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Old Sep 09, 2006, 05:44 PM // 17:44   #1
Ascalonian Squire
 
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Talking Concept Class: The Zither Sage

UPDATE: My guildie (Kit Engel on these forums) and I were discussing a new possiblity: How multiple Melodies and other 'Sonic' skills synergise with each other. But we haven't been able to come up with something interesting...so if you like, maybe you guys can give some sort of suggestions ^^.

Hey guys, since I was a bit idle...thought I'd make up a class :P...hope you find it interesting.

Zitherist: (Wikipedia entry on Zither)

...the bandits surrounded Long, knives pointing dangerously towards him. With such lavish silks and many ornate instruments in the background, it's no wonder the bandits were attracted as bees are to honey. But Long sighed, and he plucked a note. Which soon became a full-blown melody, and full-blown massacre....

The Zitherist does not look like a fighter by any means...yet he has tricks up his sleeve, notably his prized instrument, the zither, that can and send bouts of chaos, destruction to one or a group of enemies, or at the same time, bolster his party's morale.

The unique thing about this class is that the activation time equals the duration of the melody. So the effect happens DURING activation rather than after. Standard interruptions apply (except for Spell interruptions unless the character casts a spell of course)

E: Energy cost
A: Activation Time
R: Recharge Time

Weapon: Zither. A weapon with a ranged 'attack'. Max damage: 12-30. Both hands.
Armor: 65 AL but with +10 energy, but only 3 pips of energy regen.

Attributes and skills
Virtuosity: For every 3 ranks in Virtuosity, your Melodies lingers an additional 4% longer and are an additional 12% harder to interrupt (that is, even with interruption skills).

Musical Zeal
E 10 A 2 R 45
Elite Enchantment Spell. For the next 10...22 seconds, your Melodies cannot be interrupted and for every 3 seconds while playing a Melody, you gain 2...5 Energy.

Cacophonous Aura
E 15, A 1, R 30
Elite Enchantment Spell. For 8...21 seconds, whenever you are playing a Melody, you have a 12...60% to block attacks and whenever a hostile Spell targets you, you have a 5...35% chance to negate its effects completely.

Adrenal Performance
E 5 A 1 R 20
Enchantment Spell. For the next 15...30 seconds, your next Melody activates twice as quickly, but lasts 50%...0% shorter. (Before virtuosity linger effects kick in)

Tuning
E 5, A 2, R 20
Enchantment Spell. For the next 15...30 seconds, your next Melody activates twice as long, but lasts 12...40% longer.

Signet of Inspiration
A 2, R 15
Signet. Your next melody lasts twice as long, but is 70%...50% easier to interrupt.

Signet of Routine
A 2, R 15
Signet. Your next melody lasts 90%...40% shorter, but cannot be interrupted.

Audience Interaction
E 10, A 1, R 15
Enchantment Spell. For 20 seconds, if you suffer from a Condition while your next Melody finishes, you lose 1...3 Conditions and foes in the area take 5...41 damage for each Condition lost.


Cry of Desire
E 15, A 1/4, R 20
Spell. For 6...2 seconds, if target foe and foes in his area are not within range of a Melody, they are knocked down and suffer 10...39 damage. (Target foe gets a "I need more muzak!" speech bubble :P)

Dangerous Melodies: No inherent effect. Many skills, especially those dealing with tormenting enemies and hindering their ability, become more effective with higher Dangerous Melodies ranking.

Melody of Shock
E 10, A 1/4, R 8
Melody. Target foe is interrupted and takes 12...40 damage.

Melody of Torment
E 5, A 5, R 10
Melody. For each second, target foe moves 50% slower and suffers -5...-9 health degeneration.

Lullaby
E 15, A 10, R 30
Elite Melody. For each second, foes in the area take 50% longer to cast spells, with a 28...65% chance of it failing and cannot gain adrenaline.

Arpeggio: Sharps
E 5, A 1, R 1
Melody. Send out three painful notes. Each deals 6...18 damage to nearby foes.

Screeching Claws
E 15, A 5, R 25
Melody. For each second, adjacent foes are Dazed and take 5...15 damage every second.

Bass Wave
E 10, A 4, R 20
Melody. For each second, foes in the area move 66% slower. When Base Wave ends, foes in the area who are suffering from Weakness are knocked down, otherwise they suffer from Weakness for 6...21 seconds.

