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Old Jan 19, 2006, 04:01 AM // 04:01   #1
Frost Gate Guardian
 
Join Date: Jul 2005
Guild: Dun Dun Dun
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Default Funko's Funky Build

Well, inspired by a variety of sources, I bring you Funko's Masterpiece.
This build revolves around Touch of Agony/Dark Pact + Dark Aura, but takes it to a whole new level.

General Layout:
2 Necro/Warriors: Blood, Death, Swordsmanship, and Soul Reaping
1 Elementalist: Water, Earth, and Energy Storage
1 Mesmer/Necro: Domination, Death, and Fast Casting
1 Mesmer: Domination, Inspiration, and Fast Casting
1 Monk/Mesmer: Protection, Inspiration, Divine Favor
2 Monk/Mesmers: Healing, Inspiration, and Divine Favor


1, 2: NECROS: DAMAGE----------
Necro/Warrior
Soul Reaping: 9+1
Blood Magic: 11+4
Death Magic: 10+3
Swordsmanship: 4

Weapon:
Furious Sword of Enchanting: Double Adrenaline (10%) and 20% longer enchantments.
Blood Idol: +12 energy, +30 health, +1 to Blood Magic (20%)

Skills:
Touch of Agony - 58 Damage, triggers Dark Aura
Dark Pact - 48 Damage, triggers Dark Aura
Dark Aura - 44 Damage
Aura of the Lich - Halves total health, resulting in only 1/4 of original sacrifice cost. Think: First halves health, then halves damage taken from sacrifices. .5 * .5 = .25. Tested and true.
Blood Renewal - Life line, +6 regen is doubly effective at half health. Also triggers Dark Aura.
Demonic Flesh - Gives 100 more health. Triggers Dark Aura
Rez Signet: Goes without saying.

1st Necro:
Sever Artery: Bleeding
2nd Necro:
Gash: Deep Wound

The first 7 skills are fairly straight forward. Huge damage output, as each use of Touch or Pact does about 100 damage, and with a recharge of 3 and 2, respectively, you can fire em quickly. Blood renewal is crucial to prevent you from killing yourself.

The seemingly random warrior skills are there for three reasons:
1. Deep Wound is vicious. It will make killing everything 20% easier.
2. Using a sword will help keep the necros in range for Dark Aura, and Touch of Agony.
3. Sever Artery + Gash is a classic combo. Not super effective in my opinion, but it will give a sense of relief to enemy. They will think this is some random noob running mediocre skills.

These necros are the damage dealers of the build.


3: ELEMENTALIST: SLOW ----------
Elementalist/Anything
Energy Storage: 10+1
Water Magic: 11+4
Earth Magic: 10+1

Weapon:
Insightful Air Staff of Fortitude: +15 energy, +30 health, 20/20 Recharge/Casting on Air Magic

Skills:
Ice Spikes: 80 AoE Damage, AoE 6 seconds of 66% slow
Shard Storm: 65 Damage, 6 seconds 66% slow
Deep Freeze: 85 AoE Damage, 10 seconds 66% slow
Blurred Vision: AoE Hex, 20 seconds of 50% miss rate
Ward Against Melee: AoE Spell. 17 seconds, enemies have 50% miss rate
Water Attunement: Energy Management
Elemental Attunement: Energy Management
Rez Signet: Goes without saying

This Elementalist’s main job is to slow the targets so the necros can kill it. Normally with the necro builds aforementioned, players can just run away to avoid most of the attack. All the slows in this build will help keep people near the necros so they can do their thing. Blurred Vision and Ward Against Melee are for use especially against IWAY.


4: MESMER: SHUTDOWN, CORPSE CONTROL ----------
Mesmer/Necro
Fast Casting: 10+1
Domination Magic: 11+4
Death Magic: 10

Weapon:
Insightful Inscribed Staff of Fortitude: +15 energy, +30 health, 20/20 Recharge/Casting on Domination Magic

Skills:
Mind Wrack
Energy Surge
Energy Burn
Signet of Weariness
Shame
Consume Corpse
Putrid Explosion
Rez Signet

This is a standard energy denial build which also exploits corpses. All this build is meant to do is to shutdown a monk. Energy denial is not necessarily the best build, it is just one possibility. Any mesmer shutdown build would work, we just don’t want healing!


