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Old Jun 13, 2007, 03:34 PM // 15:34   #61
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I think at the least, Anet has shown once and for all that "dumb, passive play" is fine as a competitive option. As Ensign would call it, a variety of play including some very shallow archetypes is actually what they intended to do with nightfall. They only bother to nerf things that seem overused. Ritspike is an insanse, stupid spike, but everyone and their dog stopped running it once it started taking minimal coordination. SF spam is mindless, but is only particularly effective on a few maps. Hexes demolish melee presssure but as far as I can tell from observer, people have brought enough hex-hate and caster-spike-ish builds that hexes are less common and successful. It's still a meta warped by the power of hexes, but not one where hexes are the only things winning, thus they are "OK" balance-wise.

I think they must have M:TG in mind as a model here. 40+ viable Type 2 archetypes, 35 of which take minimal skill to play.
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Old Jun 13, 2007, 03:38 PM // 15:38   #62
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An expected update comes with little to nothing big useful. ATS feels like in beta, people complains about high require for ATS, but that ATS change is insane.
They try to push Hero Battle so hard ( even make player profile with first person is HB player), but then do hardly anything to improve it, while everyone can see it is so broken and boring.
Seriously, I feel like ANet totally gets lost and doesn't know what to do now. They can't decide which is priority, which is need to invest time and effort to improve and keep players to the game.
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Old Jun 13, 2007, 03:54 PM // 15:54   #63
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Heh.

Melee hexes are being monitored? They were last year too. wow. we feel special...

Recall, hmm, lets nerf the crap out of it, so it will be a skill nobody ever uses, instead of making it an elite, as it should be.

Searing flames, Well, it's supposed to make big numbers over the targets head! It's perfectly fine! It makes things go boom, and we like it that way!

shadow prison is overpowered, so lets nerf one if the skills they run the build with, but we'll keep the recharge pretty short.

Smiting prayers suck, so lets reduce the cast time...

If I got anything wrong, Call me. 1-800-Nerfnow...
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Old Jun 13, 2007, 04:20 PM // 16:20   #64
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I cannot believe rit spike isnt being dealt with in any way... a simple skill balance could make HA more bearable until somethings done about killcount. This "skill balance" isnt it. I was so hoping for HA to be based on some skill again. It was so easy to remove, and only maybe one of those skills/builds that annoy, umm anyone with even a minor level of skill, was addressed.
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Old Jun 13, 2007, 04:29 PM // 16:29   #65
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Well.. actually the biggest issue is in AT´s
First idea was to reduce smurfing... and now we will see a lot of smurf guilds in AT. gg Anet.. again. I thing that they still dont know where the problem is and why guilds are not playing AT´s. It is simple.. because of time... 5,5hours online is for hardcore players only.. normal player is online every day let say for 2-3hours? And second problem who will play at midnight?

Probably half of players what i know are looking for new game.. so maybe is really time to quit with GW.. it was fun but it seems end is comming quickly
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Old Jun 13, 2007, 05:50 PM // 17:50   #66
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LOL @ Ensign's post.

Its quite a humorous yet poignant representation of how I and probably most PvPer's feel when they look over these ''balances''.

I like the following changes for the following reasons.

@ Soul Reaping - I think this change goes a very long way in getting rid of the Necro backlines in HA and GvG that rely on spirits being spammed by allies. Now that necros can only gain energy from spirits they control... this is no longer a viable tactic. I have a little sympathy for those who liked this tactic as an alternative to the mainstream monk backlines but in terms of what is 'best' for the game all I have to say to these players is ''learn how to monk now''.

@ Recall - Makes the annoying recall gank much harder and possibly impossible to pull off as effectively. Recall gankers will have to anchor the recall on one of the gankers with the ability to escape well... and to wait for him to withdraw to a safe position before recalling out of harm. I think limiting the recall gank to this tactic makes it far more manageable for the average defensive split than before when the recall gankers could teleport back to the flagstand and create a 8vs5 situation.

@ Expose defenses - its a nice nerf, balances the recharge alongside hex removal recharges. Not sure it was THAT necessary since assas already got quite a big nerf in the last balance update and in conjunction with the recall nerf this makes assa ganks quite significantly more difficult to pull off.

@ Armour buff stacking limit - This is a much needed nerf, it is most relevant to the builds which contain mainly Warrior and Paragons using multiple armour buffs raising their armour levels to over 110-120 each. At this level physical dmg becomes obsolete and pressure becomes negligable.

