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Old Jun 22, 2006, 02:04 PM // 14:04   #21
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Quote:
Originally Posted by byteme!
If everyone is dead and you're the last 1 alive you'll need a rez won't you? Or is this one of those "My job is too specific and important that I can't afford to waste time/slots for anything else type builds?"

Anyways Rebirth is a bad choice anyways. Monks need that energy and having it drop to 0 isn't a very bright idea.
Yes your job is too important. In PvE you should go down healing. Someone like a R/Mo, or W/Mo (fleeing when necessary) should be able to escape and come back to rez the team.

If you as the monk are the last one alive, chances are you will be dead before you have a chance to rez -- unless of course you have fled, but like i said your job is to go down healing, not fleeing.


Further how rezzing should be executed:

-Ressurection Signet. This is used in the heat of the battle. It gets ppl up quick and with best health/energy stats. That is why it is used in PvP.

-Rebirth. This is used when one is trying to rez post battle without drawing aggro.

-Light of Dwayna. Used in conjunction with an EoE bomb.

-Vegence. Used by cruel monks that like to dangle party memebers around like puppets.

-Ressurect. Simply garbage.

-Flesh on my flesh. Used by fast casting Ritualists that wish to annoy the opposing team into submission.


I hope this helps. If you don't understand the concept of ressurection, i think you should pause for a second and ruminate on a few "battle scenarios" where someone dies and you as the monk try to employ the above rez's. Maybe you will begin to comprehend my descriptions.
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Old Jun 22, 2006, 03:16 PM // 15:16   #22
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Quote:
Originally Posted by Wyld Kard
Wow so many cool builds currently I am trying to throw together the boon prot build all i need is inspired hex and MoR and im good to go. Also if anyone has any xtras of the mentioned wep/focus for a boon prot dont be afraid to throw them my way lol...
Don't bother with inspired hex cuase the 20 seconds between casts will kill your team...take holy veil instead. The fastest and easiest way to cap MoR is right outside Camp Rankor. Just head down the hill and go left. There are 3 different bosses that spawn there. Monk (spell Breaker) or Mesmer (MoR) or Elementalist (Forgot his elite but it's a crappy one). GL =). You can get a focus at droks that is great +12 NRG and +45 health and +5 armor i think, cost 5k +100 wood and 30 hides.

JR - I'll give the 15/9/9/9 a shot...thanks =)

Last edited by pegasux; Jun 22, 2006 at 03:28 PM // 15:28..
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Old Jun 22, 2006, 04:37 PM // 16:37   #23
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Quote:
Originally Posted by Anarion Silverhand
The thing is, I'm in love with my Rajazan's Fervor, and I don't wanna waste 10k on a +5 energy Katana. I don't see while 4 extra seconds of MoR is that bad. If you want instant energy, just run Offering of Blood. I like to have the 4 extra seconds of MoR as I sometimes find my energy still very high after 20 seconds, especially if you cast MoR too soon. That, however, is just my opinion.

So... instead of using that excess of energy to just fire off another spell on someone, you would rather completely gimp your energy management?

I realise this is PvE, but come on...
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Old Jun 22, 2006, 06:04 PM // 18:04   #24
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I run the "standard" boon/prot with a few modifications. Specifically I run:

Divine Favor: 15 (11 + 1 + 3)
Protection Prayers: 11 (10 + 1) - considering going to 13 (10 + 3)
Inspiration: 10

Divine Boon - Puts the boon in Boon/Prot

Divine Healing - It isn't spammable like Heal Party, but you really shouldn't need to use it more than every 30 seconds. And it's cheaper than Heal Party, not to mention you don't have to dump attribute points into Healing Prayers for it.

Reversal of Fortune - Best heal in the game, IMO

Aegis - If your party is 8 members, this skill is superior to Guardian in most PvE encounters, IMO. You already have RoF for a "heal", and with a 20% Prot recharge Wand/Staff, you can keep Aegis up a decent amount.

Mend Condition - Target other condition removal

Mantra of Recall - Great energy management. I'll occasionally run Peace & Harmony if there's another Monk in the party.

Inspired Hex - Great hex removal + energy management

Signet of Capture - I like capping elites in PvE ... if I know I won't see an elite I want, I'll run Rebirth. If we've got multiple */Mos already running it, then I'll pick up Power Drain, as so many times I've lost missions because no one can interrupt the Monk boss that keeps healing him/herself.
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Old Jun 22, 2006, 08:16 PM // 20:16   #25
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Quote:
Originally Posted by JR-
So... instead of using that excess of energy to just fire off another spell on someone, you would rather completely gimp your energy management?