5: MESMER: SHUTDOWN, ENCHANT REMOVAL ----------
Mesmer/Anything
Fast Casting: 10+1
Domination Magic: 11+4
Inspiration Magic: 10+1

Weapon:
Insightful Inscribed Staff of Fortitude: +15 energy, +30 health, 20/20 Recharge/Casting on Domination Magic

Skills:
Mind Wrack
Energy Surge
Energy Burn
Signet of Weariness
Shame
Drain Enchantment
Inspired Enchantment
Rez Signet

Again, a simple shutdown build. This mesmer carries two enchantment removals to use against target. These should be used against protection enchantments, Protective Spirit and Life Bond, for example.


6: MONK: CONDITION AND HEX REMOVAL ----------
Monk/Mesmer
Divine Favor: 10+1
Protection Prayers: 11+4
Inspiration Magic: 10

Weapon:
Insightful Holy Staff of Fortitude/Enchanting: +15 energy, +30 health/20% longer enchantments, 20/20 Recharge/Casting on Protection Prayers

Skills:
Mend Condition
Mend Ailment
Martyr
Holy Veil
Inspired Hex
Remove Hex
Channeling
Rez Signet

This monks only jobs is to get rid of hexes and condition. These skills are recommended, but any hex or condition removal skills work; some may bring Restore Conditions over Martyr, and that’s fine by me. Hexes can be deadly to our necros, so this monk must take care of them. I am debating whether bringing Spellbreaker for alter matches and for the necros would be a good idea.


7. 8: MONKS: HEAL ----------
Monk/Mesmer
Divine Favor: 10+1
Healing Prayers: 11+4
Inspiration Magic: 10

Weapon:
Insightful Holy Staff of Fortitude: +15 energy, +30 health, 20/20 Recharge/Casting on Healing Prayers

Skills:
Word of Healing
Orison of Healing
Heal Other
Healing Seed
Healing Breeze: This is doubly effective on necros, who have half health.
Healing Touch
Channeling
Rez Signet

These guys keep everyone alive. Or at least in theory they do. Skills aren’t important, as long as everyone is alive.



OTHER THINGS ----------

The theoretical performance of this build is tremendous. The DPS is great for only two dealers. The necros should be able to kill any target in under 5 seconds, assuming the shutdowns are working properly.

I realize this build is INCREDIBLY weak to enchantment removals. I don’t know of any counters to this unfortunately.

This should eat IWAY alive. With no healing, the mesmers will be partly lost. They should focus on then on the Tainted necro and energy denying the trappers. The Ele will help tremendously with Blurred Vision and Ward Against Melee. Necros should kill away.

Against Spikes, meh, I dunno. I haven’t actually seen a decent spike in a long time, not too worried.

Minion Factories shouldn’t prove too difficult if the necros just charge in. the Mesmer should be able to snatch a corpse from underneath the rezmers and teleport into the factory. If the minions are focused on the charging necros, the mesmer is free to use every new corpse.


Please critique, comment, tear to shreds, whatever. I need to know what this build is bad at to tweak it.


Thanks!
Peace
Funko Matic
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Old Jan 19, 2006, 04:04 AM // 04:04   #2
Desert Nomad
 
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Having your necros go Melee.. is pointless

and ur attributes on almost all of your chars.. are gonna be to spread out.
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Old Jan 19, 2006, 04:07 AM // 04:07   #3
Frost Gate Guardian
 
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Quote:
Originally Posted by Divine Elemental
Having your necros go Melee.. is pointless

and ur attributes on almost all of your chars.. are gonna be to spread out.
i would appreciate it if you read my post first.

first off, i clearly list why my necros are in melee. they are not doing damage with their swrods, that is not the point.

secondly, only two characters have more than 3 attributes. And again, if you had read my post you would know why.

is spreading attributes over 3 fields too spread out? i dont think so.


please read before you comment.


thanks
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Old Jan 19, 2006, 04:51 AM // 04:51   #4
Desert Nomad
 
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Quote:
Originally Posted by Chazeah
i would appreciate it if you read my post first.

first off, i clearly list why my necros are in melee. they are not doing damage with their swrods, that is not the point.

secondly, only two characters have more than 3 attributes. And again, if you had read my post you would know why.

is spreading attributes over 3 fields too spread out? i dont think so.


please read before you comment.


thanks
For Conditions.
itll be better if u have 1 of the necros switch to full war.
thatll be better....

a water / earth ele.. hmm why not bring Harm + Mellee?
that adds atleast 20+ Armor from harm. Witch Kills IWAY..
using ele attun hmm..