What could have been done as an alternative would be to add debuffs if armour buffs reach a certain point on certain classes. For example... if a warrior gets armour buffed above 110 or 120 his movement speed is reduced by 5-15%. If a caster gets armour buffed 30-40 above his natural armour level spells take xx% longer to cast. Not so sure about the specific numbers but this kind of cost benefit mechanism would be interesting maybe.

I have concerns for the PvE side of the game, in many areas armour buffed tanks are relied upon in order to soak up the high dmg found in hard mode... dolyak signet alone MIGHT not be adequate. Will have to wait and see if the PvE'ers complain.

@ Mesmer changes (Interrupts) - very good buff... the game lacked a range of counters to the paragons buffs. Only way to counter them was to

1) bring vocal minority and therefore run a hex build to cover it
2) interrupt chants with a ranger or with a limited amount of mesmer skills like Pd or cry
3) kill para

now at least we have a wider selection of interrupts meaning we can more reliably counter paragons without specialising a build to that purpose.

@ Yeti Smash - I have always liked this skill... for the rare times i go PvE... this on a hammer warrior with splinter weapon is so fun! Ive used it a couple of times in HA too for fun.

@ Strength of Honour - hmmm might see some smite bonders being run by the Americans who love their physical dmg builds.

@ Crippling Shot - I have always liked this skill... will be great to see it come back as an alternative to burning arrow. I would like to see it used more in HA too.

@ Weapon of warding - this is now less overpowered if run on rit secondaries now it might be possible to kill flag runners as they approach the stand instead of them being nigh on invincible.

@ Defensive Anthem - This is a good change and bring the skill in line with aegis which also has a 2 second cast. In conjunction with the mesmer interrupt changes this will make dual defensive anthem tank builds less imbalanced.

Things i didnt like

@ Mesmer buffs - illusion skills

Arcane conundrum now affects adjacent foes but with a 20s recharge is this really going to make much difference? In PvE, i supposed mobs do tend to ball up so a well timed casting of this will do wonders against caster mobs. However, in hardmode didnt PvE monsters get a 50% faster cast buff? If so... this might help a little but it wont make a huge impact on the mesmers role in PvE. This is only 1 skill in a skill line that contains mainly Single target spells, With only a couple of AoE spells the illusion line just cant compete with the Elementalist in terms of Mob management.

The clumsiness buff is quite silly imo... im thinking in terms of HA now versus the zaishen. The mesmers are notoriously good at spamming ineptitude and clumsiness on melee characters... ive seen many warriors frenzy themselves to death in my long history in HA. Clumsiness every four seconds... lol
And if 2 or 3 mesmers spawn? /Resign if you run warriors of any kind. 2 mesmers can clumsiness a war every 2 seconds, a 3rd mesmer can make sure a warrior is constantly hitting himself. Imagine what happens if a human team decides to be extremely evil and bring a Manta of Recovery mesmer with clumsiness and signet of clumsiness. Its like choking gas for warriors lol.

Useful in PvE sure... against single targets but mobs of melee char wont be manageable by a clumsiness spammer. Yet in PvP it will be very effective indeed at locking down troublesome melee chars. And its quite uncounterable... apart from diversioning the skill. go go illu mes meta!

@ Spawning Power - I dread to see warmongers weapon with a increased duration. Weapon of warding on a rit primary will be horrible to fight against too.

@ Spiteful Spirit - so when was this needed? We only see 1 elite being run in GvG as it is, if this is being nerfed with regards to PvE since necros now get a more steady stream of energy... think about the impact this will have on PvP. The SS bar is already nrg intensive as it is... and it currently a favoured hex solution to iway and thumperway teams in HA... with steady stance fear me warriors as they are (unnerfed) making the shutdown hexes cost more energy is just a bad idea.

@ Neglected skill balances

steady stance - needs recharge increase or nrg cost increased

searing flames - increase recharge please

Frozen Burst - 1s cast or 12s recharge

Vital Weapon - increase recharge time please and reduce duration

Spirit burn - 10e cost or 10-15s recharge
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Old Jun 13, 2007, 05:58 PM // 17:58   #67
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Absolutely nothing was touched that should've been; ritspike, paraspike (OMGDEFENSIVEANTHEMSCASTTIMEOMG), hexes, assassin spike...then they buff shit like Battle Rage!? Is Izzy this STUPID?!!? Wow, this is the last time. I'm pretty much done with this game. Off to WoW!!!!weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee eee
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Old Jun 13, 2007, 06:26 PM // 18:26   #68
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I was thinking I might start playing the game again after having read the changes to soul reaping and the buff to crippling shot, but then I read....