I realise this is PvE, but come on...
My english is a bit rusty, so I can't really understand what you mean here. Could you rephrase it?
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Old Jun 23, 2006, 09:33 AM // 09:33   #26
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My heal build:

* Orison => spammable
* Word of healing [E] => something ALL healers should have
* Heal other => when Word is in regen
* Dwayna's kiss => coz' monsters tend to hex a lot, and pretty spammable
* Mend ailment => a blinded/poisoned/weakened warrior or ranger isn't very handy, now is it?
* Signet of devotion/Healing touch => Signet because it doesn't cost energy, both can be used on self if needed
* Healing breeze => cast it, then put my attention on the more needed
* Rebirth => because in PvE, you don't have to worry that monsters will see you out of their aggro and you have much more time.

Healing @ 14
Divine @ 13
Prot @ 4

- Servant scalp design
- Censor's vestments + minor prot
- Ascetic arm + major vigor
- Ascetic leg + minor divine
- Ascetic feet + minor heal

For max energy:
Totem Axe + Healing Ankh = 66 energy but -1 energgy regen. Switching to Totem axe + Healing Ankh (healing cast -20%, healing recharge +20%) for only 51 energy but +4 regen.

Last edited by Vortex Elegy; Jun 23, 2006 at 09:40 AM // 09:40..
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Old Jun 23, 2006, 08:43 PM // 20:43   #27
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Quote:
Originally Posted by pegasux
Don't bother with inspired hex cuase the 20 seconds between casts will kill your team...take holy veil instead. The fastest and easiest way to cap MoR is right outside Camp Rankor. Just head down the hill and go left. There are 3 different bosses that spawn there. Monk (spell Breaker) or Mesmer (MoR) or Elementalist (Forgot his elite but it's a crappy one). GL =). You can get a focus at droks that is great +12 NRG and +45 health and +5 armor i think, cost 5k +100 wood and 30 hides.

JR - I'll give the 15/9/9/9 a shot...thanks =)
@pegasux, You can't cap MoR outside of Camp Rankor, that guy uses IW. Earliest afaik that you can get it (in prophecies) is the mesmer facet in Dragon's Lair (or whatever that mission is called). I'm not sure where/if you get MoR in factions.

Anyone know exactly where you get the +5e katana/what he wants for one?
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Old Jun 23, 2006, 10:26 PM // 22:26   #28
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Quote:
Originally Posted by Bloodied Blade
@pegasux, You can't cap MoR outside of Camp Rankor, that guy uses IW. Earliest afaik that you can get it (in prophecies) is the mesmer facet in Dragon's Lair (or whatever that mission is called). I'm not sure where/if you get MoR in factions.

Anyone know exactly where you get the +5e katana/what he wants for one?
Try researching stuff before saying that...
MoR IS in fact cappable outside Camp Rankor. You do realize there are 2 exits to Camp Rankor? Pegasux is right... MoR is cappable in Snake Dance. The boss' name is Featherclaw.

MoR is not cappable in Factions as it is a Prophecies only skill.

Glad we cleared that up...
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Old Jun 24, 2006, 08:46 PM // 20:46   #29
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Quote:
Originally Posted by pegasux
Rebirth is the only skill in PvE since it allows you to stay back after a fight and rez your party to safety. Any other rez skill for a monk is not very bright. Nothing worse then dying while trying to rez somebody. I does give you zero energy upon use...that's why you have MoR...cast that then Rebirth.
Sounds to me like there is no more enemies around to kill you anyway. Personally i prefer Resurrect. It's safer to use when the fight is still going on and you can use from a distance like Rebirth though I'm not sure if the distance is the same. Anyway only place I used Rebirth was in the Ring of Fire mission with my wammo. I dont have Factions so I no clue where else could be good to use. But personally I will stick to Resurrect...just a personal preferrence.

But anyway maybe a good situation to have Rebirth is if a dumb*ss player decideds to aggro 12 level 24s and the monsters just stay around his/her corpse...lol
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Old Jun 24, 2006, 09:13 PM // 21:13   #30
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The two monk builds I run:


PvE:
16 divine, 13 heal
kiss, word/light, orison, touch, sig devotion, skill x, skill y, rez chant/rebirth
Skill x and y are really conditional, will spend most of your time using skill 1 through 5 anyway. The key is 5 energy heals with high divine favor. Try it.

