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Old Jan 01, 2008, 11:36 AM // 11:36   #281
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Quote:
Originally Posted by BFG
[skill]Elemental Attunement[/skill][skill]Fire Attunement[/skill]

Have you given thought to running a dual attunement build? While you maintain the attunements, you return 80% of the energy cost of each fire magic spell that you cast. With 4 pips of energy regen, you'll maintain a healthy energy level and can cast like there's no tomorrow.
Before sabway, i was running 3 dual attune rodgort spamming heroes. Mobs died in less than 30 secs, but my team was very fragile too with just monk / rit hench.
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Old Jan 01, 2008, 01:36 PM // 13:36   #282
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Hey, when playing as a ranger, whats should you put on your heroes?
if you want to do some good dmg, maybe using ranger heroes too? maybe B/P?
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Old Jan 01, 2008, 04:28 PM // 16:28   #283
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Quote:
Originally Posted by fanatic 's faith
Hey, when playing as a ranger, whats should you put on your heroes?
if you want to do some good dmg, maybe using ranger heroes too? maybe B/P?
You could run the 3necro bar and barrage with splinter weapon or interrupter. B/P could work though.

On a side note: I'm a necro and I want to do dungeons in order to get maxed out titles. For this build what would I use for tanking, myself?
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Old Jan 02, 2008, 08:53 AM // 08:53   #284
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Like mentioned before, if you're a Necro, play the Curse build yourself, and use the third hero slot for the zone you're playing.

Fire Ele, BHA Ranger, Splinter Barrage, Paragon, all work for different maps.

I like this, as I'm a Necro, but have trouble with 4-man HM zones like Diessa, Flame Temple, and Dragon's Gullet.
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Old Jan 02, 2008, 01:45 PM // 13:45   #285
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Quote:
Originally Posted by Nyree
After reading a lot of good things about Sab's Build, i gave it a try.

I can say that it worked pretty well, but i had some problems with the minion masters hero.

When engaging battles, after aggroing, the minion masters almost every time stayed behind healing and not aggroing with his minions... whem that happened, i always had to flag the minion master closer for the minions attack. Of course, whem the enemy group have lots of melee characters, i don't have this problem, but whem they have lots of ranged or spell caster, i have to do this. I guess i'll try to diferent skills instead of the healing ones on the minion masters skill bar.
I have found by backing up after aggro-ing causes the minions to run forward...

-T
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Old Jan 03, 2008, 12:38 AM // 00:38   #286
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Quote:
Originally Posted by fanatic 's faith
Hey, when playing as a ranger, whats should you put on your heroes?
if you want to do some good dmg, maybe using ranger heroes too? maybe B/P?
Playing a BHA ranger covers the bases that the 3 necro build does not, ive always thought that it lacks only 2 things, Hex removal and interupts, you provide one of them, add in Mhenlo in there and you're sailing.

Either that or barrage to benefit from the Splinter which the WoR necro throws around.

I like to add Rapid Fire into the BHA build so as to benefit from splinter arrow, but Apply is usually better.
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Old Jan 03, 2008, 02:27 PM // 14:27   #287
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mm The Builds are nice Great job sab Vanguished Whole ascalon with those. (me SS Olias MM MASter of whisp another SS and Livia As N/rt healer..) and it worked gerat!
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Old Jan 03, 2008, 10:26 PM // 22:26   #288
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Please sticky this whole thread. Or maybe repost SAB's original builds and sticky it. It'll fix about HALF the threads/requests in this sub-forum.

Anyhow, I wanted to post my findings using SABs 3-necro build. I have been using them with an assassin, Paragon, and Necro class as the player.

Assassin = I use standard SAB build - except I bring a little blood magic on the MM and give him the damage redirect skill. At work so I can't remember name now. Dark bond or something. 75% of damage taken redirected to minions. I usually drop the Res skill to do this.

Paragon = I usually drop the N/Rt healer and run a Searing Flames Ele. This increases damage, and my paragon is party support with SY!, WY!, ToF! and TNTF!. Works very nicely.