Hallucinatory Melody
E 10, A 2, R 30
Hex Spell. For 5...12 seconds, target foe cannot attack. The effect ends if a Mesmer spell is cast on him.

Melody of Tranquility
E 10, A 6, R 20
Elite Melody. For each second, whenever skills target you, those skills are disabled for an additional 10...33 seconds.

Withering Dirge
E 15, A 20, R 20
Elite Melody. For each second, nearby foes suffer -1..3 Energy and Health Degeneration and attack 10...60% slower.

Melodic Riposte
E 5, A 0, R 15
Skill. You block the next melee attack against you, and attacking foe suffers from blindness for 3...7 seconds.

Lyssa's Symphony
E 10, A (variable), R 25
Melody. While you maintain Lyssa's Symphony, foes within earshot cannot activate new Shouts/Echos/Chants/Melodies, and you lose 25...10 Health and 4...2 Energy per second or Lyssa's Symphony ends.


Funeral March
E 5, A 5, R 30
Melody. For each second, foes in the area lose 12...24 armor but move 25% faster.


Fearful Octave
E 10, A 8, R 20
Melody. For each second, foes within earshot move an additional 5...10% slower. When Fearful Octave ends, foes within earshot suffer 4...9 shadow damage per second Fearful Octave was active and are interrupted.

Deafening Amplification
E 10, A 2, R 30
Hex Spell. For 3...10 seconds, the next time target foe uses a Shout/Echo/Chant/Melody, him and all foes in the area take 15...63 damage.

Inspirational Melodies: No inherent effect. Many skills, especially those dealing with bolstering allies, become more effective with higher Inspirational Melodies ranking.

Defiant March
E 5, A (variable) R 20
Melody. While you maintain Defiant March, allies in the area gain +20...+45 armor, and you lose 4...2 Energy per second or Defiant March ends.

Melody of Frenzy
E 5, A 6, R 5
Melody. For each second, allies in the area attack 25% faster but lose 24...10 armor. When Melody of Frenzy ends, allies in the area gain one strike of adrenaline.

Melody of Recovery
E 10, A 10, R 6
Melody. For each second, you and adjacent allies gain 5...23 health.


Sacred Hymn
E 10, A 5, R 45
Melody. For each second, party member's attacks deal +5...15 holy damage.

Bloodied Strings
E 10, A (variable), R 25
Elite Melody. Sacrifice 15% health. While you play this Melody, allies in the area's attacks also steal 2...10 health. You lose 55...25 health and suffer from -4 Energy degeneration while you maintain this Melody.

Melody from Beyond
E 5, A 8, R 8
Melody. For each second, nothing happens. When Melody from Beyond ends, target party member and adjacent party members are resurrected with 10...35 Health and 1...3 Energy for each second Melody from Beyond was playing.

Melody of Conviction
E 25, A 15, R 60
Elite Melody. For each second, target ally's attacks deal holy damage and cause Burning for 1 second, and spells cost -2...7 Energy. When Melody of Conviction ends, foes adjacent to target ally are struck for 10...60 holy damage.


Angelic Tune
E 10 A 1 R 20
Melody. For 30 seconds, the next time party members are healed, they are healed for 50...150% more.

Improvisation: No inherent effect. Many skills, especially dealing with Improv, become more effective with higher Improvisation. (This is like a skill...instant cast, but only work under certain conditions)


Graceful Recovery
E 5, A 0, R 20
Improv. Must be playing a Melody. If that Melody is interrupted, you and allies in the area gain 3...7 Energy.


"Encore!"
E 5, A 0, R 15
Shout. Must be playing a Melody. The next Melody costs 2...5 less Energy (minimum cost 1 Energy). If you play the same type of Melody, it costs nothing but it lasts 50...25% shorter.


Taunting Threnody
E 5, A 0, R 10
Improv. Must target a Blind foe. Target foe loses 5...20 armor for 5 seconds.


Inspiring Improvisation
E 10, A 1, R 30
Elite Enchantment Spell. For 10...20 seconds, your Improvisations do not need to meet certain conditions for it to work and have 15...63% shorter recharge times.

Damning Improvisation
E 5, A 0, R 4
Improv. Must target a knocked-down foe. Target foe takes 20...55 damage.


