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Old Nov 16, 2005, 01:28 AM // 01:28   #1
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Default Ideas for the New Assassin Profession

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Soo, I guess the general reaction is "thumbs up" to the Assassin?

If you have a chance to see the actual magazine, it's really a lovely layout, and I think the concept art is terrific. Play Magazine produces really nice publications -- heck, even the print quality and paper is nice!

We'll have more to say about Nika in the near future. And of course, your ideas and suggestions are welcome on this new profession!
That post was made by no over then the famous Gaile Gray.

The Assassin is the first class that is expected to come however as you can see above devopment of it is still not done.

Perhap Anet needs help in creative ideas for this profession.

Post any good ideas for Skills, Weaponary, etc for this new Profession.

I only ask that you don't say Assassin is too cheap, stupid or any other degrading comment on here and that you don't Flame others ideas but you can say kindly "Sry that won't work because..." and possible mybe help others in making their ideas come to Life. Can a Mod help me inforce this plz?

Ok Post away!

P.S. I forgot to say look at the picture from http://www.guildwarsguru.com/forum/s...ad.php?t=80410 if you look closely there is text that show a few thing this profession will have. One of them being DUEL WIELDING

Last edited by Guardian of the Light; Nov 16, 2005 at 01:30 AM // 01:30..
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Old Nov 16, 2005, 01:39 AM // 01:39   #2
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I would like to contribute my ancient but extensive Dual-Wielding thread. It's older than a lot of people on this forum. :O
http://www.guildwarsguru.com/forum/s...ead.php?t=3441
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Old Nov 16, 2005, 03:10 AM // 03:10   #3
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While not going too in depth, I would like to offer up some suggestions.

While the above linked discussion was all right, it was a little too much like saying, It all has to be this way.

Dual Wileding should definately be an option for assassins.

I would add several short or light weaponrs choices. Daggers, short/light sword weapons such as scimitars(i know the game already has these)

Maybe the weapons that are currently in the game should be looked at.
Warrior weapons are generally low talent high strength chopping and bashing.

I would make any weapon that takes finess, rapier, scimitar, and commit it to assassins.

When DW largeer weapons, 2 rapiers or scimitars, the offhand should have a 50% or so drawback(attribute bonuses and allowances not withstanding), but someone wielding a Rapier and a dagger would be all at 100% damage rating.

You could use offhands such as garotte(sp?) ether soaked rag, things of that nature.

I would also add crossbows for rogue/assassins, and give them a skill set jsut for projectiles(could be substituted with throwing spikes or caltrops or slings), or make all those weapons usable with a missile attribute/skillset.

Alot of skills could use undodgable if hidden, or if hidden(see skills below)

Skill ideas:

Ignore armor(or do a % on armor reduction)
Invisibility/cloaking while standing still
Invisibility/cloaking while on the run
Attacking while moving
Double and tripple hits.
A variety of grapple attacks.
A skill/skill set that lets you move over/around objects that others cannot. I don't know how feasible this would be using game mechanics, but I see alot of hills that we "should" be able to walk up but can't.
Dodging, sidestepping, a large varity of skills that completely avoid incoming damage(for short periods)
Poisons, of several varieties. Paralasis, blindness, slowing, knockdown, bleeding, so on and so forth.
A stunning skillset, that allows the newly defunct AOE's to operate like a knockdown with longtime effects(or a poison effect)

One trap that would be specifically neat would be to bait a Rangers trap with poisoned food

Low AC, high magic resistance armors. Lower life, higher mana/blue bar, because you'd imagine someone to be frail, and rely on skills to not take damage.

I'm sure I'll be adding to this.


I'm just tossing idea's, and I meant no offense to someone who put forth the time and effort such as the above. I'm just recognizing the fact that I will take no actual part in game design or rules, and therfore only theorize on things an assassin should/could possibly do in a game such as guildwars.
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Old Nov 16, 2005, 03:27 AM // 03:27   #4
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An interesting skill would be like,

Back Stab
Attribute: Katar Mastery, or whatever the weapon the assassin will use.
Range: Melee
Cost: 6 hits of Adenaline
If target foe is blind, you strike for +1-15 damage with +10-30 armor penatration.

Or something of that like.

