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Old Apr 24, 2007, 03:14 AM // 03:14   #1
Pre-Searing Cadet
 
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Default Dedicated Guild looking to start GvG... Please rate build.

Ok, our guild wants to start competitive GvG. We've been talking and training about 2 weeks now, and now we want to start. We are not complete noobs with these builds, as we have scrimmaged each other and alliance for a long time now, practicing our roles.

We now have a fundamental grasp on GvG tactics, such as splits, positioning, etc.

We are ready to hop into competitive GvG, and see where we get. This is our team build, could any experts here please rate and review?

Frontline-

AoM Dervish - D/W
12+1+2 Mysticism - 12+1 Scythe Mastery
Avatar of Melandru (E)
Wearying Strike
Mystic Sweep
Wild Blow
Crippling Sweep
Watchful Intervention
Heart of Fury
Ressurection Signet

Role- Activate AoM, watchful intervention, and heart of fury. Pressure casters, and spike with Wearying Strike > Mystic Sweep > Wild Blow. Use crippling sweep against kiters.

Crippling Slash Warrior- W/Mo
12+1+1 Swordsmanship - 12+1 Strength
Crippling Slash (E)
Gash
Final Thrust
Bull's Strike
Mending Touch
Frenzy
Rush > Or Enraging Charge
Ressurection Signet

Role- Use frenzy to build up adrenaline and spike, canceling with rush if under fire. Use mending touch to remove conditions. Cripple the enemy with crippling slash, and spike with Gash > FT, assuming target is already bleeding since we have 2 warriors that constantly inflict bleeding.

Magehunter Strike Sword Spiker
Swordsmanship 12+1+1 - Strength 12+1
Sever Artery
Gash
Final Thrust
Magehunter Strike
Frenzy
Enraging Rush > Rush
Ressurection Signet

Goal- Frenzy to build up adrenaline, rush or enraging charge to cancel. Whenever either or both warriors have adrenaline, coordinate a spike with the dervish. Spike chain is Gash > Final Thrust > Magehunter Strike. Magehunter strike is like protector's strike, meaning it a 1/2 second "Spike" activation time and does not follow normal swings. This allows for an enormous spike of damage. 70 + DW + 100 + 60 in 2 seconds.


Midline-

Ether Prodigy Flag Runner- E/Mo
10+1 Air Magic - 10+1 Energy Storage- 10 Healing Prayers
Storm Djinn's Haste
Ether Prodigy (E)
Heal Party
Extinguish >>> Or Mending Touch >>> Or Draw Conditions
Lightning Orb
Lightning Strike
Healing Breeze (For Running)
Ressurection Signet

Role- Run flags with SDH and Healing Breeze for sticky situations. While not running flags, support your party by spamming extinguish and heal party with energy from ether prodigy. Lightning orb and lightning strike should be used to help spikes.

Expel Hexes/Domination Mesmer-
12+1+1 Domination - 11+1 Fast Casting - 5 Air
Expel Hexes (E)
Diversion
Glyph of Lesser Energy
Gale
Shatter Enchantment
Spiritual Pain > Power Spike
Shame
Ressurection Chant

Role- Remove hex stacks with expel hexes. Use diversion on opponents spamming skills. Gale is used during a spike on a monk, and Shatter Enchantment > Spiritual Pain will be the main spiking skills, although interrupts can replace spiritual pain instead. Shame can also be used to temporarily shut down a monk, and drain his energy.

Blinding Surge Elementalist
12+1+1 Air Magic - 12+1 Energy Storage
Blinding Surge (E)
Lightning Orb
Lightning Strike
Glyph of Lesser Energy
Gale
Aura of Restoration
Air Attunement
Ressurection Signet

Role- Keep enemy melee blinded with blinding surge. Interrupt key skills with gale, or knock down monks during a spike. Use Lightning Orb and Lightning Strike to assist a spike.


