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Old Mar 11, 2006, 09:04 PM // 21:04   #1
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Default Fencer/ Duelist Concept Class

There was a recent outburst of concept classes by various people on the suggestion forum. This got my blood boiling and prompt me to do one again. (actually, this would be the 3rd version of a Fencer idea) However, please not that this is not complete yet (I will try to finish it later), but want to post early to see if can get some construtive feedbacks.

still missing are:
- Pictures
- Other attribute, and some skills for the primary
- Backstory?
- Balance issues
- Ideas for Class combos
- Why would it be unique or differnt form other class

Also I am uncertain what to do with those 3 attributes, that while they would fit into the frame work of the class, but it would be too many attributes. So ideas in what to cut or what to combine?
Dual Wield:
Countering:
Footwork:

Will updated more of it soon.
----------------------------------------------------------
Class name: Fencer / Duelist

Favored Weapons: They will be expert in using Fencing Weapons, which include ( Saber, Epee, Scimitar, Cutlass, Rapier – Difference in their damage type and damage range). Those light arm weapon have a lower damage output than that of sword (maybe a max damage of 15-18), but are faster to attack (say a 0.8 second per attack)

Energy: Estimate 25 with basic armors; 3 Regen pips. With some set of armor, can go up to 35.
Armor: Estimate the max AL should be around 50-60 range.
Look: Look a bit like cross between Pirates and 17th Century French Musketeers.
Some possible names for the armor sets.
Fencer’s Outfit
Duelist’s Outfit
Sea Dog’s Outfit
Captain’s Outfit
Antagonist’s Outfit

Premise:
They are a class the excel in one on one melee attacking. They have a style of play of fast attack, rapid spaming of skills to create combos, that make you think on your feet. They can lure enemy in with their taunts, erect dueling rings to make the fight more to your advantage, and dish off some good attacks with their attack skills.

Attributes:

Swiftness: (Primary): For ever rank in this attribute, will increase you attack and movement speed by 1%.

Fencing Mastery: Points in this Attribute will have better use in Fencing Weapons and damage/condition dealing.

Taunts: Shouts Skills that cause de-buff on enemy and lure them to attack you.

Dueling: Rings and other skills that help you better to keep the match in a 1v1.

Dual Wield: Under Construction
Countering: Under Construction
Footwork: Under Construction


Skill Examples:

Fencing Mastery:
The main damaging dealing attribute. Much of Fencing Mastery skills are the use of Pose. This allow them to create a more flexible combo than that of warrior or assassin, where they can link different attacks one after another.

Pose
One of the unique playing style of a Fencer is that they can apply different “Pose” to their opponent, and combo from it. Pose is somewhat similar to Conditions, in that they add a negative status to the target, but it will be very short lasting (for now, will say last 2 seconds). And only one Pose maybe applies on a single target (the new one will replace the previous one).
  • Open – Skill cast take 50% longer
  • Un-guard – decrease AL by 25%
  • Cornered – decrease Movement Speed by 33% and back a step
  • Unbalance – 50% chance of missing
  • Overwhelm – decrease attack speed by 25%

“False Lead”
5e | next attack | 5r: Evade the next melee attack and cause the opponent to be Unbalance. If target is already Open, will make them overwhelm.

“Arc Swipe”
5e | next attack | 5r: Block the next melee attack and cause the opponent to be Open. If target is already un-guard, will disarm them.

“Dual Attack”
5e | next attack | 5r: Attack twice, and cause target to be Overwhelm.

“In Strike”
5e | next attack | 5r: This will have 50% armor penetration, and cause Corner.

“Tip Counter”
5e | next attack | 5r: Block the next melee attack and cause the opponent to be Un-guard. If target is already in Open pose, will deal X extra damage.

“ Unbalance Lead”
5e | next attack | 5r: If this attack hits, will cause Unbalance on the target. If the target is already in Unbalance pose, will knock down.

“ Downward Thrust”
5e | next attack | 5r: If this attack hits, will cause Unbalance on the target. If the target is will knock down, will deal X extra damage and apply Deep Wound.

“Opening Thrust”
5e | next attack | 5r: If this attack hits, will cause Un-guard on the target, and if target’s health is above 50%, will deal additional X damage. If target is already in Open pose, will deal X more damage and Bleed.