Last edited by Murder In China; Nov 16, 2005 at 03:39 AM // 03:39..
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Old Nov 16, 2005, 03:33 AM // 03:33   #5
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Great Ideas but I also think we should be focusing on Skill Ideas because its more likey that those ideas will be needed. But thanks for the many ideas that balance Duel Weilding, after all everyone really wants it but can also see a few cheap things coming of it.

I'd like these skills

Poisen Dagger
Attribute: (I don't know)
Range: Regular Cast distance
Casting time: 1
Energy Cost: 5
If Poisen Dagger hits your target takes 5-10 damage and is poisened for 9-19 seconds.
(Fell free to change it around but I want the damage to be mostly from a length poisen and not the itial damage)

Black Poisen Gas
(refers in Batman begins with that guy using the gas that mad people panic)
Range: Melee
Casting time: 5
Energy Cost: 15
You spray Black Poisen Gas on target foe. Once Black Poisen Gas hits your target is Dazaled for 5-12 secs. While Casting this spell you are easily intrupted.
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Old Nov 16, 2005, 03:55 AM // 03:55   #6
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ive got several assasin skill ideas:

Disarm

Hide
You hide behind an ally from the next attack on u. The damage is dealt on the ally and it is reduced by 0%-30%.

umm.. im in schl now and my time is up ill probably complete this afterwards.
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Old Nov 16, 2005, 03:57 AM // 03:57   #7
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Assassin weapons:
- Daggers
- Basic Light Double-Edged Short Swords
- Projectiles
- Bare Hands
- Gauntlets or Claws (yes real weapons, much like brass nukles but sharper)

Assassin Equipment:
- All sorts of camoflauge
- Light
- Weak and Flimsy compared to real armour
- Distraction devices

Going by the above you could form the basic armour, weaponry, and some basic skills or primary attribute.

Armour:
- Would be in the 60-75 AL range.
- Inate Evasion (Bonus for armour) or Dark/Light Absorption*.
- Probably designed to allow superb movement while offering some stealth.
- Base Color probably dark blue or black/silver.

*Dark/Light Absorption: One, there is no current such defense. Two, the stereotypical martial art training is centered around mind over matter and the repelance of dark energy (We can draw this from Japanese Oni and the customs around it).

Weapons:
- Dual Swords/Claws/Daggers/etc...
- No Shield
- Damage: Physical or Magical
- Projectiles, one handed allow for use of off-hand.

Primary Attribute: (Taken from basic assassin training)
- I could see something along the lines of either:
-- Stealth, as was mentioned before. Something like fading off the radar and LoS.
or
-- Speed; needs a better name but something like Strength turned to a boost in movement speed and evasion/attack rate.

Ok... I am done for now. If the above are liked I can keep going.
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Old Nov 16, 2005, 04:11 AM // 04:11   #8
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here's the stalker/assassin class i posted a few days ago:
http://www.guildwarsguru.com/forum/s...hlight=stalker
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Old Nov 16, 2005, 04:15 AM // 04:15   #9
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Assassins... lets see.. I can see a type of poison weapon skill, a few blinding types, crippling attacks, and dazed would be great. I could see possible combos including a blind, and then +damage if blind attacks.

Assassins in my eyes are quick, so maybe their primary could be a type of stealth/speed attribute.. Points in it lower the size of your aggro bubble, and also give you a set bonus to run speed or atk speed. Offset skills from this could maybe be an AOE blinding or dazed elite.. or even the "Shadow Step" as said in the article, which could be an "Invisible for (2-8) seconds" type of deal, but eh.

As for weapons, I'd love to see dual katars or daggers, possibly with masteries for those types of weapons. Included in those attribute lines could be a Whirling Defense type of skill, like Dagger Parry or something, and an offshoot of Poison Arrow, Poison Dagger.

Back to weaponry, I can maybe see a kind of "hand to hand" weapon class that consists of all types of katars (katar, claw, cesta, hand scythe), daggers (dagger, dirk, stiletto, parrying daggers), and maybe Kohaku's chain scythe from Inu Yasha (a Kusarigama).
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Old Nov 16, 2005, 04:17 AM // 04:17   #10
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Assassin's Cloak

Cloak For 5-15 you can not be viewed on the radar and are invisible to ememies (can't see them in PvP). Assassin's Cloaks ends if you use a skill or attack.

I think if something like is in it should have a seperate catagory like my suggested Cloak and a skill would counter it like.

Light of all seeing

All Cloaks end and no cloaks can be cast for 10-15 sec.