Backline-

ZB Monk- Mo/Me
Protection Prayers- 11+1 - Divine Favor 11+1 - Healing Prayers 8+1
Zealous Benediction (E)
Reversal of Fortune
Gift of Health
Dismiss Condition
Protective Spirit
Channeling
Aegis
Holy Veil

LoD/Infuse Monk - Mo/Me
12+1+1 Healing Prayers - 10+1 Divine Favor - 8+1 Protection Prayers
Light of Deliverance (E)
Infuse Health
Reversal of Fortune
Dwayna's Kiss
Holy Veil
Channeling
Aegis
Dismiss Condition



Does this team build sound good? We are going to practice practice practice with it. Our goal for our guild is to achieve the top 400. Do you guys think that with hard work and dedication that is a realistic goal, with this build?

Please rate and criticize, but NO FLAMING, PLEASE
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Old Apr 24, 2007, 05:38 AM // 05:38   #2
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Change Magehunter Strike and Channeling (both) to something else and you've got a very nice adrenaline spike build.
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Old Apr 24, 2007, 06:38 AM // 06:38   #3
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same as thomas here. magehunter's isnt that great of a skill. protector's strike seems to fit a similar role, but probably does it better, and isnt elite.

dont really see the need for channeling on the monks. if you are getting good enough returns to warrant using it, something is probably wrong with your positioning. i like mo/a in their place, but whatever yall feel comfortable with. you could probably still get away with running GoLE; lots have moved away from it, but it still serves its purpose almost just as well as before.

i would probably switch your runner up from spike assist to more snare oriented. i would think that an air ele and a dom mes would probably be enough for spike assist. better to add another dimension to your build. think you would get more use out of him, but this is more of a personal opinion than a matter of fact. i would also think that you could probably drop the sig on the runner as well. you have 4 sigs and a hard rez floating around, i think that would be enough.

everything else looks fine, aside from a few personal preferences on a couple of skill choices (WB and WI -> dash and d dagger, Expel -> HEV, ZB -> RC, AoRest -> anything), it looks good.
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Old Apr 24, 2007, 09:00 AM // 09:00   #4
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Location: At home
Profession: Mo/
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Quote:
Originally Posted by penguinious
Expel Hexes/Domination Mesmer-
12+1+1 Domination - 11+1 Fast Casting - 5 Air
Expel Hexes (E)
Diversion
Glyph of Lesser Energy
Gale
Shatter Enchantment
Spiritual Pain > Power Spike
Shame
Ressurection Chant
You're going to have to change this, you can't take Res chant on a Me/E and you can't take GoLE and Gale on a Me/Mo.. for the rest, i agree with the above posters.
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Old Apr 24, 2007, 12:37 PM // 12:37   #5
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Join Date: Sep 2005
Guild: Team Flamingo [FFs]
Profession: E/Mo
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Quote:
Originally Posted by penguinious
Midline-

Ether Prodigy Flag Runner- E/Mo
10+1 Air Magic - 10+1 Energy Storage- 10 Healing Prayers
Storm Djinn's Haste
Ether Prodigy (E)
Heal Party
Extinguish >>> Or Mending Touch >>> Or Draw Conditions
Lightning Orb
Lightning Strike
Healing Breeze (For Running)
Ressurection Signet

Role- Run flags with SDH and Healing Breeze for sticky situations. While not running flags, support your party by spamming extinguish and heal party with energy from ether prodigy. Lightning orb and lightning strike should be used to help spikes.
Take out ressurection signet, bring mending touch.

You may also want to consider switching this up to a water runner, much better suited for the current meta, especially since you already have an air ele in the build. Of course from the looks of your build it's most suited to fighting 8v8 (IE on Burning Isle), it wouldn't be too big of a deal. However, a water runner would give quite a bit of versatility in the build. You could do something like: Icy Shackles, Freezing Gust, Ice Spikes (If you still want some spiking power), Blurred Vision, GoLE/Attune, Weapon of Warding, Weilders Boon, and Armor of Mist. If you feel you need to keep it with EProd and HP, maybe like Freezing Gust, Ice Spikes, Blurred Vision, EProd, HP, Healing Breeze, Mending Touch, Armor of Mist