Necromancer = I have tried running as a second curser, and also to run two hero MMs and be the curser. Best result I can find is this: Party Support MM. The build is on PVX. Heroes don't quite run it correctly. Instead of fleshy, I bring jagged bones. So, the Player + Heroes = 4 necros (2 MM, 1 curse, 1 Restoration). 3 of the necros are SAB build, except on the hero MM, I bring dark bond the blood skill that redirects damage. I do NOT want him to die. If anything, he needs to be the last one to die. The second MM is a dwayna's blessing MM. Right before each battle, cast dwaynas blessing on the 20 minions standing around. When they charge in, if they get popped by an Ele AOE, no worries. Your party just got healed for 35 health for each minion that died. And, a lot of the minions who just died will respawn as jagged horrors.

I have found the right equipment to _drastically_ improve the necromancer's performance.

I usually use tormentors insignia on all armor pieces. In addition, I always use a superior rune in the primary attribute, at least a minor vigor rune, and always always buff soul reaping with at least 1 point. The weapons are also super important:
On the MM bombers, use a poisoness "i have the power" weapon of enchanting, and a 20/20 hct/hsr focus item, as well as a 25% faster corpe exploit insignia (i put it on the hands).
On the restoration necro, I put a 40/40 HCT/HSR setup. His real power lies in having a quickly regenerating mana pool. take advantage of that! the only way he can pump out spells is if he casts them quickly and recharges them quickly.
On the curse necro, I usually use a Heavy (33% longer weakness) "i have the power" weapon of Defense and a 20/20 hct/hsr focus.

Finally, on my build I run a party support Necro. Jagged Bones, Animate minions, death bomb enchant (at work, don't care to remember name), dwayna's enchant with big aoe (minion dies = +35 party health), infuse condition, draw conditions, pain inverter (incredibly fast kill for eles who nuke my minions), and blood of the master. Poisoness +5energy weapon of enchanting, 20/20 focus.

What I've seen it result in is a 15 to 20 minion army, constant health, constant explosions, near condition immunity, near permanent enemy poison and weakness.

For variety, I'll play the curses necro, and load the supportive MM on a hero. As always, I take pain inverter.


So what I'm saying is:
Be sure to equip those necros. The down and dirty method is 40/40 hct/hsr. I prefer to armor them a little and find that increased enchant duration on the Prot MM is very nice. I've run them with shields as well, and that seems to work nicely as well.


For Henchies I usually try to bring AOE hench and some healers. AOE hench = earth or fire builds. Works amazingly. Minions swarm in, and go boom, and the monsters are trapped in the mob, and that's when the meteor shower hits. Lovely.

Last thing:

I _never_ bring radiant insignias when playing Necros and there's a MM around. Energy storage will not be the problem. Using the energy up is always the problem.
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Old Jan 04, 2008, 04:04 PM // 16:04   #289
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Quote:
Originally Posted by Uundamp
Necromancer = I have tried running as a second curser, and also to run two hero MMs and be the curser.
I usually run with myself as the curser and bring something that does aoe damage (Rodgort's + MB ele or Channelling rit). In some areas I'll bring a [wiki]Spoil Victor[/wiki] build and bring the hero curser. IMO, I use curses way more effectively than the hero does.

Quote:
Originally Posted by Uundamp
I usually use tormentors insignia on all armor pieces.
Don't you get eaten up in areas with heavy holy damage? I run tormentor's on my main toon, but there are areas where I have to trade it out for other armor. Since I don't like constantly trading insigias on my heros, I wouldn't put it on them. I'd also recommend using the Minion Master's insignia on the bomber. He'll almost always have at least 3 minions (+10 armor), and often will have 5 or more (+15 armor). I do agree that you should bring one bloodstained insignia on the MM (on gloves, boots, or headpiece).
Since the N/Rt healer is using an item spell, Herald's insignia might work.
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Old Jan 04, 2008, 11:21 PM // 23:21   #290
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Excellent build, it has helped my clear both tyria and elona on HM, working on Catha.