Putrid?... hmm why not take Mantra of Inscriptions?
your mesmer is good for 1 Skill Spike. [ all your skills then wait for charge.. ]
why not make 1 of the necros bring profane?
a slot for a enchant removal eh... wont need much.
and AOTL.. if that gets striped ur damage /sec will be slowed.

no SB? how ever will you cap. >_>
.. seeing the skills is enough.
you said C&C. Srry if what i said came out wrong.
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Old Jan 19, 2006, 07:20 AM // 07:20   #5
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I have been in a team similar to this a long time ago, the problems were this

Necros running out of energy
Target kiting (You got this covered)

Running out of energy was a huge worry back when i tried it, im guessing its still is?

Oh you water ele would be better off with Ether Prodigy rathen than attunements, and take ward vs foes.

I did think about using ranger touchers for expertise but i never got around to that.
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Old Jan 19, 2006, 07:24 AM // 07:24   #6
Frost Gate Guardian
 
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Quote:
Originally Posted by tafy69
I have been in a team similar to this a long time ago, the problems were this

Necros running out of energy
Target kiting (You got this covered)

Running out of energy was a huge worry back when i tried it, im guessing its still is?

Oh you water ele would be better off with Ether Prodigy rathen than attunements, and take ward vs foes.

I did think about using ranger touchers for expertise but i never got around to that.


well, i actually just ran a TA version of this with 2 necs, the ele, and a monk.

necros were fine on energy unless a monk really worked em out, and in that case, yeah, the necs did have some big energy problems.

what worked out great though was that if both necros focused, 1 touch + 1 pact from each would kill the target. this meant that upon targets daeths, sould reaping would completely refuel both necs.


thanks for you comments

peace
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Old Jan 19, 2006, 07:52 AM // 07:52   #7
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:\ trappers owns your necro/warriors
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Old Jan 19, 2006, 01:11 PM // 13:11   #8
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Uh, demonic flesh is a really bad skill for hp-saccing necs. I'd go for Plague Touch.

"Sever Artery + Gash is a classic combo. Not super effective in my opinion, but it will give a sense of relief to enemy. They will think this is some random noob running mediocre skills. "
That would be due to the fact that this is a waste of time and mediocre skills. Take blood ritual to use on each other, i'd say. triggers dark aura AND solves the energy problem.

Last edited by Manfred; Jan 19, 2006 at 01:13 PM // 13:13..
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Old Jan 19, 2006, 01:42 PM // 13:42   #9
JR
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Putting casters in melee range of targets is a very quick way to get them killed. Especially when they rely on saccing health.
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Old Jan 19, 2006, 01:50 PM // 13:50   #10
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I used this conventional saccer build in TA/CA.
Demonic flesh is counterintuitive. Forget it.
Do you know how I resolved Energy isuues?
By an incredibly unused and funny-to-use skill: Consume Corpse!^^. You laugh a lot with it. *pump* "I'm here-take that!" *pump* "I'm elsewhere!"*pump* "Uh?!!? Where's this place?"
And it is alot more funky.

Edit: I edited this post because I confused Consume corpse with necrotic traversal (not used with english skill names yet). Sorry for those who read the previous post.

Last edited by glountz; Jan 19, 2006 at 01:54 PM // 13:54..
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Old Jan 19, 2006, 03:02 PM // 15:02   #11
Frost Gate Guardian
 
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Quote:
Originally Posted by Manfred
Uh, demonic flesh is a really bad skill for hp-saccing necs. I'd go for Plague Touch.

"Sever Artery + Gash is a classic combo. Not super effective in my opinion, but it will give a sense of relief to enemy. They will think this is some random noob running mediocre skills. "
That would be due to the fact that this is a waste of time and mediocre skills. Take blood ritual to use on each other, i'd say. triggers dark aura AND solves the energy problem.
totally right, ive dropped the warrior skill, it was pointless. for some reason i wanted it at first.

Quote:
I used this conventional saccer build in TA/CA.
Demonic flesh is counterintuitive. Forget it.
Do you know how I resolved Energy isuues?
By an incredibly unused and funny-to-use skill: Consume Corpse!^^. You laugh a lot with it. *pump* "I'm here-take that!" *pump* "I'm elsewhere!"*pump* "Uh?!!? Where's this place?"
And it is alot more funky.
Put consume corpse in sever arteries place, and works great, thanks!