Quote:
Originally Posted by Ensign
Expose Defenses has a 15s recharge now.
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Old Jun 13, 2007, 07:09 PM // 19:09   #69
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btw does strength of honor stack with conjure?

oh never mind. Who would ever run a smite bonder?
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Old Jun 13, 2007, 08:22 PM // 20:22   #70
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Why would SoH not stack with conjure?
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Old Jun 13, 2007, 08:27 PM // 20:27   #71
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Quote:
Originally Posted by Gaile Grey
Ritualist

* Spawning Power: each rank now adds 2% to weapon spell duration.
* Weapon of Warding: Decreased duration to 3..8 seconds.

We decided to be conservative with Ritualist changes in this update. We continue to monitor them in Heroes' Ascent, and we want to see how the Soul Reaping changes affect them.
since when does soul reaping affect ritualists in HA?

and again, Ensign's post wins this thread.
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Old Jun 13, 2007, 08:45 PM // 20:45   #72
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Unbelievable.

And so I find myself asking the question (Again), "Why do I still play this game?"

Last edited by Sentience; Jun 13, 2007 at 08:52 PM // 20:52..
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Old Jun 13, 2007, 08:55 PM // 20:55   #73
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Quote:
Originally Posted by Lorekeeper
Soul Reaping - I think this change goes a very long way in getting rid of the Necro backlines in HA and GvG that rely on spirits being spammed by allies.
It's a neccessary change. The only place we really saw it in the last few months has been in the HA "poopnthump" archtype. At the very least those builds will switch to Ritualist healers instead of Necro/Rits, which should chop some of the staying power out of the build.

The most that can happen is that the archtype stops being effective, and those players switch to SFWay, Paraway, iWay, or Rit Spike.


Quote:
Originally Posted by Lorekeeper
Recall - Makes the annoying recall gank much harder and possibly impossible to pull off as effectively.
The net effect of the last two changes has been to move the enchantment from the anchor character (the Ritualist or Elementalist) onto the Assassin or /Assassin characters. That's changed a few of the nuances of the tactic (you need to Mirror an Assassin now instead of Shattering the Rit to break the chains, and you can use a Drain on an Assassin who teleports onto you to send him away ala the old Aura Assassins) but really hasn't changed anything. All of the dumb movement invincibility that the skill has always provided is still there and exactly the same. All of the easy powerplays from 1->3 that's always been the problem with the skill work exactly the same.

The previous update to the skill was a clear buff. The recent one put it back the way it was. Three months and two updates with two changes that accomplish absolutely nothing.


Quote:
Originally Posted by Lorekeeper
@ Expose defenses - its a nice nerf, balances the recharge alongside hex removal recharges.
Yes, now hex removal can more easily keep up with Expose Defenses spammed on recharge. Thanks ANet!


Quote:
Originally Posted by Lorekeeper
@ Armour buff stacking limit - This is a much needed nerf, it is most relevant to the builds which contain mainly Warrior and Paragons using multiple armour buffs raising their armour levels to over 110-120 each.
With this change, iWay Paragons will only have 130 armor instead of 150.


Quote:
Originally Posted by Lorekeeper
now at least we have a wider selection of interrupts meaning we can more reliably counter paragons without specialising a build to that purpose.
You can interrupt the chants. You cannot interrupt the shouts or attacks. A typical Paragon has one, possibly two chants on his bar. Against iWay, a Mesmer with Power * interrupts instead of PD (I don't know why you'd do that in HA but bear with me) is no longer nearly as dead since he can interrupt the chants that are cast in his face.

Against GvG Paraway with 5 Paras and 3 Monks, you are a flaming moron if you take your Mesmer off of their Monks to sit on one of the Paragons.


Quote:
Originally Posted by Lorekeeper
hmmm might see some smite bonders being run by the Americans who love their physical dmg builds.
You mean the Strength of Honor / Signet of Removal bonder that was popular in every meta about a month ago? Yeah we might see a bit more of that.


