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Old Aug 27, 2006, 05:23 PM // 17:23   #1
Krytan Explorer
 
Join Date: Jul 2005
Location: Canada, Ontario
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Default 'DoG' Balanced Build

This build was made by my Guild and I. We use it for Hero's Accent and for GvG sometimes. This build works well, even with PUGs. I managed to get over 10 fame in one hour with this build. Please do not take this build and post it else where saying that it's your own. I'm posting this build in an attempt to create a new FoTM (sadly enough). There is an explaination on how to use this build below.

Roles Needed:

RC Prot
Need 1

Monk/Mesmer
Level: 20

Divine Favor: 10 (9+1)
Protection Prayers: 16 (12+4)
Inspiration Magic: 9

Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 55 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1

Restore Condition [Elite] (Protection Prayers)
Remove all Conditions (Poison, disease, Blindness, dazed, bleed, Crippled, and Deep Wound) from target other ally. That ally is healed 74 for each Condition removed.
Energy:5 Cast:0.75 Recharge:2

Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 84.
Energy:5 Cast:0.25 Recharge:2

Guardian (Protection Prayers)
For 5 seconds, target ally has a 52% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25

Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 10 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

Channeling (Inspiration Magic)
For 37 seconds, whenever you cast a Spell, you gain 1 Energy from each foe in the area.
Energy:5 Cast:1 Recharge:15

Resurrect (Monk other)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy.
Energy:10 Cast:6 Recharge:5

Bonding Monk
Need 1

Monk/Mesmer
Level: 20

Divine Favor: 13 (11+2)
Protection Prayers: 15 (12+3)
Inspiration Magic: 6

Life Bond (Protection Prayers)
While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 30 points.
Energy:10 Cast:2 Recharge:0

Shield of Deflection [Elite] (Protection Prayers)
For 6 seconds, target ally has a 75% chance to Evade attacks and gains 30 AL.
Energy:10 Cast:1 Recharge:5

Guardian (Protection Prayers)
For 5 seconds, target ally has a 50% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

Mend Ailment (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally. That ally is healed for 70 points for each remaining Condition.
Energy:5 Cast:0.75 Recharge:5

Mantra of Inscriptions (Inspiration Magic)
For 54 seconds, your Signets recharge 35% faster.
Energy:10 Cast:0 Recharge:20

Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 8 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

Blessed Signet (Divine Favor)
For each Enchantment you are maintaining, you gain 3 Energy (maximum 21).
Energy:0 Cast:2 Recharge:10

Resurrect (Monk other)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy.
Energy:10 Cast:6 Recharge:5

Shock Warrior
Need 2

Warrior/Elementalist
Level: 20

Strength: 5 (4+1)
Axe Mastery: 15 (12+3)
Tactics: 12 (11+1)
Air Magic: 5

Eviscerate [Elite] (Axe Mastery)
If Eviscerate hits, you strike for +40 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 20 seconds.
Adrenaline:8

Axe Rake (Axe Mastery)
If this attack hits a foe suffering from a Deep Wound, you strike for +10 damage, and that foe becomes Crippled for 15 seconds.
Adrenaline:7

Shock (Air Magic)
Target touched foe is struck for 27 lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:5 Cast:0.75 Recharge:10

Swift Chop (Axe Mastery)
If this attack hits, you strike for +20 damage. If Swift Chop is "blocked," your target suffers a Deep Wound for 20 seconds and takes an additional 20 damage. Swift Chop cannot be "evaded."
Energy:5 Cast:0 Recharge:4

"To The Limit!" (Tactics)
For each foe within earshot (maximum 5), you gain one strike of adrenaline.
Energy:5 Cast:0 Recharge:20

Berserker Stance (Strength)
For 7 seconds, you attack 33% faster and gain 20% more adrenaline each time you hit in melee. Berserker Stance ends if you use a skill.
Energy:5 Cast:0 Recharge:30