For those who play ranger, heres what I run

[skill]Burning Arrow[/skill] [skill]Sloth Hunter's Shot[/skill][skill]Distracting Shot[/skill][skill]Read the Wind[/skill][skill]"Finish Him!"[/skill][skill]Smooth Criminal[/skill][skill]Pain Inverter[/skill][skill]Throw Dirt[/skill]

Now I have max norn and Asura titles but still PvE skills are quit devestating. Sometimes ill replace Burning with prepared, or throw with savage. But in general I can usually lead with sloth, follow with burning and land finish him shortly after. Also I will something go monk secondary and bring mending touch, but rarly have I needed to do so.

There are several instances were the build needed to be changed up, like in dunes were I wanted to get both bonus and mission in one run and needed to to use the necro telport trick, but overall the above build has got me through most missions with ease.

Last edited by BoondockSaint; Jan 04, 2008 at 11:27 PM // 23:27..
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Old Jan 05, 2008, 03:08 AM // 03:08   #291
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Quote:
Originally Posted by Uundamp
Please sticky this whole thread. Or maybe repost SAB's original builds and sticky it. It'll fix about HALF the threads/requests in this sub-forum.

Anyhow, I wanted to post my findings using SABs 3-necro build. I have been using them with an assassin, Paragon, and Necro class as the player.

Assassin = I use standard SAB build - except I bring a little blood magic on the MM and give him the damage redirect skill. At work so I can't remember name now. Dark bond or something. 75% of damage taken redirected to minions. I usually drop the Res skill to do this.

Paragon = I usually drop the N/Rt healer and run a Searing Flames Ele. This increases damage, and my paragon is party support with SY!, WY!, ToF! and TNTF!. Works very nicely.

Necromancer = I have tried running as a second curser, and also to run two hero MMs and be the curser. Best result I can find is this: Party Support MM. The build is on PVX. Heroes don't quite run it correctly. Instead of fleshy, I bring jagged bones. So, the Player + Heroes = 4 necros (2 MM, 1 curse, 1 Restoration). 3 of the necros are SAB build, except on the hero MM, I bring dark bond the blood skill that redirects damage. I do NOT want him to die. If anything, he needs to be the last one to die. The second MM is a dwayna's blessing MM. Right before each battle, cast dwaynas blessing on the 20 minions standing around. When they charge in, if they get popped by an Ele AOE, no worries. Your party just got healed for 35 health for each minion that died. And, a lot of the minions who just died will respawn as jagged horrors.

I have found the right equipment to _drastically_ improve the necromancer's performance.

I usually use tormentors insignia on all armor pieces. In addition, I always use a superior rune in the primary attribute, at least a minor vigor rune, and always always buff soul reaping with at least 1 point. The weapons are also super important:
On the MM bombers, use a poisoness "i have the power" weapon of enchanting, and a 20/20 hct/hsr focus item, as well as a 25% faster corpe exploit insignia (i put it on the hands).
On the restoration necro, I put a 40/40 HCT/HSR setup. His real power lies in having a quickly regenerating mana pool. take advantage of that! the only way he can pump out spells is if he casts them quickly and recharges them quickly.
On the curse necro, I usually use a Heavy (33% longer weakness) "i have the power" weapon of Defense and a 20/20 hct/hsr focus.

Finally, on my build I run a party support Necro. Jagged Bones, Animate minions, death bomb enchant (at work, don't care to remember name), dwayna's enchant with big aoe (minion dies = +35 party health), infuse condition, draw conditions, pain inverter (incredibly fast kill for eles who nuke my minions), and blood of the master. Poisoness +5energy weapon of enchanting, 20/20 focus.

What I've seen it result in is a 15 to 20 minion army, constant health, constant explosions, near condition immunity, near permanent enemy poison and weakness.

For variety, I'll play the curses necro, and load the supportive MM on a hero. As always, I take pain inverter.


So what I'm saying is:
Be sure to equip those necros. The down and dirty method is 40/40 hct/hsr. I prefer to armor them a little and find that increased enchant duration on the Prot MM is very nice. I've run them with shields as well, and that seems to work nicely as well.


For Henchies I usually try to bring AOE hench and some healers. AOE hench = earth or fire builds. Works amazingly. Minions swarm in, and go boom, and the monsters are trapped in the mob, and that's when the meteor shower hits. Lovely.