“Forceful Thrust”
5e | next attack | 5r: This attack deals X extra damage and cause Corner. If target is already in Corner pose, will deal X extra damage. If target is already in Open pose, will deal X extra damage and Bleed.

“Dazing Thrust”
5e | next attack | 5r: If this attack hits, will cause Overwhelm on the target. If the target is already in Cornered or Overwhelm pose, will deal X extra damage and apply Daze.

“Break Thrust”
5e | next attack | 5r: If this attack hits, will cause Un-guard on the target. This attack is Un-blockable. If target is already in Corned pose, will decrease target AL by X% for T seconds.


Taunt
Similar to Warrior Shouts, but its more aimed toward one target. A good way to distract and de-buff them. Also ways to attract enemy into attacking you. Often time, the taunt will act like double edge sword, giving the target some plus as well as the negatives. Beside the de-buff, could also work as buff skill if targeted toward your allies (also single target). And like Shout, you also get a word bubble on top of you head when using it.


“Come Get Me if You Dare”
10e | 0c | 30r: For the next X seconds, your target decrease in X AL. (will attract Mob). This ends if they hits you.

“Your Mind is as Feeble as you Looks!”
10e | 0c | 30r: For the next X seconds, your target suffer X pip of energy degen. (will attract Mob). This ends if they hits you.

“Look Here Ya Bloated Pig!”
5e | 0c | 30r: Target’s next attack/spell is redirected from its original intended target to you.

"Your Mama is a Sea cow!"
10e | 2c | 45r: For next X seconds, Your target increase in Y attack speed, but decrease Z armor.

"You Aim like a Blind Old Bat”
10e | 0c | 30r: For next X seconds, Your target will have Y% chance of missing in attack, but gain 1 pip of energy regen.

“Grow a Pair of Ear and Hear”
10e | 0c | 30r: Transfer all effect of shout/taunt and their remaining durations from target foe to all foes adjacent to your target.

“You Hold that Sword like a Little Girl”
10e | 0c | 30r: Decrease target foe/allies melee attack by X%, but increase its range attack by Z%.


Dueling

Ring
Rings are like Elementlist’s Wards. They cover an area center around you, and is stationary. But a Duelist’s ring tend to provide more personal benefits, that is use for defending or to change the battle ground to your needs, or to keep the enemy in or out.

“Duelist’s Ring”
10e | 1c | 30r: While in its AoE, your attack gain X% of armor penetration. Last for T seconds.

“Pose Ring”
10e | 1c | 30r: In its AoE, all Pose last 1…3 second longer. Last for T seconds.

“Defender’s Ring”
10e | 1c | 30r: While in its AoE, you gain extra X AL. Last for T seconds.

“Burning Ring”
10e | 1c | 30r: While in its AoE, Enemy suffer X fire damage every second, but can attack 33% faster. Last for T seconds.

“Umbrella Ring”
10e | 1c | 30r: While in its AoE, you have +X AL against all range attacks. Last for T seconds.

“Ring of Unwanted Guest”
10e | 1c | 30r: For two or more enemy inside this Ring, enemy will suffer X damage. If more enemy enters this ring, they will be dealt with X damages. Last for T seconds.

“Fog Ring”
10e | 1c | 30r: While in its AoE, You and your enemy are blind. Last for T seconds.

“Ring Out”
5e | 1c | 30r: In duration of T seconds, if target foe leave any of you rings, they suffer X damage.

“Encircling Ring”
10e | 1c | 30r: In duration of T seconds, target foe can not move out on this Ring.

“Soloing”
5e | 1c | 30r: If there are no Allies near you, you gain +X Attack and +Y HP regen for T seconds.

“Personal Challenge”
10e | 1c | 30r: For the next T seconds, you gain +X AL against all attacks from all enemies but for the one you are targeting, and decrease you movement by 50%. This end if you do not hit your target every 3 seconds.

“Uneven Match”
5e | 1c | 20r: If you are taking damage from more than one enemy, you gain +X damage to your attack and Y HP regen for the next T seconds.
---------------------------------------------------------------------
Dual Wield ( Dual Weapon Binding System)

This system is design to allow dual any two same-type of weapon.