Healing Signet (Tactics)
You gain 130 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Echo Nuker
Need 2

Elementalist/Mesmer
Level: 20

Energy Storage: 11 (10+1)
Fire Magic: 16 (12+4)
Inspiration Magic: 8

Aura of Restoration (Energy Storage)
For 60 seconds, you are healed for 334% of the Energy cost each time you cast a Spell.
Energy:10 Cast:0.25 Recharge:5

Fire Attunement (Fire Magic)
For 62 seconds, you are attuned to Fire. You gain 30% of the Energy cost of the Spell each time you use Fire Magic.
Energy:10 Cast:2 Recharge:45

Arcane Echo (Mesmer other)
If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.
Energy:15 Cast:2 Recharge:30

Meteor Shower (Fire Magic)
Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 119 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion.
Energy:25 Cast:5 Recharge:60

Fireball (Fire Magic)
Target foe and all adjancent foes are struck for 119 fire damage.
Energy:10 Cast:2 Recharge:7

Mind Burn [Elite] (Fire Magic)
Target foe takes 63 fire damages. If you have more Energy than target foe, that foe suffers takes an additional 63 fire damage and is set on fire for 7 seconds. This Spell causes exhaustion.
Energy:15 Cast:1 Recharge:10

Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 16 Energy.
Energy:10 Cast:1 Recharge:25

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Healing Monk
Need 1

Monk/Mesmer
Level: 20

Divine Favor: 11 (9+2)
Healing Prayers: 12
Protection Prayers: 0
Inspiration Magic: 9

Word of Healing [Elite] (Healing Prayers)
Heal target other ally for 67 points. Heal for an additional 83 points if that ally is below 50% Health.
Energy:5 Cast:0.75 Recharge:4

Healing Breeze (Healing Prayers)
For 10 seconds, target ally gains +8 Health regeneration.
Energy:10 Cast:1 Recharge:2

Heal Other (Healing Prayers)
Heal target other ally for 151 points.
Energy:10 Cast:0.75 Recharge:3

Gift of Health (Healing Prayers)
All of your other Healing Prayers skills are disables for 6 seconds. Target other ally is healed for 123 Health.
Energy:5 Cast:0.75 Recharge:5

Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 10 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

Mantra of Concentration (Inspiration Magic)
For 132 seconds, the next time you would be interrupted while performing a skill, you are not interrupted.
Energy:5 Cast:0 Recharge:20

Heal Party (Healing Prayers)
Heal entire party for 67 points.
Energy:15 Cast:2 Recharge:2

Resurrect (Monk other)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy.
Energy:10 Cast:6 Recharge:5

Spiteful Spirit Necromancer
Need 1

Necromancer/Mesmer
Level: 20

Soul Reaping: 4 (3+1)
Curses: 15 (12+3)
Blood Magic: 14 (12+2)

Awaken the Blood (Blood Magic)
For 42 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount.
Energy:10 Cast:1 Recharge:45

Arcane Echo (Mesmer other)
If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.
Energy:15 Cast:2 Recharge:30

Spiteful Spirit [Elite] (Curses)
For 20 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 35 shadow damage to that foe and all adjacent foes.
Energy:15 Cast:2 Recharge:10

Price of Failure (Curses)
For 30 seconds, target foe has a 25% chance to miss with attacks and takes 30 damage whenever that foe fails to hit in combat.
Energy:10 Cast:3 Recharge:10

Parasitic Bond (Curses)
For 20 seconds, target foe suffers Health degeneration of 1. The caster is healed for 120 when Parasitic Bond ends.
Energy:5 Cast:1 Recharge:2

Shadow Strike (Blood Magic)
Target foe takes 46 shadow damage. If that foe's Health is above 50%, you steal 46 Health.
Energy:10 Cast:2 Recharge:8

Vampiric Gaze (Blood Magic)
Steal 57 Health from target foe.
Energy:10 Cast:1 Recharge:5

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Explanation:

1. 'The Holding Room'

The Holding Room is the room where you need to kill the NPCs before going into your first battle. When you enter the map wait for the Bonding Monk to bond the Warriors and Nukers. The Warriors and Nuker pair up with each other and choose which monk they're going to attack. After the Bonds are up the Bonding Monk will countdown from 3 and then it starts. The Warriors will rush up to their monks and start to attack them while the echo nukers use their buffs and set-up their attack. While this is happening the Monks will be keep you alive and free of conditions and hexes. The Spiteful Spirit Necromancer will Echo SS and use it on the Mesmers or Necromancers. Once the Monks are down the warriors attack the Elementalist while the Nukers will attack the Rangers or Warriors. Once the Elementalist is down the Warriors can go and attack whatever start is still alive.

If you do this correctly you can win a match under 40 seconds and get 8% morale.

2. The First Match

The Bonder has to put up his bonds as quickly as s/he can. The Warriors browse the enemy team and find the monks. In most groups you'll split up due to pressure, it's okay as long as you don't run off the screen; stay close to the monks! If your bond is lost then you need to tell the Bonder to re-bond you asap. When the enemy monks go down immediately attack any Mesmers or Necromancers as certain hexes can hinder this build (This is the reason Inspired Hex is used so much with this build).

It's important for the Warriors and Nukers to stay paired up if you're fighting a Blood Spike as Blood Spike teams bunch up and it's easier for the Nukers to cast their spells. In the case of a Blood Spike try to find the leader (number 1) and have the warriors attack him. The nukers should try to sync their Meteor Showers onto one person as well as their Fireball spell. The SS necro should spread around Spiteful Spirit and Parasitic Bond to pressure the enemy team. If there is a Ritual Lord or a Spirit Spammer Ranger make him/her your first target! Blood spikes aren't too hard to beat if you can follow this strategy.

The ONLY team I've lost against with this build is a Ranger Spike (and they were a high ranking team). In the case of a ranger spike, look for the Monks in the Party and have the warriors pressure them. The SS necro should try to echo SS on the rangers asap. The nukers should both try to sync their Meteor Showers on the ranger if they're bunched up. The monks should try to keep their SS necro and nukers alive for as long as they can because they will be the main damage dealers for this kind of team. The warriors should use Healing Signet as needed as the monks will be paying more attention to the other players. The strategy is still a little fuzzy against ranger spikes so do your best!

IWAY teams are fun to play against with this Balanced build. Have the bonds casted on the Warriors, nukers and the SS necro. The Warriors should attack the Oath Trappers, martyr trappers or Ritual Lord as these are the most important roles in IWAY. The Nukers should focus on the OOP and OOA necromancers if there are any, if not, have them try to sync there Meteor Showers on a single warrior to bring him/her down quickly. If there is a Nature's Renewal or Tranquil spirit in the area, let the monks or necro attack it with their staff attacks. I haven't lost to an IWAY team yet with this strategy. Have fun clobbering them!

VIM Trappers and VIMWAY are a bit tricky to deal with. First is VIM Trappers. The bonder should bond the warriors and nukers off the bat. Have a warrior attack another warrior each. Have the SS Necro echo SS and cast it on the trappers. The Nukers should pick a single target to nuker in the middle of a ball to be the most effective.

Second, VIMWAY. VIMWAY is a little more tricky. When the bonds go up on the warriors and nukers have a warrior pick out a single target for the warriors to attack. The Nukers should focus on the trappers. The SS necro is the wildcard. Have him or her decide which player to attack; the Warriors or Trappers. If there is a Nature's Renewal or Tranquil spirit in the area, let the monks or necro attack it with their staff attacks. The RC prot should try to stick close to the warriors and the healing monk close to the nukers for a VIMWAY.