Quote:
Originally Posted by Lorekeeper
@ Weapon of warding - this is now less overpowered if run on rit secondaries now it might be possible to kill flag runners as they approach the stand instead of them being nigh on invincible.
If they haven't gotten with the times and started running Shield of Regen already, yeah, sure. Since that's just better though, hitting one and not the other is more of a 'removing viable alternatives' change than an actual change to gameplay.


Quote:
Originally Posted by Lorekeeper
However, in hardmode didnt PvE monsters get a 50% faster cast buff?
33%


Quote:
Originally Posted by Lorekeeper
With only a couple of AoE spells the illusion line just cant compete with the Elementalist in terms of Mob management.
For physical mob management, the gold standard is Enfeebling Blood - which, conveniently, comes on a package with Reckless Haste and Spiteful Spirit as a hammer.

The gold standard for caster mobs is Broadhead Arrow + Epidemic.

For AoE damage, the gold standard is Searing Flames. The more Searing Flames you already have, the more valuable each additional Searing Flames is.


Quote:
Originally Posted by Lorekeeper
@ Spawning Power - I dread to see warmongers weapon with a increased duration. Weapon of warding on a rit primary will be horrible to fight against too.
Warmongers on a dedicated Channeling guy is one of the real buffs that came from the change (going from 16s to 20s at 16/13). Weapon of Quickening is the other where the duration buff might be relevant.

Weapon of Warding on a Rit Primary was nerfed, period. You still need 14 Restoration to get to an 8s base WoW, which increases to 9 at 4 Spawning and 10 at 10. You need 16 Spawning to get an 11 second WoW, the old duration. Vengeful and Remedy don't care about the duration bump. Splinter and Nightmare still use their charges before the duration expires. Vital lasts forever anyway. The only remotely competitive weapon that might see a buff from this is Warmonger's Weapon, but again only on a dedicated Channeling bar and not on a hybrid Channeling/Restoration bar that those guys usually run. Do you want to drop Restoration for another 4 seconds on your Warmonger's? The change was in no way, shape, or form a buff to weapon Ritualists.


Quote:
Originally Posted by Thomas.knbk
btw does strength of honor stack with conjure?
They do stack, but you don't take advantage of the JI that you'd normally get out of that character as well. When you factor in the +10 vs elemental shield swap they a good player will usually pull out when they see a conjure Warrior, it's not worth keeping the Conjure once you have a smiter in the build.

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Last edited by Ensign; Jun 13, 2007 at 09:06 PM // 21:06..
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Old Jun 13, 2007, 08:56 PM // 20:56   #74
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Quote:
Originally Posted by Thomas.knbk
btw does strength of honor stack with conjure?

oh never mind. Who would ever run a smite bonder?
It does stack with Conjure. Well, in the sense that SoH will buff your base damage and Conjures will act separately ofc. Orders can't cause of physical damage restriction, but there is no such restriction to SoH.

And you don't need a Smite bonder necessarily. A long time ago (before NF!), we buffed our warriors using an E/Mo like this:


Ether Prodigy
Strength of Honor
Judge's Insight
Balt's Aura
Draw Conditions
Ward vs Melee/Foes
GoS
Rez Chant


It was pretty efficient at making 2 warriors really damaging while keeping them clean of conditions and providing a ward to support backline. Dragon Slash with SoH and JI was pretty insane pressure. Ofc Necro Hex and Aegis chains weren't as popular back then...
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Old Jun 13, 2007, 09:10 PM // 21:10   #75
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Can't wait to play my Necro with the new SR 15 second timer. Mash buttons, wait 15 seconds, mash buttons, rinse and repeat.
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Old Jun 13, 2007, 09:53 PM // 21:53   #76
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I still feel everyone cries to much about Hex Pressure.

As for armor buffing why not allow armor buffs to stack but not to exceed 120al. this would allow those mid and backline casters to keep the skills benefit while preventing the War/Para from Gaining uber armor buffs.

The para and Rit I guess we'll just have to deal with them as they are broken mor so by design flaw. Until Anet figures out a way to make a single Rit or Para a Viable template in a 8vs8 builds We will be stuck with the para/rit spikes.
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Old Jun 13, 2007, 11:00 PM // 23:00   #77
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Quote:
We added a cap of +25 to the armor buff when stacking skills. A single skill can still bring the bonus over +25, but multiple skills with smaller bonuses will not do so. Armor bonuses from shields, weapons, insignias and inscriptions are not affected and still stack.
Why do we have warriors again?