Quote:
Blinding Surge Elementalist
12+1+1 Air Magic - 12+1 Energy Storage
Blinding Surge (E)
Lightning Orb
Lightning Strike
Glyph of Lesser Energy
Gale
Aura of Restoration
Air Attunement
Ressurection Signet

Role- Keep enemy melee blinded with blinding surge. Interrupt key skills with gale, or knock down monks during a spike. Use Lightning Orb and Lightning Strike to assist a spike.
I'd recommend adding some extra utility on this bar. Consider taking out Aura of Restoration for Convert Hexes to help deal with all the hex builds going around. You may also want to consider putting a Draw Conditions on him, instead of one of the energy managments (either attune or GoLE). Also, if you want to keep your Mesmer /E, you may want to put Glyph Sac and Res Chant on him.

By the way, as for the role of this character, he shouldn't be trying to constantly blind the warriors. He should focus on catching them as they unload their adrenaline. It will take a bit of practice, but it's key in keeping the ele as efficient as possible.

Last edited by Trevor; Apr 24, 2007 at 12:42 PM // 12:42..
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Old Apr 24, 2007, 02:58 PM // 14:58   #6
Krytan Explorer
 
Join Date: Jan 2006
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The build looks ok overall, but here are a few suggestions:

I would change the derv to a D/A with disrupting dagger + dash + banishing strike instead of wild, crip, and faithful. Dash is more reliable and useful than a cripple imo (especially with a cripslash) and ddagger is a cheap, spammable interrupt. No wild hurts, but imo D/A is stronger.

Perhaps consider dropping mending touch for heal sig. A warrior cannot sustain the cost of mtouch for long (and if you have an RC, there is no need 8v8 and in splits, your ranger can touch you). Reduc runes and heal sig will help you split, which is a necessity in this meta imo.

I believe you should drop the third warrior for a BA ranger. Three warriors makes for a predictable spike, and imo the BA can still spike competently (BA + savage) while adding so much more overall. The BA also adds a lot of splitting power as well as the ability to dshot aegis, wards, and so on that gives 3 physical builds trouble.

I recommend bflash and mending touch on the runner over sig and extinguish. There WILL be times where the runner needs to protect himself against a sin, ranger, or other split and those skills will help the most. And dual blinds 8v8 will irritate the hell out of people.

I would rework the mesmer. I propose a Me/W - 9+1 fast cast, 9 tactics, 12+2 dom. Bar: pleak, burn, shatter, diversion, shame, EXPEL, disciplined stance, sig. This has the same primary function as your mesmer, but is much more durable (and you know the other team will rampage on a mesmer the whole match). It loses the gale and eman, but adds survivability and a dangerous interrupt. Energy will be tight, but as long as they don't waste it mindlessly spamming diversion you should manage.

The air ele looks ok, but I would drop sig + aura for gyph sac and res chant.

I also suggest a rework of the monks. You shouldn't need LOD with a HP spammer. This means you should run two prots. I suggest a RC and a divert. RC - 12+1 divine, 12+2 prot, 3 deadly - sigdev, RC, rof, sb, soa, mend touch, deny, return. Divert: 10+1 divine, 10+2 prot, 11+1 heal - goh, prot spirit, rof, shielding hands, mend touch, DIVERT, gle, aegis. These monks will reduce a lot more damage overall while also providing good antihex and anticondi. The HP can clean up the incidental damage.

The single aegis is used during pushes. The gole powers your diverts and such. You don't have an aegis chain, but each of your softies as a tool to defend himself and you have two prots and a HP spammer, plush the aegis as you push into the lord area or w/e.

My suggestions push you away from adren spike and more towards balance, but I think that is a good change overall. I also added a lot more interrupts. Its my general philosophy that smart players can turn interrupts into wins. I further believe adding in flexibility to the build (more splittability and more ability to pressure/disrupt) will give you more options and thus more wins.

