4 --> 4 regen

-Here is another heavily-tiered skill like Life that is only affected by attributes at certain critical levels. Much like current SP, the duration here is affected but nothing else.

==================================================

And so my assertion is that a +xx%/SP rank would strengthen Ritualist primaries enough to play the class without really needing that much adjustment to other skills if any at all. Even at 14 Channeling, 13 Spawning, a Rit will now be comparable to an Ele for lightning damage/air spike.

Anyway, those are once again my thoughts. I'd like nothing more than to see a buff to Spawning Power to make Rits gameworthy in all areas of the game.
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Old Mar 13, 2009, 02:27 AM // 02:27   #96
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This is only workable in situations where you either camp or remain in the same area for a prolonged period of time. In PVE where most battles last only a few seconds the battle would be over by the time you get your slow ass spirits set up.
I have two - actually, three - responses to this:

First, this wasn't the case so much when the Ritualist was first introduced. As the game has developed, offensive abilities, especially in the PvE meta, have increased at a rate that has outstripped most defensive abilities. This, plus a focus in 'speed-clears' and similar such concepts aimed at doing things in the fastest way possible is what leads to the concept of fights lasting seconds. But in styles of play closer to what was the case when the Ritualist was introduced, it was quite possible to have enough time to have all your synergies going off by the time the fighting reached its peak, at least in the tougher battles. And in the easier ones, the ones that do only last seconds... than you can make do without them. Those are the ones where you don't NEED to be pulling out all the stops, after all.

Second, it IS possible to pre-prepare. I know this idea is anathema to the speedclear crowd, but in a difficult battle where the difficulty is zOMG-damage and where if you can survive the damage you can take the enemy down in those seconds you describe, you ARE allowed to spend a few seconds putting up protective spirits, loading up an item spell, seed a few weapon spells, and so on before you go in. If such a battle DOES only take seconds, it could even be over before you have the chance to throw more than one or two heals, meaning that it's actually the setup that has the greater effect.

Third... who says the time required to perform a ritual has to be set in stone? (Addendum: Personally, I think the Ritualist probably could have benefited from more skills like Anguished Was Lingwah - spirits that could be preprepared in pot form and dropped when needed)

The point I was making is that the Ritualist is intended to be a profession that rewards preplanning. The reasons that primary Rits haven't done much to threaten the dominant position of Monks are the following:

1) The 'payoff' isn't really big enough. It's not clear that the Ritualist actually DOES get more effective than the Monk even with all the synergies firing. (but see #3)

2) Introduction of a profession that rewards patience when the game has increasingly rewarded speed over patience. Factions had almost every mission being timed, while after that we have the steady increase of firepower to the point where 'kill fast before you get killed' becomes the name of the game.

3) As was referenced earlier in the thread: Lack of prot after the Ritlord nerfs. Protective Spirit is one glaring hole in the Ritualist's arsenal - Shelter was supposed to perform the function, but has been nerfed to the point where it really doesn't.

Even with all these points, however, it is worth noting that Ritualist secondaries are getting to the point where they are favoured over Monks in some situations. After all, the synergies aren't hard to hit. Protective Was Kaolei only takes a second to cast, and can be dropped to produce a party heal. Most weapon spells take a second to cast (and, y'know, have their own worthwhile effect), and then you can follow up with a conditional. And as for spirits... you only need one, cheap, 3s-bind spirit in the general area, and EVERYONE's spirit-based synergies can go off.

Quote:
Originally Posted by FengShuiDove
Not entirely bad, but the 10% reduction of effectiveness will:

1. Take far too much tweaking
2. Kill /Rt ANYTHING
3. FORCE Spawning Power for effectiveness.
Numbers can be tweaked. Given the borderline (or post-borderline, even) overpoweredness of Rit secondaries, I don't think a revision downwards of those numbers would kill them. Maybe 5% if 10% is too big, or 8%, or 4.57392% - whatever works. And I don't see any problem at all with encouraging characters to use their primary attribute. Do you see Elementalists complaining about being FORCED to use Energy Storage, or Necromancers complaining about being FORCED to use Soul Reaping?

(That's not to say zero isn't an option. But being realistic, I would expect a big buff to Spawning Power to be followed by a battery of nerfs once the Ritualist to longer has to rely on the power of its skills to make up for a lackluster primary.)

Last edited by draxynnic; Mar 13, 2009 at 02:33 AM // 02:33..
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Old Mar 13, 2009, 02:45 AM // 02:45   #97
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im pretty sure they are going to have to buff us in some way to get rid of the /rt overpoweredness, XD.
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Old Mar 14, 2009, 12:04 PM // 12:04   #98
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im pretty sure they are going to have to buff us in some way to get rid of the /rt overpoweredness, XD.
im pretty sure the only "overpoweredness" is just the N/Rt healers... Which isnt overpowered due to the /rt but because of Soul Reaping.

Last edited by Joseph Spiritmaster; Mar 14, 2009 at 12:07 PM // 12:07..
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Old Mar 14, 2009, 03:25 PM // 15:25   #99
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It's a combination. E/Rts are just behind N/Rts. The overpoweredness comes from combining a set of skills that have been made to be functional without a useful primary with one of the more useful primaries in the game.
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Old Mar 14, 2009, 06:04 PM // 18:04   #100
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i think raising a spirits level instead of just raising its max health would be a very nice buff. we would also be able to take something away from the necros, and who doesnt like that. that is as long as it would still effect minions.

Last edited by street peddler; Mar 14, 2009 at 06:08 PM // 18:08..
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