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Old Mar 08, 2007, 06:18 PM // 18:18   #1
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Default Ward concept skills

i know we are not supposed to list ideas, but really this is one idea with many pieces, also i dont think i should post like 5 diff topics for these skills.


we need more wards so here are some i came up with a few

Earth magic

1] Ward Against Spawn(15E, 1 sec cast, 20 second recharge)[Ward spell] For 5..15 seconds you create a ward at your location, no creatures can be summoned in its range.

2] Ward of Power(25E, 1sec cast, 30 sec recharge)[Elite Ward Spell] For 5...15 seconds you create a ward at your location, all allies in the ward get an additional point in all attributes.
*comments: ok this might be a bit powerful but thats why its elite, but i dont think it should be TOO overpowered but i would like to see what you guys think.*

3]Ward of Vitality(15E, 1 sec cast, 20 sec recharge)[Ward Spell] For 5...15 seconds you create a ward at your location, All allies have +20...80 maximum health
*comments: i think this would make ward eles much more viable as support chars*

Water Magic

4]Ward of Mists(15E, 1sec cast, 30 second recharge)[Elite Ward Spell] For 5...15 seconds you create a ward at your location, all ranged attacks have a 20...80% chance to miss against allies in this ward.
*comments: ok water magic gets all the cool elite wards, but i think this would be nice to have*

Fire magic

5] Ward of Inferno(25E, 1 sec cast, 30 sec recharge)[Elite Ward Spell] For 2...10 seconds you create a ward at your location, burning foes taht enter this ward are crippled and set on fire for an additional 1..3 seconds.
*comment: ok i can see this being abused by SFers but idk maybe it being elite and its long recharge and short duration might not make it too overpowered, suggestion by Dj tano*

Other people's concepts

6] MithranArkanere
Ward Against Range:
E: 10 C:1 R:20
Ward Spell. You create a Ward Against Range your current location. For 8...18 seconds, non-Spirit allies in this area have a 50% chance to "block" ranged attacks.
(Attribute: Water)

7]MithranArkanere
Ward Against Burning
E: 15 C:1 R:30
Ward Spell. You create a Ward Against Burn your current location. For 8...18 seconds, non-Spirit allies in this area are immune to burning.
(Attribute: Water)

8]MithranArkanere
Ward of Unstableness
E: 15 C:1 R:30
Ward Spell. Create a Ward of Unstableness at your current location. For 10...22 seconds, any non-Spirit foes in this area have a 50% chance to be knocked down when hit by any attack or attack skill.
(Attribute: Air)*changed on mithrans request*

9]MithranArkanere
Ward Against Weapons
E: 15 C:1 R:20
Ward Spell. You create a Ward Against Weapons at your current location. For 8...18 seconds, non-Spirit allies in this area gain +20 armor against physical damage.
(Attribute: Water)

10]MithranArkanere
Ward of Harm
E:15 C:1 R:20
Elite Ward Spell. Create a Ward of Harm at this location. For 8...18 seconds, non-Spirit foes in this area have -6...-40 armor against fire damage and -10...-20 armor against other damage.
(Attribute: Fire)

11]MithranArkanere
Ward Against Critical Hits
E: 10 C:1 R:20
Ward Spell. Create a Ward Against Critical Hits at your current location. For 10...22 seconds, non-Spirit allies are immune to critical hits.
(Attribute: Earth)

12]MithranArkanere
Ward Against Penetration
E: 10 C:1 R:20
Ward Spell. Create a Ward Against Penetation at your current location. For 10...22 seconds, any non-Spirit foes in this area are inmune to armor penetration.
(Attribute: Earth or Water)

13]MithranArkanere
Ward of Greed.
E:15 C:1 R:20
Elite Ward Spell. Create a Ward of Greed at this location. For 8...18 seconds, non-Spirit allies in this area immune to energy stealing and energy degeneration effects.
(Attribute: Energy Storage)

14]Masseur
Ward Against Wells(15E, 1 sec cast, 20 second recharge)[Ward spell] For 5..15 seconds you create a ward at your location, no well can be created form corpses in its area.

i numbered all these skills for a reason so you can /sign or /notsign each number and please give comments.