In Blacksmith NPC, you will have the option to “Bind” two single hand weapon (sword, axe, wand, etc) into one dual wield “package”. This allow more freedom in choosing what two weapon you want to bind together, depend on their look or stats. When Bind, the weapon’s mod will be Halved. This mean that if one weapon had a mod of lengthen poison time by 33%, the combined dual weapon package will have the stats of lengthen poison duration by 17%. You will be able to unbind them for another fee. (the attack damage will be depend on the attack pattern, soon to be discussed below)

So take example of two weapons, one is a 16-21 sword with +5 energy and 33% length poison mod, another is a 13-22 sword with a +3/-1 vampire and a 33% poison mod. Combined, it will give a total mod effect of +3 energy, +33% poison, and +2/-1 vampire. (depend on the rounding, in this case, it is rounded up) Overall, it will be better than a single weapon, but remember, you are also sacrificing the off hand slot to equip it.

For damage, it will follow an attack pattern of Right hand. Left hand, Both hand, repeat. The attack speed will be the SAME as that of weapon type. So making a table, it will be like (Assuming your attribute meet the requirement):

Code:
1 st strike	Right Hand Sword	1.33s	100% damage
2 nd strike	Left Hand Sword	        2.66s	100% damage
3 rd strike	Both Hand		3.99s	75% from one hand, 75% from another*
(* damage in both hand strike will vary with ranks in a Dual Wield Attribute. So if only 1 points in it, will only do 50%+50% each, but at 15 points, will do 90%+90% each)

Again, you are sacrificing your off hand slot for more damage.

I think with this system, it would offer more freedoms (unlike the daggers), but still keeping it in fair balance.

----------------------------------------------------------------------














Work in Progress....??

Concept Class

Last edited by actionjack; Jul 06, 2006 at 04:59 AM // 04:59..
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Old Mar 12, 2006, 03:33 AM // 03:33   #2
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This seems interesting.
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Old Mar 12, 2006, 05:05 AM // 05:05   #3
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hmm for some reason i get the impression of a mesmer rushing in and waving a sword around.
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Old Mar 12, 2006, 10:54 AM // 10:54   #4
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This pic any good?

Found it by searching google images 'fencer/duelist'

Fencer/Duelist

I really like the whole idea and premise of this by the way. Good job. I'm not sure I have much more comment other than that.
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Old Mar 12, 2006, 11:01 AM // 11:01   #5
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It's alright, Actionjack gets the slack. But since when is smoking cool because everyone else is doing it?

"There was a recent outburst of concept classes by various people on the suggestion forum. This got my blood boiling and prompt me to do one again. (actually, this would be the 3rd version of a Fencer idea) However, please not that this is not complete yet (I will try to finish it later), but want to post early to see if can get some construtive feedbacks."

Other than that, you're the only one with actual bearing on virtual reality. Wow that sounds pretty damn warped. And it's spelled 'Constructive.'
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Old Jun 23, 2006, 02:49 PM // 14:49   #6
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I really like this idea, if for no other reason than I'm a fencer and fencing is cool. It would definately change combat dynamics alot and with the fast attack speed would make spells like illusionary weapons absolutely deadly.
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Old Jun 23, 2006, 04:39 PM // 16:39   #7
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can i go Fe/Mo and be an elite version of a wammo with mending and hh?
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Old Jun 23, 2006, 04:57 PM // 16:57   #8
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Very interesting, kinda picture a Jack Sparrow rushing into battle?

This would be good with Assn move chaining.

Last edited by Zoog The Swift; Jun 23, 2006 at 04:59 PM // 16:59..
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Old Jun 23, 2006, 05:05 PM // 17:05   #9
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hmm.. how did this one got rev again? Must be the new private movie coming out...

Actually, the first draft of it was done as sorta chanllenge to make a Pirate class... but was later modified to this... which I like.

Yes, the attack speed and dual weapon part still need some work out. Its really being tie down by those attacking modifcation spell...

Fencer will have the weaker armor, thus not as great of a tanker. They could, however, have defensive ablity by their Ring Skills, or by skillful use of their Pose/swordplay.

The idea is they will shine when in a 1 on 1 situation. Of couse, I also like the taunts, which is a differnt from of mesmer type of skill, and could really use to make them come to you.


anyway, thx for the replie
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Old Jun 23, 2006, 07:19 PM // 19:19   #10
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I think the primary attribute would be a bit unfair. Generally I think innate attack speed will always be on par or lower than a warrior attacking with a sword and innate movement speed will always be everyone's movement speed.