Take it for what its worth.
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Old Apr 24, 2007, 10:21 PM // 22:21   #7
Pre-Searing Cadet
 
Join Date: Mar 2007
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Thanks for the suggestions, guys. I made a new team build now, same basic characters with some changes. Major changes are I changed the AoM dervish and the crip slash warrior to assassin secondaries, for disrupting dagger and dash, as utility.

I changed the ZB Monk to a RC Monk, and changed them to /E for GoLE. I changed the ether prodigy runner to a Weapon of Remedy Ritualist Support Runner/Ganker.

I added switched out the magehunter strike warrior for a Devastating Hammer KD Warrior, with mending touch.

I gave the Blinding Surge Ele a GoS + Ressurection Chant over AoR.

I gave the mesmer mirror of disenchantment over gale for aegis and tainted flesh, and gave him power return instead of spiritual pain.

I gave both monks signet of devotion, to better conserve energy for non-spike heals.


AoM Dervish - D/A
Role: Frontline Melee Spiker
12+1+2 Mysticism - 11+1 Scythe Mastery - 6 Deadly Arts
Avatar of Melandru (E)
Wearying Strike
Mystic Sweep
Wild Blow
Crippling Dagger
Disrupting Dagger
Zealous Renewal
Heart of Fury


Crippling Slash Warrior- W/A
Role : Frontline Melee Spiker/Crippler
12+1+1 Swordsmanship - 12+1 Strength
Crippling Slash (E)
Gash
Final Thrust
Bull's Strike
Disrupting Dagger
Frenzy
Dash
Ressurection Signet

Devastating Hammer Warrior- W/Mo
Role : Frontline melee spiker/Knockdown
Hammer Mastery 12+1+2 - Strength 12+1
Devastating Hammer (E)
Crushing Blow
Fierce Blow
Bull's Strike
Frenzy
Rush
Mending Touch
Ressurection Signet


Midline-

WoR Support Runner- Rt/A
Role: Assist healing and run flags.
12+1+1 Restoration - 12+1 Channeling- Deadly Arts 3
Weapon of Remedy (E)
Vengeful Weapon
Soothing Memories
Resilient Weapon
Channeled Strike
Generous was Tsungrai
Dash
Disrupting Dagger


Expel Hexes/Domination Mesmer- Me/E
Role: Hex remover, critical enchantment remover, and spike assist.
12+1+1 Domination - 12+1 Fast Casting -
Expel Hexes (E)
Diversion
Glyph of Lesser Energy
Shatter Enchantment
Mirror of Disenchantment
Power Return
Shame
Ressurection Signet

Blinding Surge Elementalist - E/Mo
Role: Blindbot/Support Spiker. Also can gale monks during an adrenaline spike.
12+1+1 Air Magic - 12+1 Energy Storage
Blinding Surge (E)
Lightning Orb
Lightning Strike
Glyph of Lesser Energy
Glyph of Sacrifice
Gale
Air Attunement
Ressurection Chant

Backline-

RC Monk- Mo/E
Protection Prayers- 12+1+1 - Divine Favor 11+1
Restore Condition (E)
Reversal of Fortune
Signet of Devotion
Shield of Absorbtion
Dismiss Condition
Holy Veil
GoLE
Aegis


LoD/Infuse - Mo/E
Healing 12+1+1 - Divine Favor 10+1 - Protection 8+1
Reversal of Fortune
Light of Deliverance (E)
Infuse Health
Dismiss Condition
Signet of Devotion
Holy Veil
GoLE
Aegis
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Old Apr 24, 2007, 10:22 PM // 22:22   #8
Pre-Searing Cadet
 
Join Date: Mar 2007
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Thanks for the suggestions, guys. I made a new team build now, same basic characters with some changes. Major changes are I changed the AoM dervish and the crip slash warrior to assassin secondaries, for disrupting dagger and dash, as utility.

I changed the ZB Monk to a RC Monk, and changed them to /E for GoLE. I changed the ether prodigy runner to a Weapon of Remedy Ritualist Support Runner/Ganker.

I added switched out the magehunter strike warrior for a Devastating Hammer KD Warrior, with mending touch.

I gave the Blinding Surge Ele a GoS + Ressurection Chant over AoR.