Quote:
Uh, demonic flesh is a really bad skill for hp-saccing necs. I'd go for Plague Touch.
id agree with you 99% of the time, but i felt i needed a bit more health as both necros are using 2 superior runes. you may still be right, ill test it out.

Quote:
:\ trappers owns your necro/warriors
i agree, and my only solution was to dedicate a monk to condition removal. Dont know if its viable but i couldnt think of anything else.


peace

Last edited by Chazeah; Jan 19, 2006 at 03:26 PM // 15:26..
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Old Jan 22, 2006, 09:49 PM // 21:49   #12
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As a couple of people have said, your ele doesn't need duel attunes, most of the spells on there have pretty long recharge times where you can recoup your energy.
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Old Jan 22, 2006, 11:51 PM // 23:51   #13
Frost Gate Guardian
 
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After giving this build a couple of runs, i have decided to make some changes.

The last version did excellent, i made it to courtyard almost regularly, but could never hold or cap. The lack of interupts make it difficult, but it works.

I have entirely dropped the water ele.
I have added another necro. Although two necros could deal serious damage, three makes everything easier.
The Mesmers have been severely reworked.
The build now contains Windborne Speed and Spellbreaker for alter matches.
The monks have been reworked.

Pretty much a ton of changes.

Thanks for all comments and critiques that made this build a success.


Check it out here, or look below.

--------------------------------
Version: 2.0

This is Funko's AoTL bomb build.
IGN: Funko Matic

Versions:
2.0: Removed water ele, added air ele secondary for Windborne/Gale
1.5: Modified bomber necs, monks, and the ele. Completely removed Warrior stuff
1.0: Initial release


Necro Bomber 1 (Str,Con)
Necromancer/Warrior
Level: 20

Soul Reaping: 11 (10+1)
Blood Magic: 14 (11+3)
Death Magic: 14 (10+4)

Dark Pact (Blood Magic)
Touch of Agony (Blood Magic)
Dark Aura (Death Magic)
Aura of the Lich [Elite] (Death Magic)
Demonic Flesh (Blood Magic)
Consume Corpse (Death Magic)
Strip Enchantment (Blood Magic)
Resurrection Signet ()


Necro Bomber 2 (Str,Ver)
Necromancer/Warrior
Level: 20

Soul Reaping: 12 (10+2)
Blood Magic: 14 (11+3)
Death Magic: 14 (10+4)

Touch of Agony (Blood Magic)
Dark Pact (Blood Magic)
Dark Aura (Death Magic)
Aura of the Lich [Elite] (Death Magic)
Demonic Flesh (Blood Magic)
Strip Enchantment (Blood Magic)
Verata's Aura (Death Magic)
Resurrection Signet ()


Necro Bomber 3 (Str,Con)
Necromancer/Warrior
Level: 20

Soul Reaping: 11 (10+1)
Blood Magic: 14 (11+3)
Death Magic: 14 (10+4)

Touch of Agony (Blood Magic)
Dark Pact (Blood Magic)
Dark Aura (Death Magic)
Demonic Flesh (Blood Magic)
Aura of the Lich [Elite] (Death Magic)
Consume Corpse (Death Magic)
Strip Enchantment (Blood Magic)
Resurrection Signet ()


E-Denial, Slow, Blurred
Mesmer/Elementalist
Level: 20

Fast Casting: 11 (10+1)
Domination Magic: 15 (11+4)
Water Magic: 10

Energy Surge [Elite] (Domination Magic)
Energy Burn (Domination Magic)
Shame (Domination Magic)
Signet of Weariness (Domination Magic)
Diversion (Domination Magic)
Shard Storm (Water Magic)
Blurred Vision (Water Magic)
Resurrection Signet ()


E-Denial, Wind, Gale
Mesmer/Elementalist
Level: 20

Fast Casting: 11 (10+1)
Domination Magic: 15 (11+4)
Air Magic: 10

Energy Surge [Elite] (Domination Magic)
Energy Burn (Domination Magic)
Signet of Weariness (Domination Magic)
Shame (Domination Magic)
Diversion (Domination Magic)
Gale (Air Magic)
Windborne Speed (Air Magic)
Resurrection Signet ()


Infuser and Hex Healer
Monk/Mesmer
Level: 20

Divine Favor: 12 (11+1)
Healing Prayers: 16 (11+5)
Smiting Prayers: 4 (3+1)
Inspiration Magic: 8