3. Scarred Earth

If you find yourself at the Scarred Earth map have bonds go up the bonds casted on the warriors, nuker and Ghost. Have the necro pick up the res orb and the Warrior get the Ghost to follow him/her and have him/her get the Ghost to the alter as fast as s/he can. It's important for the Bonder and Healing monk to stay close to the Ghost as if he dies it's game over.

4. The Courtyard and Hall of Heros

I have encountered many tough groups at The Courtyard and even tougher in the Hall of Heros. In both cases, have the bonder cast the bonds on the Warrior and Nukers. In the Courtyard get one of the Warriors to take the Ghost and have one open the door. Wait outside of the door and let the Ghost and Warrior have a clear path to run with. Wait for the 2:30 mark and the go capture the alter. If for some reason another team captures the alter, don't worry. Most likely the third team will attack them and kill their hero. If this isn't the case have one of the warriors stay behind with the ghost and the rest of the party go and attack the enemy ghost and the enemy team. If the Ghost become under attack let one of the monks go back and pair up with him. Once the alter is clear or when it's the 2:30 mark capture it and hold you best for an intense two minutes!. Have the Warriors and nukers attack any enemy Ghosts or monks.

Now, for the Hall of Heros, you need to be careful. Although this strategy hasn't won in the Hall we were VERY VERY VERY close. Let one of the Warriors take the Ghost after bonds have been casted on the Warriors, nuker and Ghost. Let the other teams fight while you lay back. Keep a watchful eye on the other teams health. If the alter is capped under the 3:00 mark then go and rush into the fray attacking the enemy ghosts and healers (depending on the enemy team's build). Although this hasn't worked before, we were extremely close. If you have another strategy then by all means try it out.

Well that's it kids, an hour of one handed typing
Enjoy!

Last edited by Veripare; Aug 27, 2006 at 05:27 PM // 17:27..
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Old Aug 27, 2006, 07:07 PM // 19:07   #2
Lion's Arch Merchant
 
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Berserker Stance warriors, Resurrect monks, Echo nukers, Gift of health on a heal monk, no energy management on the necro...

that build is... interresting
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Old Aug 27, 2006, 08:07 PM // 20:07   #3
Jungle Guide
 
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Tbh your build looks like shit. Maybe it is something I can't wrap my head around, but it doesn't look good at all.
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Old Aug 27, 2006, 08:14 PM // 20:14   #4
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ROFL... are you joking?? man that build is shit but seriously you gave me a good laugh maybe someday i might be leet enough to try it i mean 10 fame in an hour sheesh i would have my rank 9 in a matter of decades!
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Old Aug 27, 2006, 08:54 PM // 20:54   #5
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lawl whats up with the rez's on the monks dude?

This almost held? At what like 6 AM?
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Old Aug 27, 2006, 10:17 PM // 22:17   #6
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meh... looks like you put alot of time into making this.

i dont see how you dont get raped by iway >.> (no wards, alot of enchants which get owned by ooa and nr)

Last edited by Phrozen_; Aug 27, 2006 at 10:23 PM // 22:23..
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Old Aug 27, 2006, 11:20 PM // 23:20   #7
Krytan Explorer
 
Join Date: Jul 2005
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Quote:
Tbh your build looks like shit.
Quote:
ROFL... are you joking?? man that build is shit
Quote:
This almost held? At what like 6 AM?
All of you didn't make a constructive post. And just to be clear:

1. This build is not bad.
2. I'm not joking.
3. It was after 1am EST when we almost won in the Halls.

Learn some decency.

Quote:
meh... looks like you put alot of time into making this.

i dont see how you dont get raped by iway >.> (no wards, alot of enchants which get owned by ooa and nr)
A month of honning the skill sets, the attribue set-ups, and the plans to counter Blood Spike, IWAY, VIM and VIMWAY. I'm still working on how to counter Ranger Spike, Double Smite and Degen Builds.