It is offset by an incredibly low AL level for a melee character, but I don't think that is enough
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Old Jul 05, 2006, 02:39 AM // 02:39   #11
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awesome ideas, but taunting won't work on humans... or at least smart ones lol
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Old Jul 05, 2006, 03:38 AM // 03:38   #12
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Quote:
Originally Posted by unholy guardian
awesome ideas, but taunting won't work on humans... or at least smart ones lol
Taunts are mean to be somewhat like the hex. Usually it would have dual conditions, which give the target both some negative as well as positive effect for short duration (can also be used on allies?)

Another kind of taunt would the a luring taunt, which is design to make enemy come to you. This would be done by applying negative hex on them, and will be lifted when the duration is over, or when that foe come and hit you. Thus if they do not want to suffer more of that hex, they would come over and try ot hit you, which would break off their position, and you would lure them to a one-on-one situation (where than you would put up lots rings and fencing combo on them) Even if it does not work on smart human player, it would still function well as a hex-type skill.

---------------------------------------------

yes, the primary with the attack speed might need some rework. But still think that even at max of 15% faster attack speed, its not too powerful.
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Old Jul 05, 2006, 04:35 AM // 04:35   #13
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actually... if you want to lure an enemy too you, or at least half of your community (especially in pre ascaclon one :P) just disguise yourself as a naked dancing ele.. although maybe that be a better illusion magic skill lol, still that make get humans. Computer you could disguise yourself as some crazy new RAM.
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Old Jul 06, 2006, 04:55 AM // 04:55   #14
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So, I was in shower thinking about the Muskteer class (or pic from Granda Espada), when it don on my of a nice dual wield system (somewhat taken from Lineage II). So here it is:

Dual Wield ( Dual Weapon Binding System)

This system is design to allow dual any two same-type of weapon.

In Blacksmith NPC, you will have the option to “Bind” two single hand weapon (sword, axe, wand, etc) into one dual wield “package”. This allow more freedom in choosing what two weapon you want to bind together, depend on their look or stats. When Bind, the weapon’s mod will be Halved. This mean that if one weapon had a mod of lengthen poison time by 33%, the combined dual weapon package will have the stats of lengthen poison duration by 17%. You will be able to unbind them for another fee. (the attack damage will be depend on the attack pattern, soon to be discussed below)

So take example of two weapons, one is a 16-21 sword with +5 energy and 33% length poison mod, another is a 13-22 sword with a +3/-1 vampire and a 33% poison mod. Combined, it will give a total mod effect of +3 energy, +33% poison, and +2/-1 vampire. (depend on the rounding, in this case, it is rounded up) Overall, it will be better than a single weapon, but remember, you are also sacrificing the off hand slot to equip it.

For damage, it will follow an attack pattern of Right hand. Left hand, Both hand, repeat. The attack speed will be the SAME as that of weapon type. So making a table, it will be like (Assuming your attribute meet the requirement):

Code:
1 st strike	Right Hand Sword	1.33s	100% damage
2 nd strike	Left Hand Sword	        2.66s	100% damage
3 rd strike	Both Hand		3.99s	75% from one hand, 75% from another*
(* damage in both hand strike will vary with ranks in a Dual Wield Attribute. So if only 1 points in it, will only do 50%+50% each, but at 15 points, will do 90%+90% each)

Again, you are sacrificing your off hand slot for more damage.

I think with this system, it would offer more freedoms (unlike the daggers), but still keeping it in fair balance.
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Old Jul 06, 2006, 06:00 AM // 06:00   #15
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I like the new ideas you came up with That code thingy with the scroll bar is awesome too

So does this class have it's own weapons, or can you dual weild anything? That cool, be kinda insane with 2 wands, too bad daggars, hammers, and bows couldn't be doubled, even though that would be very nice though. So does it actually just merge into one? Or do you use both hands, because i guess then you could merge bows and stuff.

Either way keep up the awesome job on your class

Edit* i reread the stuff, merging the stuff into one is cool, but will it work on bows, but it takes both hands to used a merged weapon correct?

