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Old Nov 22, 2006, 09:51 PM // 21:51   #81
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Quote:
Originally Posted by MithranArkanere
Hammer Toss
E:10 C: 3 R:30
Skill. If you are yielding a hammer, target foe receives 10..30 damage and gets dazed for 5..10 seconds. For 5..1 seconds, you can't use hammer mastery attack skills and suffer weakness. This skill can be used only on foes in the area or farther.
(Attribute: Hammer mastery)

Notes:
This skill can be used only with enmies that are in the last of the 'training circles' or farther.

Animation: Character turns around three times (one per second) with the hammer in one hand, like a scyte hitting animation. Then a hammer flyes from him to the
Why not just use the wording on the Wurm skills, "This skill cannot be used on nearby enemies", you can change the text to "enemies in the area" or "adjacent enemies" as the changes are needed.
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Old Nov 23, 2006, 07:46 AM // 07:46   #82
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I'm not currently feeling creative, but I do have an idea.

An air version of Meteor Shower! Minus the 25% armor penetration, of course. Would be nice to actually have an air AoE.
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Old Nov 23, 2006, 09:09 AM // 09:09   #83
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Quote:
Originally Posted by Elemental Cotton
I'm not currently feeling creative, but I do have an idea.

An air version of Meteor Shower! Minus the 25% armor penetration, of course. Would be nice to actually have an air AoE.
Storm's Wrath is the name of a similar skill from a comic book.

Storm's Wrath (E)
Cost 25 e
casting 5
Duration 10
Recast 60
Bolts of lightning rain down on area surrounding foe every 2 seconds. Any enemy struck suffers x to x damage and suffers from blindness for x seconds

I'm no expert on air magic, which is why this is a blatant copy of Meteors cost, etc. If someone would please tweak those and put a decent amount of damage in there, I would appreciate it. I put blindness in since Meteor causes knockdown, so might as well make it equally powerful.

But that's just my two cents
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Old Nov 23, 2006, 02:53 PM // 14:53   #84
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Thanks Alleji for the defence, I'd not thought about it being a pve only skill but they do exist.(cap signet, lightbringer skills)

MithranArkanere, your elite and mine for ranger would be just too overwhelming a combo id say

Elementalist :

Iron Golem : Elite Spell - 30energy 3seconds 60seconds - Summon a lvl 5..22 Iron Golem. Iron Golem deals 5..50 earth damage with attacks and cannot be the target of spell.
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Old Nov 23, 2006, 04:33 PM // 16:33   #85
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Remember that there are ONLY 5,10,15 and 25 energy costs!
Any more energy must be stated on the skill description!

Ok, at first I though Elementalist should not call creatures, but... who cares?!

Here's a spell from Old Diablo I!

Fire Golem:
E:25 C:5 R:45
Elite Spell: You create in front of you a human-shaped mass of fire that will set on fire any adjacent enemy or ally.
The golem will try to get to adjacent range to the target foe and die.
When the golem dies, will explode dealing 30...120 fire damage to any ajdacent enemy.
It will die after 10...30 seconds.

Translation:
The golem goes to catch you, you better run or you'll receive a lot of damage, bodyblock it and you'll suffer burning and maybe receive the damage of the explosion.
Kill it and it will explode.

Notes.
The golem willbe invulnerable to any condition.
The golem will use an uninterruptalbe skill when reaching the target, that skill kills the golem.
The golem will move with character normal speed.
The golem can be speeded up with effects like enchantmens.
The golem can receive damge, but for healing skills it will be considered like a spirit. So it will only be healed by spirit healing skills.
The golem can't be crippled, but can be slowed down with effects like terraing effects, spirts or hexes.
The golem takes half damage from fire and double from water.
The golem won't leave a corpse, and nothing can prevent if from dying when the timer reaches 0 or if it used the kamikaze skill on its target, it will always die.
If the targts gets out or radar range of the golem or dies, the golem will go for nearest enemy. If there are no enemies on its radar range, it will just stand still and wait until its death by timer.
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Old Nov 23, 2006, 05:01 PM // 17:01   #86
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Quote:
Originally Posted by Sli Ander
Storm's Wrath is the name of a similar skill from a comic book.