Word of Healing [Elite] (Healing Prayers) >CAN ALSO TAKE SPELL BREAKER<
Orison of Healing (Healing Prayers)
Infuse Health (Healing Prayers)
Healing Touch (Healing Prayers)
Smite Hex (Smiting Prayers)
Inspired Hex (Inspiration Magic)
Holy Veil (Monk other)
Resurrection Signet ()


Pure Healer
Monk/Mesmer
Level: 20

Divine Favor: 13 (12+1)
Healing Prayers: 17 (12+5)

Word of Healing [Elite] (Healing Prayers)
Heal Other (Healing Prayers)
Orison of Healing (Healing Prayers)
Dwayna's Kiss (Healing Prayers)
Healing Touch (Healing Prayers)
Healing Breeze (Healing Prayers)
Signet of Devotion (Divine Favor)
Resurrection Signet ()


Prot, Healer
Monk/Mesmer
Level: 20

Divine Favor: 11 (10+1)
Protection Prayers: 15 (11+4)
Inspiration Magic: 10

Restore Condition [Elite] (Protection Prayers)
Reversal of Fortune (Protection Prayers)
Guardian (Protection Prayers)
Aegis (Protection Prayers)
Protective Spirit (Protection Prayers)
Holy Veil (Monk other)
Inspired Hex (Inspiration Magic)
Resurrection Signet ()

Last edited by Chazeah; Jan 23, 2006 at 12:56 AM // 00:56..
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Old Jan 23, 2006, 01:23 AM // 01:23   #14
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Just nitpicking here, but the "Pure Healer" worries me a bit. Do you need that many direct healing spells on one character? With no energy management (apart from sig of devo) they probably could do without Touch, or even Kiss/Other.

Another question mark over the effectiveness of breeze in tombs; I haven't been there lately, but when I last went in there weren't many heavy hex degen builds.

Your Infuse monk is pretty low on e-management as well; run into a pure spike and your infuser will run out of energy. It's why I never understood why people like the Infuse/SB combo, IMO OoB is the best energy management spell for infusers, due to its ease of use. Of course, I haven't seen a tombs spike in ages, but ranger spike is still a danger.

It's up to you if you want to put a res on your monks, personally, I'd drop them for something like Channeling. Having played that exact same prot monk (with Channeling), I can say that without it I would have had a horrible time with builds like IWAY. I'm curious to see how your existing backline does against IWAY, having not run something like that in ages.
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Old Jan 23, 2006, 01:31 AM // 01:31   #15
Frost Gate Guardian
 
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Quote:
Originally Posted by Siliconwafer
Just nitpicking here, but the "Pure Healer" worries me a bit. Do you need that many direct healing spells on one character? With no energy management (apart from sig of devo) they probably could do without Touch, or even Kiss/Other.

Another question mark over the effectiveness of breeze in tombs; I haven't been there lately, but when I last went in there weren't many heavy hex degen builds.

Your Infuse monk is pretty low on e-management as well; run into a pure spike and your infuser will run out of energy. It's why I never understood why people like the Infuse/SB combo, IMO OoB is the best energy management spell for infusers, due to its ease of use. Of course, I haven't seen a tombs spike in ages, but ranger spike is still a danger.

It's up to you if you want to put a res on your monks, personally, I'd drop them for something like Channeling. Having played that exact same prot monk (with Channeling), I can say that without it I would have had a horrible time with builds like IWAY. I'm curious to see how your existing backline does against IWAY, having not run something like that in ages.
great post thanks.

i dont monk really, so any critiques are totally awesome, thanks. When it comes time to play this build, i will let the healer choose their skills, prolly same with prot. these are kinda temporary set ups, or suggestions.

healing breeze = crap skill in tombs 99% of the time. however, in this build the necros have halved health, meaning healing breeze is twice as productive. +9 regen seems like +18 regen.

as for rezes, i find it comfortable to have a rez in there for the monks. itll be up to them when i run the build.

thanks!
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Old Jan 23, 2006, 01:39 AM // 01:39   #16
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Ah, I see. Breeze sounds good then.
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Old Jan 23, 2006, 07:16 PM // 19:16   #17
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Well keep in mind that all heals are twice as effective under AoTL, not just regen.

Last edited by Symbol; Jan 23, 2006 at 07:28 PM // 19:28..
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Old Jan 24, 2006, 04:35 PM // 16:35   #18
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so its AotL + demonic flesh?
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