Last edited by tenshi_strife; Apr 19, 2007 at 06:45 PM // 18:45..
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Old Mar 08, 2007, 07:50 PM // 19:50   #2
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1] Ward Against Spawn(15E, 1 sec cast, 20 second recharge)[Ward spell] For 5..15 seconds you create a ward at your location, no creatures can be summoned in its range.

*fixed*

2] overpowered

3] eles are not support chars but damage chars, and its overpowered

4] its good, not too strong, but needs longer recharge time, say 60sec

5] there is a big problem with this ward: what if a player is already on fire when the wand is cast and he is within range? does he get teleported outside?

Ward against Inferno(25E, 1 sec cast, 30 sec recharge)[Elite Ward Spell] For 2...10 seconds you create a ward at your location, burning foes in ts range are crippled and are set on fire for an additional 3 seconds.

*fixed*
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Old Mar 08, 2007, 08:16 PM // 20:16   #3
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1) There is no "Cast a wall" skill in GW, either it slows you down or punish you for being there.Dj Tano's suggestion is more reasonable

2)No, all wards are defensive,this doesn't fall under the category of defense.

3)Nope , its somewhat defense, but it would be more something for the monks, Elementalists add defense in +armor not health.

4)Hmm , Description of Ward Against Melee : Ward Spell. You create a Ward Against Melee at your current location. For 8...18 seconds, non-Spirit allies in this area have a 50% chance to "block" melee attacks.

Dont see that much difference between this and your suggested skills, the only extra persons your suggested skill would hurt is rangers,paragons,or casters wanding (lol)


5) DJ Tano, strikes again , like i said above, there is no "Cast wall skill" making them slower or punishing them for being it yes, and DJ tano addds both to this skill , perfect.

Dj Tano , ever think about applying as skill maker at Anet, think you might have good ideas
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Old Mar 08, 2007, 09:15 PM // 21:15   #4
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Quote:
Originally Posted by tenshi_strife
4]Ward of Mists(15E, 1sec cast, 30 second recharge)[Elite Ward Spell] For 5...15 seconds you create a ward at your location, all foes in this ward have a 10...50% chance to miss with attacks
*comments: ok water magic gets all the cool elite wards, but i think this would be nice to have*
I'm curious. Considering ranged attackers can attack me from outside the ward, and all attackers that are actually threatning are melee, why would I ever take this over the (non-elite) Ward against Melee?
Quote:
Originally Posted by Dj Tano
1]
Ward against Inferno(25E, 1 sec cast, 30 sec recharge)[Elite Ward Spell] For 2...10 seconds you create a ward at your location, burning foes in ts range are crippled and are set on fire for an additional 3 seconds.

*fixed*
Again, why take this over the (non-elite) Ward against Foes? 3 seconds of burning? please.

I don't like the 'foes can't enter' ward. It would be way overpowered.
I actually do like the Ward of Power. I can see some uses for that.
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Old Mar 08, 2007, 09:22 PM // 21:22   #5
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+200 Health (max) on the Vitality is WAY too overpowered
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Old Mar 08, 2007, 09:36 PM // 21:36   #6
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How about to change Ward against Inferno to an to elite version of Frigid Armor.
For n...nn seconds you create a ward at your location, allies inside the ward cannot be set on fire and possibly have some reasonable +AL.
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Old Mar 08, 2007, 09:47 PM // 21:47   #7
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1. Prevent to enter do not fit a ward. A ward is not a wall, it just changes a small area. And preventing a skill to be used sounds like Mesmer or Necromancer. That would be a nice Well, but not a Ward.
2. That could be Necromancer, Mesmer, Monk, Ritualist or Paragon... Elementalist focus in damage, either by dealing it or by preventing it. They do not buff allies.
3. Another for support classes...
4. There is already the ward agaist melee. Make this agaist ranged, maybe, but not 'all attacks'. Mist sounds good against ranged attack.
5. Another 'do not enter'. Sorry, but no.