This would be cool in the missions because mybe Niki could tell the others that she needs THEM to kill the Guys with this skill so she can sneak by and kill a leader or something.
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Old Nov 16, 2005, 04:37 AM // 04:37   #11
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Quote:
Originally Posted by Guardian of the Light
Assassin's Cloak

Cloak For 5-15 you can not be viewed on the radar and are invisible to ememies (can't see them in PvP). Assassin's Cloaks ends if you use a skill or attack.

I think if something like is in it should have a seperate catagory like my suggested Cloak and a skill would counter it like.

Light of all seeing

All Cloaks end and no cloaks can be cast for 10-15 sec.

This would be cool in the missions because mybe Niki could tell the others that she needs THEM to kill the Guys with this skill so she can sneak by and kill a leader or something.
For turning invisible, if an attack cancels, I would say you become visible after the attack, lag or glitches could turn you visible before the attack.

For light of all seeing, you could do something like throw darkenss, like lamp black in a powder form, coats anadversary if it hits, turning him black, or disables him from going invisible for a period of time, maybe with possibility of blindness.
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Old Nov 16, 2005, 05:03 AM // 05:03   #12
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*dual wielding*
how bout making the second hand weapons all be completely different and only be able to wield them in the second hand (like a focus)? this would allow for 2 new types of weapons to be introduced, and possibly lead to having warrior main weapons (axe,sword.. etc) and a dagger for the second. could make for some very interesting combinations across classes.

*armour*
i believe that the stealth shouldnt be implemented as a skill, but in the armour. it could have stats something like this:

Armor: 65 or 70 (about what it should be because they are still a melee class)
+3-5 energy (glads style +2)
25% chance to evade an attack (would vary across armours, much like the energy levels on mesmer armour etc. if you were to increase this amount, you would either lose energy or AL, not sure which)

*skills*
this class should be PACKED with damaging evasive stances, like whirling defense (ranger.) should also have a few key knockdown skills, along with: blinding (blinding strike, blind target foe for 5-20 seconds and deal only 1-16 damage)
bleeding (fury strikes, strike twice at target. for each successful hit, target foe bleeds for 3-15 extra seconds)
weakness (knock out blow, strike foe in chest. target beacomes weak, and is knocked down for 1-4 seconds)
crippling (leg sweep, target is knocked down and becomes crippled for 5-20 seconds)
and possibly dazed (strafing blow, strafe behind target foe and strike head. target becomes dazed. this attack does only 1-16 damage)

*attributes*
illusion: (primary attribute) skills used for evasion (stances) and shielding self/others
weaponry: is linked to many skills that use the weapons for damage
fist fighting: linked to skills that use fists, mostly called "punch", or "blow"
recovery: take a guess! the classes VERY LIGHT healing skills come from here


my 2gp on this topic
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Old Nov 16, 2005, 05:16 AM // 05:16   #13
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Chameleon Your character's armor "skin" is transformed to one of several colors/patterns that can allow you to blend into the environment. In PvE this essentially decreases the chance to aggro the enemy. In PvP you're just harder to see. e.g. in the jungle your armor becomes green with a pattern that helps you blend into the environment.

Perhaps the quality of "blend skin" improves with the quality of armor.
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Old Nov 16, 2005, 06:11 AM // 06:11   #14
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I think the Assassin's theme should be condition first, then massive damage.

So, blind, deep wound, or cripple, then one attack that covers each condition.

Also there should be things to improve speed like 50% for ohh... 5 secs? Then the first attack you do from this super fast condition does 3X damage or something.

The assassin should be an in and out massive damage, non-repeatable, physically weak, condition inflicting character.

No magic!!!
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Old Nov 16, 2005, 06:41 AM // 06:41   #15
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Guys guys. Think ninja.


Flashbang.
Skill. 10 Energy. 30 Recharge
All enemies currently targeting you can no longer target you for 5-15 seconds.


Silent Step
Stance 10 Energy 45 Recharge
For 10-20 seconds you do not aggro enemies.

Infiltration
Shout 10 Energy 30 Recharge
For 5-10 seconds all allies in the area will not trigger traps.