PvP:
11+4 divine, 8+1 prot, 8+1 heal, 9 ins.. standard boon prot.
gift of health, reversal, guardian, mend condition/ailment, sig devotion, edrain/MoR, inspired hex, boon
Rez sig is a no go in alliance battles. Everything else is pretty much set in stone imo.
At 9 insp MoR is .57 energy per second. At 9 insp edrain is .61. Statistically Edrain is better but they both have drawbacks. Don't knock anything about both these skills, all about preference here. No rez sig here I basically only pvp in alliance battles now a day.

Last edited by TadaceAce; Jun 24, 2006 at 09:18 PM // 21:18..
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Old Jun 25, 2006, 01:35 AM // 01:35   #31
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Quote:
Originally Posted by TadaceAce
The two monk builds I run:

PvP:
11+4 divine, 8+1 prot, 8+1 heal, 9 ins.. standard boon prot.
gift of health, reversal, guardian, mend condition/ailment, sig devotion, edrain/MoR, inspired hex, boon
Rez sig is a no go in alliance battles. Everything else is pretty much set in stone imo.
At 9 insp MoR is .57 energy per second. At 9 insp edrain is .61. Statistically Edrain is better but they both have drawbacks. Don't knock anything about both these skills, all about preference here. No rez sig here I basically only pvp in alliance battles now a day.
I certainly don't consider this the "standard boon prot.". Further, I would advise that you don't spread your skills thin acorss 4 skill selections. The point of being a boon prot is that you couple protection with a heal via Divine, and you use Inspiration as energy management. Therefore the standard boon prot doesn't have any Heal skills. Lastly, and this is just a suggestion but I would recommend you drop the superior rune, SEE maxiemonster boon prot guide for further information.

BTW since I haven't posted it yet, here is my Monk build for PvE.

Reversal of Fortune
Mend condition
Mantra of Recall
Signet of Devotion
Prot Spirit
Inspired Hex
Holy Veil
Divine Boon

I keep my party clean with this build (of hexes and conditions) and never run out of energy. It is a slightly PvP boon prot monk build.
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Old Jun 26, 2006, 10:56 AM // 10:56   #32
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Quote:
Originally Posted by Bloodied Blade
@pegasux, You can't cap MoR outside of Camp Rankor, that guy uses IW. Earliest afaik that you can get it (in prophecies) is the mesmer facet in Dragon's Lair (or whatever that mission is called). I'm not sure where/if you get MoR in factions.

Anyone know exactly where you get the +5e katana/what he wants for one?
Like anarian said research first before posting.
http://gw.gamewikis.org/wiki/Featherclaw
The katana can be made for 10k + materials in the divine path after killing shiro.

Gigolo, I never rez somebody in the party during a fight unless it is near the end and everyone else isn't gonna die without me. otherwise what use is there rezzing somebody and then having your entire party suffer for it and possibly one dying off. either way you will have to do some catch up healing which will kill your energy. let the others with sig's rez during a battle imo. Especially since gw is littered with dumb aggro monkies that get everyone killed.

JR, Tried the 15/9/9/9 setup you sugested except I dropped the sup dive run in favor of a major for the health savings...works great! thanks.

Last edited by pegasux; Jun 26, 2006 at 11:08 AM // 11:08..
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Old Jun 28, 2006, 09:51 PM // 21:51   #33
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In pve I run a very basic monk build.

Word of Healing {E}
Healing Whisper
Orison
Healing Touch
Healing Seed
Heal Party (swap with Mend Condition, depending on mission and what any other monks/rits are running)
Signet of Rejuvenation (great for topping off, or energy conservation, could swap with Sig of Devotion)
Hard rez of your choice. I've been trying out Rez Chant lately, but Rebirth is what I normally run. You shouldn't be rezzing in battle, save that for other people with sigs, yours is the rez for when nobody else is left alive. Rebirth gets you out of situations that you couldn't get in to rez people otherwise.

Edit: I'd also like to add that WoH is a means of energy management in itself. It heals for SO much on low hp targets, that you can afford to wait a little longer on heals in many situations, and get a giant heal. Healing Whisper is pretty great as well, I use it on back line characters and those who are in range. Pretty rare that I run up to a warrior for it. Sig of Rejuvenation heals pretty well when you can meet the condition, but it's a bit of energy management as well. It's unusual for me to have energy problems, and when I do it's generally due to people overagroing or other monks not doing much/any heal/protting. It's NOT a build that's going to go solo UW, or anything like that, but in 99% of the missions and quests it works just fine with the minor adjustments previously noted.