Last thing:

I _never_ bring radiant insignias when playing Necros and there's a MM around. Energy storage will not be the problem. Using the energy up is always the problem.
I wanted to post one more VERY important update:

USE SPEARS FOR MELEE WEAPONS ON CASTER HEROES!

This will keep them in the midline/backline if you choose to use weapons and focus/shield.

Sword/axe is fail on hero necros (and monks, and others). They charge right up and die (even in avoid combat).

Just dumped 3 ele swords and 2 chaos axes I had on my caster heroes because of this epiphany - and wow... I am loving the difference!

To the previous response to my post:
Thanks for the tip - I'll bring minion master insignia on the MMs and try it out, what a great idea. And no, i don't get eaten alive. I only use armor to help against the high damage hits (HM ele bosses AOE). And in that case, if it is holy damage, the 10 more armor will negate more damage than the -2/-4/-6 increase to the damage from holy. Just my thoughts on it. Also, not a lot of holy damage in PvE.

Last edited by Uundamp; Jan 05, 2008 at 03:11 AM // 03:11..
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Old Jan 06, 2008, 05:14 AM // 05:14   #292
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Quote:
Originally Posted by Sab
This is basically a cut-down version of the HA Jagged Bones build. You don't need to micro anything, it's pretty much PvE on auto pilot. (used this to vanquish the Jungle by the way, this should work well anywhere else.)

Updated version:

N/Rt
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Enfeebling Blood[/skill][skill]Barbs[/skill][skill]Rip Enchantment[/skill][skill]Mark of Pain[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill]

Curses: 12+1+1
Soul Reaping: 12+1

[SS Necro;OAhCY8xTeQoZHKD7OLRVN5C]


N/Rt
[skill]Weapon of Remedy[/skill][skill]Splinter Weapon[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Protective was Kaolai[/skill][skill]Life[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill]

Soul Reaping: 8+1+1
Restoration Magic: 12
Channeling Magic: 10

[WoR Necro Healer;OAhjYghsoOYbMm0cyNMHnV1kLA]


N/Mo
[skill]Jagged Bones[/skill][skill]Animate Bone Minions[/skill][skill]Death Nova[/skill][skill]Blood of the Master[/skill][skill]Extinguish[/skill][skill]Protective Spirit[/skill][skill]Aegis[/skill][skill]Signet of Lost Souls[/skill]

Death Magic: 12+1+1 or 12+1+3
Soul Reaping: 9+1
Protection Prayers: 9

[Jagged MM;OANDUslfOL1qAeAN86qHBkqK]


Original version:
sab, i love you. seriously

anyway, ive been using this and theres only a few things ive ever changed.
first, the jagged bones bar works better in most areas by replacing two of the monk skills with [skill]remove hex[/skill] and [skill]dismiss condition[/skill]

second, the SS bar really isnt relied upon by the other two, so you can easily switch it to something like N/E for a warder or Rodgort spam/SF(what ive been using in snowmen dungeon)

and thank you sab
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Old Jan 08, 2008, 08:21 PM // 20:21   #293
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SAB is my Hero!!!!!!

I've used this build ALOT. Thank you.
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Old Jan 09, 2008, 12:23 AM // 00:23   #294
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For sab's build, I used someone elses idea and instead of splinter weapon on the healer I use ancestor's rage. Also the SS necro I decided to put in ancestor's rage over mark of pain. Mainly because when you target an enemy it goes down quickly and unless you have a lot of melee enemies all grouped up it hardly works out.

Heroes are also really good with spamming ancestor's rage on minions/ allies/ whatever is close to enough enemies.

Also, if things are all dying too quick for the ss to be effective. You could consider icy veins, rising bile and other hexes that cause damage when enemies die. Should be pretty effective.