Storm's Wrath (E)
Cost 25 e
casting 5
Duration 10
Recast 60
Bolts of lightning rain down on area surrounding foe every 2 seconds. Any enemy struck suffers x to x damage and suffers from blindness for x seconds

I'm no expert on air magic, which is why this is a blatant copy of Meteors cost, etc. If someone would please tweak those and put a decent amount of damage in there, I would appreciate it. I put blindness in since Meteor causes knockdown, so might as well make it equally powerful.

But that's just my two cents
Heh, I can see anti-melee elementalists using it on a mob of melee fighters..

Althought I'd have preferred the knockdown effect. Makes a good combination for my lightning orb (which is easily missed -_-)

EDIT: Just got an idea for a couple of elementalist spells.
You know the aura of restoration, right? Well this spell is going to be similar in concept of a self-heal, but doesn't depend on casting spells.

Convert energy {E} (since this relates to energy, and Aura of Restoration is of Energy Storage attribute, it could be attributed to Energy Storage)
Cost 10e (to activate). Cast 1 or 1/4 seconds. Recharge 25

Spell description: You lose half your current energy and you are healed for 30%.....70% of the amount of energy you lost.

I could change the percentage to 100%... 136% but then the non-elementalist professions who don't rely on energy would start abusing it.. Also, Infuse Health have no recharge time, but Convert Energy does, because you don't lose health, you only lose energy, and the recharge time is there to prevent abuse as previously stated.

It'd be useful for some really quick healing.. at the price of losing energy. Since this spell heals for much more than aura of restoration, it could be Elite.

Second Idea: Energy Gift
Attribute: Energy Storage (It makes the most sense..)
Cost: Erm, hmm, probably 15 to activate it (So elementalists don't go around abusing it and acting like an energy supplier to the other players.)
Cast time: 1 or 2 seconds
Recharge time: 15 to 25.. (although the 25 seconds recharge would be inconvient for when you really need to use this spell, or I could change it to 60..)

Skill description: Lose 1/4 of your current energy. Target other ally gains 50%......100% of the energy you lost.

We have energy storage, so why not use it to help an ally out?

P.S. I'm aware that Energy Gift could be abused and used as a poor energy management.. hence the 15 energy cost and the long recharge time. Hmm, maybe I should go ahead and make it an elite..
So if anyone sees something flawed with my ideas, go ahead and point it out in a polite manner. I wouldn't want to unbalance the game.

Last edited by Elemental Cotton; Nov 23, 2006 at 06:04 PM // 18:04..
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Old Nov 23, 2006, 05:56 PM // 17:56   #87
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Magnetic armor.
E:10 C:3/4 R:30
Enchantment For 10...60 seconds, you take double damage from any weapon attack, but anyone melee attacking you won't be able to attack again in 2...10 seconds.
(Attribute: Earth magic)

Notes:
The effect would be 'unremovable', not an hex.
Animation: Wouldd be very bright and recognisable.
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Old Nov 23, 2006, 06:45 PM // 18:45   #88
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Mana Cost 15
Recharge 60

The Great Elixir
Elite Skill. Does max alcohol effect what last 30...60 seconds. You are knocked down 4...1 seconds, every 1...7 second. All Warrior skills recharge 100...200% faster expect Elite Skills (Attribute Tactics).

Last edited by Clord; Nov 23, 2006 at 06:50 PM // 18:50..
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Old Nov 23, 2006, 09:11 PM // 21:11   #89
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Mesmer:

Ring of Nullity [E]
Creates a ward-like effect (black, dark instead of light); in this area no rituals, wards, wells or other environmental effects occur. Hence it could counter ward camping, allow you to escape the effects of a nature ritual, negate the effect of a spirit like Recuperation or shut down wells.

Tabula Rasa [E]
This skill, when used, allows the selection of any non-elite skill you know and can use with your profession combination; it becomes that skill permanently, until you enter a new zone.

Basically just flexibility. Is it worth sacrificing an elite slot for a non elite? Hmm, maybe not, but it would allow it to act as a way to pack a counter; you can sub in based on what you face.

Last edited by Epinephrine; Nov 23, 2006 at 09:16 PM // 21:16..
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Old Nov 24, 2006, 01:49 AM // 01:49   #90
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Quote:
Originally Posted by Sli Ander
Storm's Wrath is the name of a similar skill from a comic book.