For me, wards are something more like this:

Ward Against Range:
E: 10 C:1 R:20
Ward Spell. You create a Ward Against Range your current location. For 8...18 seconds, non-Spirit allies in this area have a 50% chance to "block" ranged attacks.
(Attribute: Water)

Ward Against Burning
E: 15 C:1 R:30
Ward Spell. You create a Ward Against Burn your current location. For 8...18 seconds, non-Spirit allies in this area are immune to burning.
(Attribute: Water)

Ward of Unstableness
E: 15 C:1 R:30
Ward Spell. Create a Ward of Unstableness at your current location. For 10...22 seconds, any non-Spirit foes in this area have a 50% chance to be knocked down when hit by any attack or attack skill.
(Attribute: Water)

Ward Against Weapons
E: 15 C:1 R:20
Ward Spell. You create a Ward Against Weapons at your current location. For 8...18 seconds, non-Spirit allies in this area gain +20 armor against physical damage.
(Attribute: Water)

Ward of Harm
E:15 C:1 R:20
Elite Ward Spell. Create a Ward of Harm at this location. For 8...18 seconds, non-Spirit foes in this area have -6...-40 armor against fire damage and -10...-20 armor against other damage.
(Attribute: Fire)
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Old Mar 08, 2007, 10:15 PM // 22:15   #8
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wow mithran nice wards... and yea i guess the cannot enter is a bit much but how bout moves 95% slower or something, well idk. also even though you say eles are only dmg, i can see earth as being a support element so i disagree on eles being only damage, but maybe +200 is a bit much. ill edit my post to include your suggestions and some of the other concepts.
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Old Mar 08, 2007, 10:41 PM // 22:41   #9
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Wards again Wards, this ward cancels foe's wards effects i really like the concept of wards and think there should be more too
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Old Mar 08, 2007, 10:48 PM // 22:48   #10
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Offensive wards belong to wells and wells belong to necros.

Just my 2 cent.
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Old Mar 08, 2007, 11:26 PM // 23:26   #11
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Ward of Wells, you guys work up the numbers, but basically a foe cannot create a well using any corpse in that ward.
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Old Mar 08, 2007, 11:38 PM // 23:38   #12
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well idk that seems a bit well particular.... really i dont think it would have much utility..... bu i would figure it would ahev standard ward attributes as in

Ward Against Wells(15E, 1 sec cast, 20 second recharge)[Ward spell] For 5..15 seconds you create a ward at your location, no well can be created form corpses in its area.
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Old Mar 09, 2007, 04:13 AM // 04:13   #13
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Quote:
Originally Posted by Obey The Cat
Offensive wards belong to wells and wells belong to necros.

Just my 2 cent.
tell that to Ward vs foes.

To OP, Im pro-wards. They are an essential part of a balanced ele's arsenal.
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Old Mar 09, 2007, 05:32 AM // 05:32   #14
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Ward of Life (elite) water magic
15e, 1cast, 20 recharge
Ward Spell. For 10 seconds, all allies within this ward are healed for 8-24 hp per second.

Ward of the Mists (elite) Water Magic
15e, 1cast, 30 recharge
Ward Spell. For 5...19 seconds all attacks against allies fail 50% of the time.
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Old Mar 10, 2007, 01:51 AM // 01:51   #15
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Some new Wards would be great. Personally I would also like to be able to cast DoT spells on my allies to provide an offensive ward feature, DoTs are too limited.

I think Ward against Harm should prevent or reduce burning duration, we already have an Elite Ward with an aim at fire magic, it would suck if you had to choose a different one to counter burning. If we are going to have a ward which counters burning, it should instead counter all ailments, be an air spell, and perhaps only reduce duration so it isn't overpowered.

A Ward against projectiles should also be in Air Magics. It should be simular to Ward against Melee, a simple 50% chance to block projectiles and improve in duration with invested points.

Some other Wards which provide Healing Over Time, or regeneration would be nice, but if wards are going to expand so much, perhaps they belong on a new class, included in a new feature. Giving Elementist several advanced Ward features gives him too much diversity. One per Chapter would be significant. I think Elementist AoE and DoT features need to be enhanced more than expanding their Ward Effects.