"Don't you just love it?!"
E 5, A 0, R 30
Shout. Must be playing an Inspiring Melody. You and nearby allies gain 15...63 health and 2...10 Energy

Developing Improvisation
E 10, A 0, R 60
Improv. Must follow an Improv. For the next 60 seconds, the next Improv you use works regardless of prerequisites and you deal 20...60 damage to adjacent foes.


Mesmerizing Improvisation
E 10, A 0, R 15
Hex Spell. Must strike an attacking foe. For the next 2...5 seconds, each time target foe attacks you, the attacks fail and target foe suffers 10...22 damage.


Improvisation of Eternal Hope
E 10, A 4, R 15
Elite Improv. Must target a dead party member. Target dead party member is revived with full health and full Energy.


Dreary Improvisation
E 15, A 2, R 20
Improv. Foes nearby who are casting a Spell are interrupted and suffers from Exhaustion. If this was preceded by a Dangerous Melody, the activation time is reduced to 1/4.

No Attribute

Zither Bash
E25, A1, R 15
Elite Zither Attack. Target touched foe is struck for +20 damage and is knocked down and Dazed for 10 seconds.


Crescendo
E15 A0 R45
Elite Enchantment Spell. For 15 seconds the next Melody you play gives you a +2 Health regeneration and a +1 energy regeneration, You gain another +1 health and energy regeneration for each Melody you play after that. When Crescendo ends, you lose 33% of your maximum health and energy.


"All together Now!"
E 10, A 0, R 25
Elite Shout. All other active Shouts, Echoes, or Melodies are renewed.

------
Thanks so far to: Song Rui (changing the name), Mr. Guy (skills and the icons. The ICONS!), and gameshoes3003 (skill).
Remember this is a work-in-progress, suggestions are always welcome (but subject to my corrections! )

Last edited by Reserved Egotist; Sep 14, 2006 at 06:49 AM // 06:49..
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Old Sep 10, 2006, 07:00 AM // 07:00   #2
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That is a very nice, well thought, class. I can't remember the name of the movie that it reminds me of. It was a martial arts movie with a slight comedic tone. There was a guy playing a stringed instrument that would shoot daggers with the correct notes.
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Old Sep 10, 2006, 07:24 AM // 07:24   #3
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I agree. This is extremely well thought out and I like the sound of it. Perhaps Zitherist would be a better name?
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Old Sep 10, 2006, 09:25 AM // 09:25   #4
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Quote:
Originally Posted by Sereng Amaranth
That is a very nice, well thought, class. I can't remember the name of the movie that it reminds me of. It was a martial arts movie with a slight comedic tone. There was a guy playing a stringed instrument that would shoot daggers with the correct notes.
Thanks guys, yeah actually I based it off that, only less flashy =P. The movie's called Kung Fu Hustle.
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Old Sep 11, 2006, 10:38 AM // 10:38   #5
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/bump

Also added even more skills and renamed class to Zitherist (thanks Song Rui).

C'mon guys surely a musician class should be interesting ?
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Old Sep 11, 2006, 01:13 PM // 13:13   #6
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It would be fun to see the bard class actually in a somewhat balanced environment. A-Net would be the very first company to make Bards balanced (or Zither, or whatever you call them :P).
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Old Sep 11, 2006, 01:54 PM // 13:54   #7
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Well I made it more specific, and I thought the Zither worked most well (call it a specific Bard if you may ). It turned out quite unique...with Mesmer-like spells, effects that work like wards, heck even a "Warrior" like skill
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Old Sep 11, 2006, 03:42 PM // 15:42   #8
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The "effects during activation time" is brilliant. However, the hole I see in this profession lies within that exact concept. By moving during the activation of a spell, it doesn't trigger the recharge like being interrupted; it simply cancels the spell. What's to stop a Zitherist from simply moving just before the completion of a melody to bypass the recharge?

Anet could, in theory, simply make melodies special in that if they are canceled at all it triggers recharge, I suppose.

EDIT: I love-love-loved the Bard of Everquest. I actually got really good at stacking songs, which was a handy little exploit the creators didn't intend to include. Basically involved hitting the skill buttons for one right after the other so that they were all in effect for a lingering second at the same time.

Last edited by GD Defender; Sep 11, 2006 at 03:45 PM // 15:45..
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Old Sep 11, 2006, 03:49 PM // 15:49   #9
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No exploit here . Melodies WILL stack if you set your skills right :P

And to address the cancel spell issue: I think the solution you posted should be implemented otherwise this class would be totally broken . It theoretically shouldn't be hard to implement anyway, I dont think.