Storm's Wrath (E)
Cost 25 e
casting 5
Duration 10
Recast 60
Bolts of lightning rain down on area surrounding foe every 2 seconds. Any enemy struck suffers x to x damage and suffers from blindness for x seconds


But that's just my two cents
Had a thought not long after I posted this. Lets have the big aoe for air damage deal dazed, instead of blindness. Or perhaps deal interrupts. This way we can have an Elite for Earth Magic which can deal blindness.

Sandstorm/Dust Storm: Same stats as above(approx) deals blindness with a short duration on anyone struck. That way(same as above with dazed or interrupts) if you leave the aoe attack you are only hampered temporarily by after affects. Enough to give the baddy an advantage, but nothing extreme like a 20 second blindness.
Now we have an elite storm for each line.
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Old Nov 24, 2006, 04:04 AM // 04:04   #91
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Monk -Elite-"refreshing gauze" Remove all conditions from target ally.For 10-60 seconds target cannot be the target of bleeding,poison,or burn.PROTECTION 15 energy 1 second cast
25 second recharge.

Elementalist-Elite- "Siphon armor" Target foe takes 10-30 damage. for 5-30 seconds you gain 10-30armor and target foe loses 5-30 armor. EARTH MAGIC 10 energy 1 second cast 45 second recharge.

Warrior-Elite SHout- "thrive with energy" shout.for 1-12 seconds you attack 15% faster and gain +1 energy every time you hit with an attack.this shout reapplies every time you hit 0 energy.Nearby allies attack 15% faster only. 10 energy. TACTICS 45 recharge.
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Old Nov 24, 2006, 04:13 AM // 04:13   #92
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Bind Banshee
Chaining Ritual. You bind a lvl 0...12 Banshee spirit. After 10 seconds, the spirit will shout and any creature within it earshot range will die.
This spirit dies after 11 seconds.
(Attributte: Communing)

This will kill anything, friend or foe, spirit, undead or living, anthing.

Bind Banshee
Chaining Ritual. You bind a lvl 0...12 Banshee spirit. After 10 seconds, the spirit will shout and any creature within it earshot range will die.
This spirit dies after 11 seconds.
(Attributte: Communing)

This will kill anything, friend or foe, spirit, undead or living, anthing.

"Who let the dogs out?"
Elite Shout. Any ally withing earshot range with a living pet an their pets will have a +20 armor bonus for 10...30 seconds.
(Tactics)

"Who, who, who, who who?"
Elite Shout. Any ally withing earshot range with a living pet an their pets will have a +20 armor bonus for 10...30 seconds.
(Leadership)

(Sorry about the joke, XD)

Last edited by MithranArkanere; Nov 24, 2006 at 04:22 AM // 04:22..
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Old Nov 24, 2006, 01:44 PM // 13:44   #93
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Elementalist

Tornado

15energy 3sec 60sec - Elite Air magic - This spell costs an additional 5 energy for every 3levels of air magic. Summon a tornado at target foes location for 1..8seconds. Target foe and adjacent foes take 10..50 damage every second and are knocked down, nearby foes take 5..30 damage per second and are crippled for 1..8seconds and foes in the area take 1..10damage per second and are bleeding for 1..8 seconds.
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Old Nov 24, 2006, 03:35 PM // 15:35   #94
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Quote:
Originally Posted by MithranArkanere
Bind Banshee
Chaining Ritual. You bind a lvl 0...12 Banshee spirit. After 10 seconds, the spirit will shout and any creature within it earshot range will die.
This spirit dies after 11 seconds.
(Attributte: Communing)

This will kill anything, friend or foe, spirit, undead or living, anthing.
I love the idea of a Banshee spirit that uses a 'shout' to do damage, although the skill would never be put into the game like this. It is far too overpowered and would cause loads of nuisance with idiots who'd put it up just to kill their own team in AB before the timer starts etc.

I'd make it a spirit like Pain, that does damage every second, but the Banshee spirit would do it to all enemies in the area every second, with a shout. "Aaaaaaaarrrrrghhhh!!!" or something similar :P
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Old Nov 24, 2006, 05:13 PM // 17:13   #95
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When the banshee wails, the human die.