If it does Damage over time it is a DoT, the only Ward which should be doing damage is one that does damage if they foe executes a particular action wile in a ward, as a counter feature instead of an offensive or support feature.
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Old Mar 10, 2007, 07:14 AM // 07:14   #16
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Quote:
Originally Posted by Thomas.knbk
I'm curious. Considering ranged attackers can attack me from outside the ward, and all attackers that are actually threatning are melee, why would I ever take this over the (non-elite) Ward against Melee?
The difference (and what kinda' makes it over-powered) is that it's a non-removable 50% miss hex. There are no skills to ensure 'you always hit'. Only to ensure you can't be blocked (Griffon's Sweep and Expose Defense's come to mind as particularly nasty examples). So as a water-baby, I would definitely use this (with some cost/duration re-assessments that is).

Aside from that, most of the others feel broken tbh. Some new wards would be cool though...

Mithran's Ward of Harm while awesome, is probably over-powered as well. Spare a thought for all the melee guys out there . The tears would never end...
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Old Mar 10, 2007, 09:09 PM // 21:09   #17
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That was just a quick example, just by 'reverting' the only current Water Ward, XD. I don't thing that example fitting wards:

-A ward won't affect enemies or allies out from the ward.
-There are wards that affect allies (4) and a ward that affect foes (1, [wiki]Ward Against Foes[/wiki])
-All wards prevent the damage or negative effects from reaching allies, either by removing it, reducing it or preventing you form not being able to scape due to a knock down.
- All wards are casted in 1 second.
- All wards cost 10 or 15 energy and have 20 or 30 recharge times.

They do not buff, they protect, they 'prevent', they... well... they 'Ward', XD.

Ward:
16. to avert, repel, or turn aside (danger, harm, an attack, an assailant, etc.) (usually fol. by off): to ward off a blow; to ward off evil.
18. Archaic. to protect; guard.

So, here are some other Ward types:

Ward Against Critical Hits
E: 10 C:1 R:20
Ward Spell. Create a Ward Against Critical Hits at your current location. For 10...22 seconds, non-Spirit allies are immune to critical hits.
(Attribute: Earth)

This doesn't mean that they won't suffer damage when a critical occur, but that criticals won't occur inside the ward, Assassins would hate this one, but at least they would keep their double hits. Great to fight Onis.

Ward of Unstableness
E: 15 C:1 R:30
Ward Spell. Create a Ward of Unstableness at your current location. For 10...22 seconds, any non-Spirit foes in this area have a 50% chance to be knocked down when they hit with an attack skill.
(Attribute: Air)

I changed this one. Why? Knock down is fire, earth and air related for Elementalists, earth has already quite a good set of wards, and fire is already widely used. This would be a nice addition for Air.
I also changed the trigger, it is no longer when allies hit a foe inside the Ward, but when a Foe inside the ward hits anyone, you could say that this ward increases recoil of any weapon, XD.

Ward of Unstableness
E: 15 C:1 R:30
Ward Spell. Create a Ward of Unstableness at your current location. For 10...22 seconds, any non-Spirit foes in this area have a 50% chance to be knocked down when they hit with an attack skill.
(Attribute: Air)

Ward Against Penetration
E: 10 C:1 R:20
Ward Spell. Create a Ward Against Penetation at your current location. For 10...22 seconds, any non-Spirit foes in this area are inmune to armor penetration.
(Attribute: Earth or Water)

Another one that do not prevent damge, but removes the 'extra' damge due to an efect. Recurve bows, penetration blows, and air spells would lose the % armor penetration against allies inside the Ward.
And pretty good if you are a cute teen that have to walk alone in the dark in a park at night...

No matter how much I think about it, I can't think of a Ward related to Fire.

Water slows down, increase armor...
Air knocks down, blinds...
Earth increase armor, blocks, knocks down, slows down...

But fire? Fire just burns and knocks down... completely offensive. No Wards for fire, sorry. I though about a Ward that, for a shot time (maybe 9 seconds or less with a recharge of 20 at level 12fire) causes the same effect as lava:
Burn and cripple: "Ward of Magma". But since it could be activated while enemies are on the area, it won't be fair no matter how much you reduce the time it works, because the added crippling.

Uh... I just though of another one...

Ward of Greed.
E:15 C:1 R:20
Elite Ward Spell. Create a Ward of Greed at this location. For 8...18 seconds, non-Spirit allies in this area immune to energy stealing and energy degeneration effects.
(Attribute: Energy Storage)

XD Do not exactly fits Energy Storage, but fits being a ward.
This won't protect against ally skills, only agaist enemy skills.
So energy use, degeneration or sacrifice caused by eny ally on't be affected.
If a skill causes any effect other than energy degeneration or stealing, that other effect would happen anyways.