Last edited by MercenaryKnight; Jan 09, 2008 at 12:36 AM // 00:36..
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Old Jan 09, 2008, 01:42 AM // 01:42   #295
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Quote:
Originally Posted by Coloneh

second, the SS bar really isnt relied upon by the other two, so you can easily switch it to something like N/E for a warder or Rodgort spam/SF(what ive been using in snowmen dungeon)

and thank you sab
The MM isnt massive damage on its own. Thats the whole point of the SS hero. "Synergizing" remember? Skills like Barbs and Mark of Pain make the minions deadly. Grrrrrrr! some people.
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Old Jan 12, 2008, 01:15 AM // 01:15   #296
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i was wondering why wouldnt u swap out WoR for Spirit Light Weapon it seems like it was out do by alot in healing and u have enough nrg between ur item spell and mend body and soul idk though some one give me some input on it i run that it runs much better then WoR
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Old Jan 12, 2008, 02:36 AM // 02:36   #297
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Quote:
Originally Posted by tblade
i was wondering why wouldnt u swap out WoR for Spirit Light Weapon it seems like it was out do by alot in healing and u have enough nrg between ur item spell and mend body and soul idk though some one give me some input on it i run that it runs much better then WoR
WoR is probably better for the quick cast time but I like Spirit Light Weapon because I also use Wielder's Boon. Combining the two with Weapon of Warding give you a fast casting high number heal.
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Old Jan 12, 2008, 03:08 PM // 15:08   #298
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I use WoR as its best as a quick heal, whereas with SLW if its cast on a frontliner it procludes the use of Splinter on them.
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Old Jan 13, 2008, 08:53 AM // 08:53   #299
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Thank you for that team build Sab, I've been able to vanquish even Eastern Frontier in an hour, and I had a very unlucky aggro at one time (3 healers, 6 hammer warriors).

I did change it slightly though.

I exchanged

[skill]Weapon of Remedy[/skill][skill]Vengeful Weapon[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Protective Was Kaolai[/skill][skill]Life[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill]

with

[skill]Weapon of Remedy[/skill][skill]Vengeful Weapon[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Life[/skill][skill]Death Pact Signet[/skill]

Restoration: 12+1+3
Spawning: 12+3
[Vanquishing Ritualist;OACiEykMhtR8INN5UGOOB+lcBA]

That way I could use a two necro + 1 rit setup. And my rit doesn't run out of energy because of the "Energetic was Lee Sa".

In the MM build, I swapped one skill out. I noticed she never ran out of corpses, so I removed [skill]Blood of the Master[/skill] and added [skill]Consume Corpse[/skill]

And I've even used them doing the Elusive Golemancer quest/mission in Eye of the North. In Hard Mode. And though Livia (who is my MM) didn't have much corpses (only some teammembers once in a while) I was able to do it without trouble. She does help the monks with the protective spirit and aegis if she doesn't have minions to care about. (I brought her there because I always have trouble getting to the mission location at the first place, a MM is very handy on the way from the city to the dungeon)
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Old Jan 13, 2008, 12:44 PM // 12:44   #300
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Quote:
Originally Posted by Lady Rhonwyn
Thank you for that team build Sab, I've been able to vanquish even Eastern Frontier in an hour, and I had a very unlucky aggro at one time (3 healers, 6 hammer warriors).

I did change it slightly though.

I exchanged

[skill]Weapon of Remedy[/skill][skill]Vengeful Weapon[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Protective Was Kaolai[/skill][skill]Life[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill]

with

[skill]Weapon of Remedy[/skill][skill]Vengeful Weapon[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Life[/skill][skill]Death Pact Signet[/skill]

Restoration: 12+1+3
Spawning: 12+3
[Vanquishing Ritualist;OACiEykMhtR8INN5UGOOB+lcBA]

That way I could use a two necro + 1 rit setup. And my rit doesn't run out of energy because of the "Energetic was Lee Sa".

In the MM build, I swapped one skill out. I noticed she never ran out of corpses, so I removed [skill]Blood of the Master[/skill] and added [skill]Consume Corpse[/skill]

And I've even used them doing the Elusive Golemancer quest/mission in Eye of the North. In Hard Mode. And though Livia (who is my MM) didn't have much corpses (only some teammembers once in a while) I was able to do it without trouble. She does help the monks with the protective spirit and aegis if she doesn't have minions to care about. (I brought her there because I always have trouble getting to the mission location at the first place, a MM is very handy on the way from the city to the dungeon)
Double superior runes are sign of failure. minor's are enough for that.
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