It should be a one-hit death.
Put it any condition. Or more health, but the very low level is enough to kill her before she can wail.
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Old Nov 24, 2006, 08:47 PM // 20:47   #96
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Elementalist line:

Ruination Elite spell. Earth magic.

Cost: 15 energy, Cast-time: 25 seconds, recharge 5 seconds

(at 16 earth)
You begin to open a Door of Ruin. Each second, adjacent foes are struck 60 earth damage. After 5 seconds adjacent foes are crippled for 4 seconds and struck for 90 earth damage each second. After 10 seconds, nearby foes -suffer weakness for 4 seconds and are struck for 120 earth damage each second. After 15 seconds, foes in the area suffer Deep Wound for 4 seconds and are struck for 150 earth damage each second. After 20 seconds you become invulnerable and lose all but 1 health and energy. All nearby creatures suffer 200 holy damage each second. At 25 seconds, the Door of Ruin opens and all creatures within earshot die. Your life is consumed to close the door once again. Door of Ruin is disabled for additional time equal to it's duration.


A long one .

Break-down...
This is an ultimate spell. Impossibly strong, and with the right buffs, unstoppable. It deals damage during cast-time meaning it will damage as soon as you begin. Elementalists are famous for their ridiculously long cast-times. This one takes home the bacon.


Usage:
In use, it is designed to never finish. If you finish casting it, you open the door and lose your life. Even if you go beyond 20 seconds, while your granted invulnerability, like every devilish deal, there's a catch. You do insane damage to everything around you. Including allies while more or less being on deaths door.
To avoid this (tiny!) pit-fall, cast it only up until around 15 seconds to secure the deep-wound then kill it. Obviously interruption is your greatest enemy, and Mesmers and Rangers will be watering at the lips to devour you. Combat this by using Glyph of Concentration and watch the tears fall ^_^. Knockdown will obviously nail you also. Combat this by dropping Ward of Stability before you begin casting ^_^. Death is also a big concern! Combat this by praying your healer loves you.
This spell under the right conditions (snares, extended/multiple knockdowns,) is more or less death in a neat little box.


Counters:
Despite how insanely powerful this spell is, it has some major flaws. While there are numerous counters...

-Interrupts
-Knockdowns
-Mesmer's (Most notably OverLord)
-Ranger's packing Savage for the constant +29 damage.
-Any ranged attack full stop.

...The funniest thing is, all you need to do is, wait for it... move away.
It's a pbaoe spell afterall and while it's working, the elementalist can't even move let alone do anything. To just use it without fore-thought is stupid, as this spell can actually be just as completely useless as it is insanely powerful. It needs to get to around 10 seconds before the real insanity begins. Plenty of time to limp away ^_^.
Besides, death is by far the best interrupt in the game...
Considering all that, this spell is best used for relatively quick 5-10 second bursts. If you feel lucky, go for the 15 seconds. If you feel suicidally confident, go for the edge (24 seconds).


I can just fell the written abuse coming ^_^.
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Old Nov 25, 2006, 01:33 AM // 01:33   #97
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Timed explosion.
Spell. You set a timed explosion on target foe location. After 15...3 seconds, any enemy creature in the area will take 60...120 fire damage and will be set on fire for 1...6 seconds.

Note: Enemies in the area will hear a 'bip, bip, bip' in the last 3 seconds of the timer.
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Old Nov 25, 2006, 04:48 AM // 04:48   #98
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Well Frojack, id never abuse but i can see the exploit of your skill with Heros. You set one up casting it then use another to agro into it...

In pvp it would likely never get used and in pve would be way over powered...

You might concider droping the long cast time and making it an enchantment on you that slows your movement by 90%, when the enchantment ends you die unless its removed prematurely. This would make it more costly for an ele to use but still give him a way out with skills like the dervish signet that strips one of your enchants and heals.



To everyone thats posted here, WOW! A huge number of great ideas!

Keep them coming
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Old Nov 25, 2006, 07:16 AM // 07:16   #99
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Quote:
Originally Posted by Elemental Cotton
Convert energy {E} (since this relates to energy, and Aura of Restoration is of Energy Storage attribute, it could be attributed to Energy Storage)
Cost 10e (to activate). Cast 1 or 1/4 seconds. Recharge 25

Spell description: You lose half your current energy and you are healed for 30%.....70% of the amount of energy you lost.