I gave the mesmer mirror of disenchantment over gale for aegis and tainted flesh, and gave him power return instead of spiritual pain.

I gave both monks signet of devotion, to better conserve energy for non-spike heals.


AoM Dervish - D/A
Role: Frontline Melee Spiker
12+1+2 Mysticism - 11+1 Scythe Mastery - 6 Deadly Arts
Avatar of Melandru (E)
Wearying Strike
Mystic Sweep
Rez Signet
Disrupting Dagger
Dash

Zealous Renewal
Heart of Fury


Crippling Slash Warrior- W/A
Role : Frontline Melee Spiker/Crippler
12+1+1 Swordsmanship - 12+1 Strength
Crippling Slash (E)
Gash
Final Thrust
Bull's Strike
Disrupting Dagger
Frenzy
Dash
Ressurection Signet

Devastating Hammer Warrior- W/Mo
Role : Frontline melee spiker/Knockdown
Hammer Mastery 12+1+2 - Strength 12+1
Devastating Hammer (E)
Crushing Blow
Fierce Blow
Bull's Strike
Frenzy
Rush
Mending Touch
Ressurection Signet


Midline-

WoR Support Runner- Rt/A
Role: Assist healing and run flags.
12+1+1 Restoration - 12+1 Channeling- Deadly Arts 3
Weapon of Remedy (E)
Vengeful Weapon
Soothing Memories
Resilient Weapon
Channeled Strike
Generous was Tsungrai
Dash
Disrupting Dagger


Expel Hexes/Domination Mesmer- Me/E
Role: Hex remover, critical enchantment remover, and spike assist.
12+1+1 Domination - 12+1 Fast Casting -
Expel Hexes (E)
Diversion
Glyph of Lesser Energy
Shatter Enchantment
Mirror of Disenchantment
Power Return
Shame
Ressurection Signet

Blinding Surge Elementalist - E/Mo
Role: Blindbot/Support Spiker. Also can gale monks during an adrenaline spike.
12+1+1 Air Magic - 12+1 Energy Storage
Blinding Surge (E)
Lightning Orb
Lightning Strike
Glyph of Lesser Energy
Glyph of Sacrifice
Gale
Air Attunement
Ressurection Chant

Backline-

RC Monk- Mo/E
Protection Prayers- 12+1+1 - Divine Favor 11+1
Restore Condition (E)
Reversal of Fortune
Signet of Devotion
Shield of Absorbtion
Dismiss Condition
Holy Veil
GoLE
Aegis


LoD/Infuse - Mo/E
Healing 12+1+1 - Divine Favor 10+1 - Protection 8+1
Reversal of Fortune
Light of Deliverance (E)
Infuse Health
Dismiss Condition
Signet of Devotion
Holy Veil
GoLE
Aegis
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Old Apr 25, 2007, 10:59 PM // 22:59   #9
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Join Date: Oct 2005
Location: Finland
Guild: Kuningas Kunta [Pipi]
Profession: Mo/
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I agree most changes that Blame The Monks suggested except for monks. IMO Gift of the Health is too good to miss with rc, and if you want to use Signet of Devotion, Deny Hexes is more powerful than Holy Veil. Atleast in current meta where there is much hexes. Also Infuse Health is almost nessesity at current meta.

Penguinos don't put Dismiss Condition on Rc monk. It should be enough if you have draw cond or dismiss on your other monk. Also your current infuser dies to spikes. You have very little spike protection if they spike your infuser. Also Protective Spirit is pretty damn good when someone of your team gets dp.

My suggestion for monk duo if you use ep/hp runner and want to keep aegis chain.