So now the dervish (please ignore future spelling mistakes) has everything on the warrior save for knockdowns? About time they killed the warrior (provied that it stays) letting it bleed to death was a little sad me being an old ex-warrior.

PS. Yay for Crip Shot ;P
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Old Jun 13, 2007, 11:14 PM // 23:14   #78
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Might I add, another update but where's my damn new and improved JADE ISLE?
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Old Jun 13, 2007, 11:38 PM // 23:38   #79
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Quote:
Originally Posted by Bebop_time
Would someone mind linking me to this this epic post on skill balances that ensign wrote. Thanks.
See this thread, first post: June 2007 Nerf Wishlist.

There was a slight tweak on the new "improved" SR, posted in the SR thread; basically having it keep track of how many points you have left in Energy, and not wasting hits, but keeping the timer. Someone [read: a Dev with a good head on their shoulders] should take a look at it, and give it a shot. For the lazy : here it is. If that was already posted here, I guess I missed it--sorry.
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Old Jun 14, 2007, 12:59 AM // 00:59   #80
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Quote:
Originally Posted by Ensign
The most that can happen is that the archtype stops being effective, and those players switch to SFWay, Paraway, iWay, or Rit Spike.
In terms of HA... this reduces the gimmick builds we have to face by about 2... no more icy veins or spiritway. Searing flames and rit spike remain as powerful as ever. The parabuilds have been dying out due to the dual defensive anthem balanced builds being run by many balanced players. The parateams are also the weakest in terms of relic runs out of all the gimmick builds.

Past few weeks have seen an upsurge in zergway related builds... so i predict 3 builds to become the staple HA meta after this update, disregarding any possible new gimmick builds.

Rit spike r/n or n/a versions
Searing flames
zergway variations

with regards to new gimmick builds - well unless they make some more interesting buffs or nerfs in addition to the ones already seen here i dont expect to see any 6 man Shockwave spikes any time soon.

Quote:
Originally Posted by Ensign
The previous update to the skill was a clear buff. The recent one put it back the way it was. Three months and two updates with two changes that accomplish absolutely nothing.
But surely having to stay within radar range of the anchor makes the base ganking less viable? Even on druids isle the guild lord area is about 1.5-2 radars away... so anchoring recall on a flag stand ally will not allow the ganker the range to reach deep into the enemy base.

At least this method of gank is not viable right?

The strength of recall now is the ability for the gankers to anchor on a escape artist... so in a team of 3... 2 assassins will anchor recall on the 3rd ally... be it a rit or emo or w/e... the 3 of them go gank the base or flagger. Enemy team sends back a defensive split... the anchor makes a hasty retreat while the 2 assassins keep the defense busy. Anchor moves towards flag stand and assassins recall to anchor and jump on flag stand team.

Isnt this the only tactic viable for recall gankers? Snaring the anchor would therefore be the solution. They cant anchor anyone on the flag stand unless they only intend on ganking a flag runner a radar away. If they want to gank a base anchoring the flag stand wont work.

Quote:
Originally Posted by Ensign
You can interrupt the chants. You cannot interrupt the shouts or attacks. A typical Paragon has one, possibly two chants on his bar. Against iWay, a Mesmer with Power * interrupts instead of PD (I don't know why you'd do that in HA but bear with me) is no longer nearly as dead since he can interrupt the chants that are cast in his face.

Against GvG Paraway with 5 Paras and 3 Monks, you are a flaming moron if you take your Mesmer off of their Monks to sit on one of the Paragons.
Well in HA the only chants that needs to be interrupted (if necessity is the right word) are defensive anthem and perhaps song of concentration. Anthem of flame being interrupted would be nice too since its usually used to refresh aggressive refrain. Fact of the matter is, and you are right in saying so in GvG, is that our mesmer rarely babysits paragons with PD... the job of countering the paragons offense is down to other players in the team. However, just having the choice to interrupt chants is always a good thing. And i know for a fact that the ghostly hero is going to annoy some paragons in the future. I just cant see the dual defensive anthem paras being as widely used in HA as they are no because of this update. Who knows maybe out of pure stubborness people will hold onto them. The combination of the armour buff nerf and the nerf to defensive anthem makes their role dubious. since these are the main reason why they are run in HA. Monks just might have to get better! Shock horror!
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