Yes, this build works fine against IWAY.
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Old Aug 27, 2006, 11:45 PM // 23:45   #8
Forge Runner
 
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1) the build imo is bad
2) i will try to tell why
your monk backline
basicly 1 bounder 1 prot with boon 1 healer.
probrem 1
if you really want monk with ress take res signet.
but unless you really have some need drop that for a more usefull skill.
(for at hoh after a double gank is pretty common you have most of your team are dead and the alive guys are busy to interupt the ghost , in that case a monk with a ress may be usefull , if im not wrong some of brehon monk carry ress signet)

bond are pretty hard to play with apostasy metagame

you can remove 3 hex ever 20 second
a hex team will eat you.

as hex team i mean a serius hex team who can put in 10 second 10 hex.

not like your necro. all your necro hex will fill the enemy monk energy using inspired hex. or they will just dissepair on nothing by a single cast of covert hex.

well your elementalist imo will have heavy energy probrem , anyway with the current cg metagame they will hard time to cast any spell who is not mindburn.

how you counter bloodspike without a infuser or interupt?

you almost win hall eh?

maybe you Almost win becouse you miss the thing who make your team actually win hall.

Wards , Spellbreaker , interupts

reaching hall and killing enemy ghost dont mean almost win

most of the holding build around have a huge component of dealing with ghost capping after their ghost is dead

plus you dont have skill or strategy for relic run...

Last edited by lishi; Aug 27, 2006 at 11:49 PM // 23:49..
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Old Aug 28, 2006, 02:15 AM // 02:15   #9
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Sorry for not giving constructive comments, but tbh there really isn't anything GOOD about the build. There really isn't just one thing to replace or fix. You completely need to redo basically all of your characters.

Monks dont carry rez...especially rez's that have 6 second cast times. CG rangers, interupters, shock wars, interupt mes, gale, etc ftl.

Your war has so many things wrong with it. I can't even really go on about it tbh.

You don't have an infuser (from what I saw) you have no spellbreaker, no wards, no aegis, nothing...
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Old Aug 28, 2006, 03:49 AM // 03:49   #10
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Veripare, u should read up about the builds used these days, as well as the Metagame. You would learn alot and be much more successful.

I think its good that u are sharing ur build but it really is...not good.
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Old Aug 29, 2006, 03:03 AM // 03:03   #11
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This build is just plain bad in every which way. Warrior with zerk stance and healing signet. A bonder and a boon prot with a healing breeze monk that uses GOH. You most likely entered in so much that you eventually got a skip to HOH. You only have 2 hexes which means your just feeding the other monks energy as they sit and attempt to figure out what your plan was with those lonely hexes. If your gonna run a build and your new to pvp (which i can tell with these charater builds) run standard builds till your exp. enough to get creative with builds. People run standard builds because they work.

Last edited by warriorsmiley; Aug 29, 2006 at 03:08 AM // 03:08..
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Old Aug 29, 2006, 03:19 AM // 03:19   #12
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Build=crap, sorry. 6 sec rez on monk. GoH on a healing monk. Mind burn on an echo nuker. Channeling when you should be in the backline. Berserk stance on a warrior. (30 sec recharge, your warrior sucks.) 4 Soul reaping on a necro. Sorry, you fail.
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Old Aug 29, 2006, 07:54 PM // 19:54   #13
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Try watching observer mode and reading up on some of the PvP guides around here Your build tells me you have done more PvE than PvP and need some more experience.
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Old Aug 29, 2006, 10:05 PM // 22:05   #14
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That build equals echo + mending.Your war's suck your necro's suck your ele's suck if you manage to beat a decent team I bow down to you and your guild.
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Old Aug 29, 2006, 11:21 PM // 23:21   #15
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You wanted to create a new FotM? O_o

Beware the new HA metagame.
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Old Aug 30, 2006, 01:22 AM // 01:22   #16
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Quote:
Originally Posted by Mr Fizzle
That build equals echo + mending.
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Old Aug 30, 2006, 06:34 AM // 06:34   #17
JR
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So yeah, I think this thread is done.
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