Mo/E RC
Prot 12+1+1 Div 9+1 Heal 9+1
GoH
RC
RoF
Spirit Bond
SoD
Deny Hexes
GoLE
Aegis

Mo/E infuse
Prot 12+1+1 Heal 10+1 Divine 8+1
ZB or Divert Hexes
Infuse Health
PS
RoF
Shielding Hands/Guardian/Shield of Absorbtion
Draw or Dismiss Conditions
GoLE
Aegis

Or if you want to try more mobile monks take /A and Dark Escape and Return instead of GoLE and Aegis

Edit: About spike's predictability if you don't use teleporting it doesn't matter if you have 2 or 3 or even 4 melee spikers. If their monks know how to watch spikes they will see them coming despite the number of spikers. Also if you have 3 melee spikers you can have 1 of them spike their infuser with spike. It gives their infuser some more headache and perhaps lets you to kill their infuser or real spike target easier.

Edit2: Forgot about Shield of Deflection. It is pretty good also so it is one more option for infuser elite.

Last edited by MaaKotka; Apr 25, 2007 at 11:16 PM // 23:16..
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Old Apr 26, 2007, 08:32 PM // 20:32   #10
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Guild: Hoser Down[HD]
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Would agree with Maakotka. The monk bars need a bit of changing.
Gift simply needs to be on your prot monk bar.

Take Deny over veil if your running other divine skills as the meta is fairly hex heavy.

Fit in PS and SB.
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Old May 04, 2007, 01:28 AM // 01:28   #11
Frost Gate Guardian
 
Join Date: Jan 2006
Guild: OhNo quitted too active gvg
Profession: W/E
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Here is my opinion, follow it carefully before knocking something out
Lightning strike is useless.
U need more enchant removals.
U need wildblow in current meta.


AoM Dervish - D/W
Role: Frontline Melee Spiker
12+1+1 (no majors on derwish pls) Mysticism - 12+1 Scythe Mastery
Avatar of Melandru (E)
Wearying Strike
Mystic Sweep
Rez Signet
Wild Blow
Rush
Bull's Strike / Cippling Sweep
Heart of Fury


Crippling Slash Warrior- W/Mo
Role : Frontline Melee Spiker/Crippler/Soloer
12+1+1 Swordsmanship - 8+1 Strength - Tactics 10+1
Crippling Slash (E)
Gash
Final Thrust
Disrupting Blow
Frenzy
Sprint
Mending touch
Healing Signet

Devastating Hammer Warrior- W/Mo
Role : Frontline melee spiker/Knockdown
Hammer Mastery 12+1+1 (no majors escpesially for hammer warrior) - Strength 12+1
Back Breaker
Crushing Blow
Mighty Blow
Bull's Strike
Flail
Enraging Charge
Rush
Resurrection Signet

Midline-

Emo Runner
12+1+1 Water - 8+1 energy Storage 10 Protection Prayers
Freezing Gust
Ice Spikes
Blurred Vision
Water Attunement
Glyph Of Lesser Energy
Mending Touch
Shield Of Regeneration
Armor Of Mist / Strom Djinn's Haste

Domination Mesmer- Me/Mo
Mesmer :P
12+1+1 Domination - 10+1 Fast Casting - Isnpiration Magic
Mantra Of Recovery
Energy Burn
Shatter Enchantment
Drain Enchantment
Power Drain
Diversion
Power Leak
Resurrection Chant

Blinding Surge Elementalist - E/Mo
Role: Blindbot/Support Spiker. Also can gale monks during an adrenaline spike.
12+1+1 Air Magic - 8 Water Magic - 10+1 Energy Storage
Blinding Surge (E)
Lightning Orb
Draw Conditions
Glyph of Lesser Energy
Convert Hexes
Freezing Gust MAIN TEAM SNARES!!!
Air Attunement
Ressurection Signet

Backline-

RC Monk- Mo/A
Protection Prayers- 11+1+1 - Divine Favor 10+1 10+1 Heal
Restore Condition (E)
Reversal of Fortune
Gift Of Health
Shield of Absorbtion
Dismiss Condition
Holy Veil
Spirit Bond
Return

LoD/Infuse - Mo/A
Healing 12+1+1 - Divine Favor 10+1 - Protection 8+1
Signet Of Rejuvenation
Light of Deliverance (E)
Infuse Health
Dismiss Condition
Protective Spirit
Holy Veil
Orison Of Healing
Return
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