Last edited by Reserved Egotist; Sep 11, 2006 at 03:52 PM // 15:52..
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Old Sep 11, 2006, 06:52 PM // 18:52   #10
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Well the /Flute, /Violin, /Drums and /Guitar should be interesting...

Overall i like it, if you dont mind id like to have a crack at some skills

Unfinished Symphony
5 0 20
Improv. Must be playing a Melody, If that melody is Interupted near by allies gain 2....6 energy
(Zitherist)(Improvisation)


"Encore"
5 0 20
Shout. Must be playing a Melody, When that melody ends your next melody costs 2....5 less energy to cast. If that melody is of the same type, you gain 20....60 health
(Zitherist)(Improvisation)
-------------


Angelic Chorus
10 6 30
Melody. While playing this melody allies in earshot recive 50....150% more healing from divine Favour.
(Zitherist)(Inspirational Melodies)


Sacred Hymn
10 5 40
Melody. For each seconds, Allies attacks deal an extra 5....15 holy damage
(Zitherist)(Inspirational Melodies)
-------------


Funeral March
10 4 15
Melody. While playing this melody foes withing earshot move 25% faster but take 15....30% more damage from attacks
(Zitherist)(Dangerous Melodies)


Fearful Octave
10 8 20
Melody. While active this melody does nothing, when this melody ends foes withing earshot suffer 8 Shadow damage and have a 8% chance to be interupted for each second it was active
(Zitherist)(Dangerous Melodies)
-------------


Crescendo
15 0 45
Elite Enchantment. For 8....20 seconds the next melody you play gives you a +2 Health regeneration and a +1 energy regeneration, You gain another +1 health for each melody you play after that melody, and a +1 energy for everyother. When crescendo ends you lose 30....15% of you maximum health and energy.


"All together Now"
10 0 20
Shout. For 4....8 seconds the next shout, echo or melody each party member uses heals them for 20....60 health.

The improve skills are supposed to be spamable, kinda like how divine boon is powerfull, but the drain will kill you in the end.

Couldnt think of an icon for the last 1, sorry if ive messed up your entire idea lol
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Old Sep 11, 2006, 07:00 PM // 19:00   #11
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The icon for the last one could be a conductor in front of a crowd. :x
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Old Sep 11, 2006, 07:11 PM // 19:11   #12
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^^ Oh good idea...ill work on it now....

EDIT - ummm here it is....Let me never work on an image again......


Last edited by Mr. G; Sep 11, 2006 at 07:27 PM // 19:27..
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Old Sep 12, 2006, 01:06 AM // 01:06   #13
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Like the idea(sorry no patients to read through all the skills). I would definately try out a muscian character. Maybe some melodies can act as pure damage like:

C# : Spell, send a wave of out of tune sound at enemy doing 15-55 damage automatically.

Of course flutes would need a different note... I think it would be an E.

But some pure damage spells would be nice, C# major scale, 7 sharps... ouch...
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Old Sep 12, 2006, 01:32 AM // 01:32   #14
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Very nice....... Impressive....
Speaking of the blades and knives shooting out of a stringed instrument.
it's like Kung Fu Hussle!!!!!!!!!
The two guys put the large instrument on their knees and start spamming chords and stuff and it shoots Illusionary blades and stuff.

I wanna put in a skill!!!

Tuning
Stance
For 10-40 seconds all melodies last 10-45% longer.
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Old Sep 12, 2006, 01:34 AM // 01:34   #15
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HOLY CRAP!
I don't know what just happened but I started lagging then 15 messages of the same thing that I just posted were on here and I was like OMG!!!!!!!!!!!!
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Old Sep 12, 2006, 01:54 AM // 01:54   #16
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Quote:
Originally Posted by Sereng Amaranth
That is a very nice, well thought, class. I can't remember the name of the movie that it reminds me of. It was a martial arts movie with a slight comedic tone. There was a guy playing a stringed instrument that would shoot daggers with the correct notes.
Kung Fu Hustle, The blades weren't illusions. They were sound waves, the blades merely where a metaphor for them and visual aid for those who could not understand what was happening.