Last edited by unholy guardian; Jul 06, 2006 at 06:04 AM // 06:04..
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Old Jul 06, 2006, 06:13 AM // 06:13   #16
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Quote:
Originally Posted by unholy guardian
I like the new ideas you came up with That code thingy with the scroll bar is awesome too

So does this class have it's own weapons, or can you dual weild anything? That cool, be kinda insane with 2 wands, too bad daggars, hammers, and bows couldn't be doubled, even though that would be very nice though. So does it actually just merge into one? Or do you use both hands, because i guess then you could merge bows and stuff.

Either way keep up the awesome job on your class

Edit* i reread the stuff, merging the stuff into one is cool, but will it work on bows, but it takes both hands to used a merged weapon correct?
for Q &A: You can only merge single item weapons (so no staff, bow, hammer, dagger). When merged, they will become a package, like assassin's dagger (show up as one item, but is actually two dagger). This system is design so that you can bind any two weapons, as long as they are of same type. When equiped, it will take over both hand.

Wand is still a matter up for disscussion.

There would be a Dual Wielding attribute that would be use to control it. There will be skills in there to help one perfomr with dual wielding better, as well as increase the effectness of using a dual wield. However, must also have the weapon attribute be a the level that meet weapon's requiment to fully use it. Also a Fencer class would get Rapier mastery and Rapier-type of weapon, which they could use to dual wield as well.
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Old Jul 16, 2006, 03:40 PM // 15:40   #17
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0.o.... unusual... but i think of people in full white strechy-stuff.... unusual... it seems a little too modern if you ask me. but im sure without a doubt that ANET could make it look like something in GW time.
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Old Jul 16, 2006, 04:11 PM // 16:11   #18
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Quote:
Originally Posted by actionjack
for Q &A: You can only merge single item weapons (so no staff, bow, hammer, dagger). When merged, they will become a package, like assassin's dagger (show up as one item, but is actually two dagger). This system is design so that you can bind any two weapons, as long as they are of same type. When equiped, it will take over both hand.

Wand is still a matter up for disscussion.

There would be a Dual Wielding attribute that would be use to control it. There will be skills in there to help one perfomr with dual wielding better, as well as increase the effectness of using a dual wield. However, must also have the weapon attribute be a the level that meet weapon's requiment to fully use it. Also a Fencer class would get Rapier mastery and Rapier-type of weapon, which they could use to dual wield as well.

thanks for explaining that
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Old Aug 14, 2006, 06:41 AM // 06:41   #19
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I like this one!

The primary attribute should only have an increase in attack speed (as a permanent movement speed adjustment is unbalanced to say the least). Having a max of +16% isn't unbalanced in the least. Especially since it would be offset with a lower damage, i'd say 15-20. Also attack speed would be capped at +33%. It also makes sense in a realistic way, because fencing is all about speed and precision, and with more experience you should be able to attack faster, consistantly.

The armor level is a little low seeing as the armor would probably be mostly leather, so 70 would be more appropriate...otherwise they would have zero survivability as a melee class (ooh like the Assassin).

Poses are an excellent idea! Though the name should be changed because it really doesnt describe the fact it is unadvantageous. Maybe simply calling them Disadvantages.

Kudos on the taunts line...the fact that it only affects one opponent separates it from the paragon. Though...maybe just calling these taunts rather than shouts would probably make more sense.

I'm not sure what to think about the rings/ward thing...though i do want to hear what footwork might entail before a make any judgements.
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Old Aug 14, 2006, 06:53 AM // 06:53   #20
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^ Maellus: Thxs for the welcoming consturctive review.

-The Primary should be change. yes, don't think it is necessary to have the movment speed in there. I guess attack speed should be enough. It shouldn't be too powerful, with the cap and all.

-Yes, AL is too low. I was not fully knowledgible in AL back than... but should be around 65 to 70, ranger level. They will need to use other defensive skill to keep themself alive.

-Poses could have a better name. I don't take Fencing class afterall... Again, a reminder, Poses is design to give a more freedom in combing, and should be quick and spammable. Unlike assassin's ABC, you could go A-C-B-C-A-B and so on. Of couse, its best work if its in a 1-1 situation, else even your teamate might break your combo.

-Taunt could get merge into Dualing to make room for another attribute.

-Perosnally I love the ring. Its what keep other enemy out, and your target in. Afterall, that is why they are call dualist (and taunt to lure them in)

-Food work was orignally envision to have lots hit-run, movement attacks and evasion skills. But I would rather see the Dual Wielding (as describe above for the Combine weapon system) as the added attribute.
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