Last edited by MithranArkanere; Mar 10, 2007 at 10:03 PM // 22:03..
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Old Mar 11, 2007, 03:17 PM // 15:17   #18
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Quote:
Originally Posted by MithranArkanere
Ward Against Critical Hits
E: 10 C:1 R:20
Ward Spell. Create a Ward Against Critical Hits at your current location. For 10...22 seconds, non-Spirit allies are immune to critical hits.
(Attribute: Earth)
I like this one, though I'm not sure what you mean when you say they do get damage from critical hits. Do you mean they still take normal damage (non-critical), or do you mean they take the critical damage and its only effect is that assassins don't gain energy?
Quote:
Originally Posted by MithranArkanere
Ward of Unstableness
E: 15 C:1 R:30
Ward Spell. Create a Ward of Unstableness at your current location. For 10...22 seconds, any non-Spirit foes in this area have a 50% chance to be knocked down when they hit with an attack skill.
(Attribute: Air)
This one would be way overpowered. Even if it were elite. It would basically make it impossible to pressure your enemies when they ball up in wards, which is often the way to go. It would also mean a dervish attacking three people who balled up in wards would have a 87.5% chance to be knocked down.
I'm also not sure about this being in air, since that would make it very strong: Air is already the strongest line they have.
I would like a ward of unstableness, but more like this:
15/1/20
Create a Ward of Instability (better name imo) at your location. For 8...18 seconds, whenever foes inside the Ward of Instability are interrupted they are knocked down.
Much like an AoE version of that mesmer hex I can't recall the name of,
Quote:
Originally Posted by MithranArkanere
Ward Against Penetration
E: 10 C:1 R:20
Ward Spell. Create a Ward Against Penetation at your current location. For 10...22 seconds, any non-Spirit foes in this area are inmune to armor penetration.
(Attribute: Earth or Water)
Meh, the effect isn't as strong as you make it, and certainly not enough to warrant the elite status. The majority of damage in the majority of builds comes from melee, and Armor penetration is largely irrelevant there. (An elite ward to prevent +15 dmg from sundering once every 5 hits?)
It would be stronger if it would just add armor, but we already have Ward against Harm for that.
Quote:
Originally Posted by MithranArkanere
But fire? Fire just burns and knocks down... completely offensive. No Wards for fire, sorry. I though about a Ward that, for a shot time (maybe 9 seconds or less with a recharge of 20 at level 12fire) causes the same effect as lava:
Burn and cripple: "Ward of Magma". But since it could be activated while enemies are on the area, it won't be fair no matter how much you reduce the time it works, because the added crippling.
This would actually be a nice ward, but way overpowered. Its problem would be the range. Make it something like half normal ward range, and I don't really see a problem with it. Good idea.
Quote:
Originally Posted by MithranArkanere
Ward of Greed.
E:15 C:1 R:20
Elite Ward Spell. Create a Ward of Greed at this location. For 8...18 seconds, non-Spirit allies in this area immune to energy stealing and energy degeneration effects.
(Attribute: Energy Storage)
I like this one. Its weakness would be that you wouldn't be able to keep it up permanently, since no ele specs 15-16 into Energy Storage (unless the new chapter gives us a lot of useful Energy Storage skills so you could base your build around it, but I doubt it) Still, its effect would be quite strong in certain metagames and might be worth the elite slot.
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Old Apr 19, 2007, 06:47 PM // 18:47   #19
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once again mithran provides some great skills, yes i do agree with most of you damage wards are not wards but DOT spells lol but yea, also mithra you should work up the numbers for ward of magma that would be cool.
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Old Apr 21, 2007, 12:06 AM // 00:06   #20
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Hm... I think that it could have a trigger... like affecting only enemies with increased movement speed or something.

That way the Ward of Magma could be a 'defense against chasers', for example...
It could be changed so oly affect enemies adjacet to allies. So even if you are inside te ward, if you are not adjacent to an ally of the ward caster, you won't get affected.

It would be like turning your allies into Fire Titans, XD.
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