Last edited by Nevin; Sep 12, 2006 at 02:00 AM // 02:00..
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Old Sep 12, 2006, 05:20 AM // 05:20   #17
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Quote:
Originally Posted by Mr. G
Well the /Flute, /Violin, /Drums and /Guitar should be interesting...

Overall i like it, if you dont mind id like to have a crack at some skills

Unfinished Symphony
5 0 20
Improv. Must be playing a Melody. If that melody is Interrupted nearby allies gain 2....6 energy
(Zitherist)(Improvisation)
Hmm I like it: more energy management. I hope you don't mind me critiquing numbers and some descriptions so it fits the concept better. But overall I like the suggestions . (And I LOVE the skill icons hahaha...wish I had the patience to make them).
Quote:

"Encore"
5 0 20
Shout. Must be playing a Melody, When that melody ends your next melody costs 2....5 less energy to cast. If that melody is of the same type, you gain 20....60 health
(Zitherist) (Improvisation)
Strange health gain effect...seems random. Any reason for it?
-------------
Quote:

Angelic Chorus
10 6 30
Melody. While playing this melody allies in earshot recive 50....150% more healing from divine Favour.
(Zitherist)(Inspirational Melodies)
Quote:

Sacred Hymn
10 5 40
Melody. For each seconds, Allies attacks deal an extra 5....15 holy damage
(Zitherist)(Inspirational Melodies)
This is way overpowered. Just imagine: a minion master with 10 minions, and ranger pets, and of course the party members. Assuming 2 warriors, no casters attacking/wanding, one pet, and 10 bone fiends. We're talking about 180 extra damage per attack :P.
-------------
Quote:

Funeral March
5 5 15
Melody. While playing this melody foes withing earshot move 25% faster but take 15....30% more damage from attacks
(Zitherist)(Dangerous Melodies)
Ooh I like this.

Quote:

Fearful Octave
10 8 20
Melody. While active this melody does nothing, when this melody ends foes withing earshot suffer 8 Shadow damage and have a 8% chance to be interrupted for each second it was active
(Zitherist)(Dangerous Melodies)
I'm not sure what you mean by the 8% chance/second to be interrupted...like at the end there's a chance whatever they're doing gets interrupted?
-------------
Quote:

Crescendo (Virtuosity)
15 0 45
Elite Enchantment. For 8....20 seconds the next melody you play gives you a +2 Health regeneration and a +1 energy regeneration, You gain another +1 health for each melody you play after that melody, and a +1 energy for everyother. When crescendo ends you lose 30....15% of you maximum health and energy.
This is really cool!

Quote:
"All together Now"
10 0 20
Shout. For 4....8 seconds the next shout, echo or melody each party member uses heals them for 20....60 health.

The improve skills are supposed to be spamable, kinda like how divine boon is powerfull, but the drain will kill you in the end.
Hmmm I like this. Overall pretty cool suggestions.

Quote:
Originally Posted by gameshoes3003
Tuning
Stance
10 0 45
For 8..21 seconds all melodies last 10-45% longer.
Hmm...Virtuosity already covers that...but it's the only stance. It works (but i changed some numbers).
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Old Sep 12, 2006, 08:56 AM // 08:56   #18
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^ Feel free to correct anything you want its your class

some notes on your notes

Unfinished Symphony - I thought we needed a bit of energy managment there

"Encore" - I know the health gain seems a bit random, but the idea was someone is cheering for you to play the song again...Like an encore, so if you play a simular song its even better...I see its not that clear lol

Sacred Hymn
Bah i realised where i went wrong, how about

Sacred Hymn
10 5 40
Melody. For the duration of the song, Party members attacks deal an extra 5....15 holy damage
(Zitherist)(Inspirational Melodies)

Fearful Octave - you got it in one with the interupts, Thought it may be a bit overpowered - if this song plays through its has a 64% chance! might lower the AoE, unless I reduce it and make it 5% - But fearful lymiric isnt quite as evil hehe
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Old Sep 12, 2006, 01:57 PM // 13:57   #19
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Updated skills (thanks Mr. G and gameshoes3003) and made one icon (which is just a color mixing of Cry of Frustration on Cry of Desire...I know how unoriginal :P)

Keep C&Cing! Suggestions and criticisms welcomed .
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Old Sep 12, 2006, 07:33 PM // 19:33   #20
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well youve roped me in....lets get sum icons done shall we?
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