Red Lotus
Skill 15 Recharge 20 Recharge
If attack lands. Deal additional 10-40 damage with 25% Armor Penetration. Target suffers from bleeding, cripple, deep wound for 5-15 seconds.
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Old Nov 16, 2005, 06:42 AM // 06:42   #16
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75 armor +10 vs physical armor

its subpar warrior but not too far for melee combat.

attributes.

throwing weapons: increase dmg done by thrown weapons. (potions, star, ect..)

(insert weapon name) mastery: increase dmg done by (weapon) and chance for critical

dexterity: chance to "evade" or "block" an attack increases by 3% each point.

i'm blank:

i'm blank:


that's all i could think about for now. the primary attribute i am more care more about than the skills. natural ability to evade and block attacks seems right for the assassin. their armor is a little less than warriors so they will take more dmg but get hit less. i think that is something very important if this is going to be a form of melee class that most people hope it to be. hopefully they give us that option by using a melee weapon and throwing weapons. aoe potions like blind or exploding potions. i'm liking the condition affect you could pull from that. i couldn't think of anything else but if does have 2 weapons types then the assassin should have 4 attributes.
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Old Nov 16, 2005, 06:48 AM // 06:48   #17
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As it stands now (I.E. not knowing hardly anything except the basic concept and how ANet has designed the other classes), I think the Assassin could be a very interesting class to play as. Personally, I could care less about dual wielding of weapons but have my own ideas as to how the Assassin should be played. I'll give you a quick run-down of them here:

Attributes:

Evasion (primary only): Increases run speed by 1% per level and makes skills that involve dodging and escape more effective

Melee (daggers, knives, short swords, etc.): Increases damage dealt with melee weapons and effectiveness of counterattacks

Missile (throwing knives, darts, shuriken, blowguns, etc.): Increases damage done with missile weapons and the effectiveness of skills involving their use

Provision: Increases effectiveness of healing skills and other techniques that supplement combat

Armor:

AL: 65-70 with a small boost (10?) vs. Physical attacks

Energy:

4 pips but no foci or energy increasing items created for the Assassin class

Play Style:

The Assassin will rely on a series of condition causing attacks and counterattacks that impede the enemy but don’t last long requiring them to renew them relatively frequently.

Melee attacks won’t have much as far as bonus damage but should cause conditions that impede their target’s effectiveness (Ex. Face Rake – If this attack hits, target foe takes X damage and is blinded for X seconds or Knee Strike – If this attack hits target foe is crippled for X seconds or Deadly Feint – If this attack hits, target foe begins bleeding for X seconds. This attack cannot be “Blocked” or “Evaded” or Headbutt – If this attack hits, all your target’s skills are disabled for 1-3 seconds) Another aspect of melee combat would be counterattacks which would rely on your opponent attacking in order for you to use the skill (Ex. Throw – For 5 seconds, block the melee attack you are hit with. If an attack is blocked, the attacking foe takes X damage and is knocked down or Cross-counter: For 5 seconds evade the next melee attack that would hit you. Attacking foe takes +X damage or Sweep – For 5 seconds you evade the next melee attack that would hit you. If you evade an attack in this way, the attacker becomes crippled for X seconds). These stances would of course have a reasonable reset time so that they cannot be spammed.

Missile attacks will have a short range (roughly that of Ice Spear or Point Blank Shot) and won’t do as much damage as melee attacks but will but will focus more on interrupts and other condition causing attacks (Ex. Headshot – Interrupt target foes action. If that action was a spell the target becomes dazed for 3-5 seconds or Thigh Strike – if this attack hits, target becomes crippled for X seconds or Dust Bomb – if this attack hits, target becomes blinded for X seconds.) These attacks would have slightly faster reset times allowing the Assassin to keep applying them as necessary until their energy runs out.

The Provision skills will truly allow the Assassin to cause problems. Skills under this category should include some sort of healing skills along with preparations or attacks that cause health degeneration or some other combat related debuff. These skills will apply to both melee and missile attacks (Ex. Poison Blade – If your next attack hits, struck foe becomes poisoned for X seconds or Soothing Blade - If your next attack hits, struck foe suffers from weakness for X seconds or Serrated Blade - If your next attack hits, struck foe suffers from bleeding for X seconds or Acid Blade - If your next attack hits, struck foe’s attack speed is reduced by X% for X seconds.) Examples of healing skills may include Tourniquet – If touched target ally is suffering from bleeding, they stop bleeding and Tourniquet replaces bleeding for the reminder of the condition. While under the influence of a Tourniquet, combat and movement speed are reduced 20% or Healing Tonic – Regain X health. Other miscallenious skills that might be included under this attribute might be something like Chokehold - For X seconds touched target foe cannot move or use skills but neither can you.