I could change the percentage to 100%... 136% but then the non-elementalist professions who don't rely on energy would start abusing it.. Also, Infuse Health have no recharge time, but Convert Energy does, because you don't lose health, you only lose energy, and the recharge time is there to prevent abuse as previously stated.

It'd be useful for some really quick healing.. at the price of losing energy. Since this spell heals for much more than aura of restoration, it could be Elite.
Just thought I'd comment on this.

Say you've got 70 energy (after the 10 energy cost of casting) when you use it. Lose half energy means you're down to 35 energy and, at 12 energy storage, you're healed for 24.5 health (70% of 35). Which is a very bad heal, even more so for being elite. And this is assuming you're at full energy. If you need healing then obviously you've been in a battle, so one could assume you've been fighting (i.e. casting). If you've only got, say, 20 energy left (after 10 energy cost), you lose half energy to 10 total and you're healed for 7 health (70% of 10). 7-25 health healed every 25 seconds for a cost of half your energy (+10 more) and for an elite?

It would be a lot more effective if it were, for example, 80%...400%. With 12 energy storage, so 400% health gain of energy lost, if you cast it at 80 energy you'd again be down to 35 energy (lose 10 from cast then half from spell: 80->70->35), and healed for 400% of 35 = 140.

Even then, it's an extremely costly spell, as it heals for 140 health for 45 (!) energy (in this example; more or less healing comes from more or less energy cost) and, just as important, it occupies your elite slot.

Another idea is to make it a signet with a reduced recharge so it's more spammable and less costly. It wouldn't really be abused by other professions since, at zero energy storage, it's health effect is only 80%. Say a mesmer (or another caster) used it with 40 energy after casting. Lose half energy (20), so healed for 80% of 20 = 16. It's a very inefficient heal for an elite slot with a 10 (or 25) second recharge.

Further, elementalists are often pressured for energy unless they dedicate several skill slots, possibly including the elite slot (Glyph of Energy, Elemental Attunement, for example), to energy management. Having an elite spell that costs half your energy, or more, for only an average heal would make them less effective damage dealers (unless BiP powered). With a 25 second recharge and even an 80%...400% heal, I think it would be just a normal skill, not elite. If it had a 8-10 second recharge or so, and perhaps with being less energy intensive, it could be elite. Or, as an alternative idea, you could recover some of the lost energy with higher rank in Energy Storage. For example:

Signet, 1 second cast, 10 second recharge, Energy Storage attributed
Lose half your current energy. You are healed for 80%...400% of the energy lost. For each rank of Energy Storage, you gain one energy. This is an elite skill.


At 12 ES you'd be healed for 140 health (assuming 80 energy at start, as in above example) and it would cost 35 energy. Then you'd recover 12 energy for a total cost of 23 energy. Which is still costly, but more efficient I think. This of course could be improved upon a lot. Say, for example, a smaller heal (80%...300%) but recover two points of energy per ES rank. Then at 80 energy before casting, at 12 ES you'd have a 105 point heal (300% of 35) for 11 energy (35 energy lost + 12x2, with 0 casting cost).

[EDIT: As an afterthought, another example. Say you've got 20 energy and you use this (second) revised skill. You lose 10 energy (half current energy but with no casting cost (signet)) and you gain 300% of 10 energy so a 30 point heal. You gain 2 energy per rank in ES so you gain 24 energy (assuming 12 ES). So essentially you've got a 30 point heal and a 14 (24-10) point gain in energy. So in effect its energy management is better at lower energy levels while healing is lower. This reverses when you cast at higher energy levels.]

I really liked the idea, though, which is why I posted all of this. I just wanted to try make it a little more feasible. Elementalists need a self-heal that doesn't require them to cast, though Glyph of Restoration is a step in the right direction - better than Aura of Restoration in many cases (in my opinion) anyhow.

Last edited by Lafayette; Nov 25, 2006 at 07:26 AM // 07:26..
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Old Nov 25, 2006, 07:20 AM // 07:20   #100
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fat burn mesmer spell
5 energy cast time 1 minute(lol)
this spell can only be used on Norgu you get this spell in a quest called (norgus fitness trainer) for 4 minutes Norgu cetches on fire as his fat burns this spell stops once his weight gets to 150.
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