Evasion will allow for the Assassin to get in close enough to their targets to do their damage with minimal risk. There should be skills that allow for both projectile and melee evasion (though not at the same time) along with maybe 1 or 2 speed increasing (running) skills. An elite skill that might fit into this category could be a stealth/camouflage skill that made the user partially transparent for X seconds, removed their blip from the radar and shorten the agro range of nearby monsters to that character. The skill should end prematurely if the user moves from the point of casting.

Sorry if this bored anyone, but I think that this is basically how the Assassin should play out in my opinion. I would also be nice if the beginning of the PvE game was different but maybe tied into the original story line along the way if there isn’t enough content to max out the character in the new areas (around Lion’s Arch maybe?).

Besides this, I think the other ideas of a Telekinetic/Clairvoyant, Shape Shifter or Alchemist would be interesting additions to the game as well.

Last edited by Turbo Wombat; Nov 16, 2005 at 06:54 AM // 06:54..
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Old Nov 16, 2005, 09:29 AM // 09:29   #18
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I just had a peculiar idea that I think might make an assassin class rather neat, and not just a warrior knockoff with less armor.

What if assassins had a number of skills that only work as long as nobody else is messing with your target? Then a typical assassin build would be somewhat inferior to other offense classes when it comes to ganging up on the enemy in the usual way, but could slip off to harass or disable Monk A while the rest of the team is focusing fire on Monk B.

It would give assassins a definitely distinct role, and perhaps make a bit more sense thematically. I'm not entirely sure how well it would work out in PVE, though, and of course it's just a very rough idea at this point.

Any thoughts?
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Old Nov 16, 2005, 12:06 PM // 12:06   #19
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Some good ideas here, makes for interesting reading . I'd like to encourage everyone to think a little outside-the-box ... we're talking about C2 here, so that means you are not necessarily limited to existing game mechanics for suggesting ideas.

How inventive are you? Keep in mind, however, that the Assassin will be just like the existing Professions in that skills and attributes should have a use for both PvE and PvP.

Last edited by Alex Weekes; Nov 16, 2005 at 12:08 PM // 12:08..
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Old Nov 16, 2005, 12:43 PM // 12:43   #20
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ok to continue my previous post.

Sneak Techniques
Disarm
Disarm the enemy for 1-4 seconds. When disarmed, enemies do not deal weapon's damage, gain benefits from weapon's modifications nor use weapon skills.

Elite Skill: Deep Slash
Attacks for +5-15 damage. If if this attack strikes a Disarmed foe, the enemy suffers from deep wound and bleeding for 8-18 seconds.

Sneak and Slash
Sneak up on a target foe and attack. If this attack hits a foe from the back, target foe is knockdowned and an additional 5-15 damage is dealt.

Elite Skill: Chain Slash
Attack a target foe for +5-15 damage. If there is another foe standing near targeted foe, assasin sneaks up on the other foe and does a sneak attack.
Sneak attacks cannot be avoided or blocked.


Assasination Skills
Tactical Cut
If this attack hits a foe with 50-70% health, target foe is crippled and bleeds for 10-18 seconds.

Tactical Slash
If this attack hits a foe with 40-50% health, it deals +30-50 damage.

Power Slash
Deals an attack which hits for +12-+25 damage.

Tactical Hit
If this attack hits a foe with 30-40% health, attack hits for +20-30 damage and the foe is interupted.

Tactical Trust
If this attack hits a foe with 60-80% health, the attack deals +20-30 damage and target foe is knockdowned.

Elite: Unleash
Deals an attack which strikes for +5-20 damage and the next skill requires no andreline to cast.

These skills which requires health percentage to use will be difficult to master but will be very powerful. (i suggested these on my Shadow Master class suggestion and thought it would be very suitable for assasins as assasins are skillful and strong pple. They study the situation before assasinating, therefore for these skills, the assasin has to study the condition(health) of the foe before the skill can work.

i think that the assasin shld have an attribute called Sneaking Techniques. Under this attribute would be sneaking skills and sneak attack skills (sneak attacks canot be avoided or blocked). In order for assasins not to overpower warriors, if warrior is using Wary Stance, all sneak skills on warrior will fail.
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