16 Healing Prayers
13 Divine Favor

If you're not running a sup rune...why not? You should be staying back and out of agro anyways.

Last edited by NightOwl; Jun 28, 2006 at 10:05 PM // 22:05..
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Old Jun 29, 2006, 06:29 AM // 06:29   #34
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I've only been playing this game about a month but my lvl20 canthan born monk/mesmer has the following:

16 healing (1+3)
15 devine (+3)
3 insperation

1.Orrison heal
2.Word of healing {E}
3. Healing Seed or Hex removal or Draw conditions
4. Mend ailment (also target self - not to be confused with mend condition)
5. Heal party
6. Energy Tap or Inspired Hex
7. Healing touch (self heal)
8. ressurect.

In most cases I group with a 2nd monk in a party of 8 but when with only a healer hench I can get by. I find that ressurect when I have gotten over a hard part I can use word of healing immediatly after the rez and maybe orrison to have the player back at full health. Often my parties aren't short of W/Mo and they will res out of combat.
Energy tap has saved my skin alot only it can be tough sometimes to cast on a mob before it dies. Inspired hex I usually only use if partied with hench as I'm interested in the mesmer profession and seeing some of those nasty hexes excites me =p.
I find this build works ok for me, self healing can be hard at times and energy draining, knockdowns like the Arborstone mission are a big hassle and sometimes having to run to heal an ally will get me frustrated at my team.
Friends have helped with input and I'm open to anyone elses input here.
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Old Jun 29, 2006, 01:54 PM // 13:54   #35
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Quote:
Originally Posted by Aisius
I've only been playing this game about a month but my lvl20 canthan born monk/mesmer has the following:

16 healing (1+3)
15 devine (+3)
3 insperation

1.Orrison heal
2.Word of healing {E}
3. Healing Seed or Hex removal or Draw conditions
4. Mend ailment (also target self - not to be confused with mend condition)
5. Heal party
6. Energy Tap or Inspired Hex
7. Healing touch (self heal)
8. ressurect.

In most cases I group with a 2nd monk in a party of 8 but when with only a healer hench I can get by. I find that ressurect when I have gotten over a hard part I can use word of healing immediatly after the rez and maybe orrison to have the player back at full health. Often my parties aren't short of W/Mo and they will res out of combat.
Energy tap has saved my skin alot only it can be tough sometimes to cast on a mob before it dies. Inspired hex I usually only use if partied with hench as I'm interested in the mesmer profession and seeing some of those nasty hexes excites me =p.
I find this build works ok for me, self healing can be hard at times and energy draining, knockdowns like the Arborstone mission are a big hassle and sometimes having to run to heal an ally will get me frustrated at my team.
Friends have helped with input and I'm open to anyone elses input here.
You have two superior Runes, complete overkill, drop one. I don't know what your life is, but I am sure it isn't good. Inspiration needs to be higher to be effective at all. Try 13 divine 13 healing 10 insp. (that's with 1 sup rune) Drop Orison and put in holy veil, take inspired hex over energy tap. You will keep your party clean of hexes this way.

In case you don't know how to use holy veil. Cast in on party member who has a hex, then remove it (dbl click on the enchant) it will strip the hex when it is removed. With your divine it will also act as a small heal.

Two other things to note:
1) Make certain your weapon set doesn't drop your e regen to 3. In other words, ~48 energy with a +4 e regen is better than ~63 energy with a +3 e regen.
2) Make sure your armor isn't all tats. That will simply make you squishy and probably force your co-monk to work a lot harder.
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Old Jul 09, 2006, 07:43 PM // 19:43   #36
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Default Divine Healing Spammer

Want longer lasting monk enchantments?
Want cheaper casting of monk spells?
Want to give superior healing and be a lifesaver?
Without running out of energy immediatly?

I strongly recommend you to try my DHS-build
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Old Jul 10, 2006, 03:12 PM // 15:12   #37
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For your "DHS" build to be effective, you should make your secondary Elementalist and change your elite to glyph of renewal.

This has been discussed before in other threads. with Glyph of Renewal you can maintain Divine Spirit indefinately. Which is of course the cornerstone of your entire build.

I tried this build in PvP and found it to be horrible--I'm sure it works very nicely in PvE though. Personally I find e-management via the mesmer class(MoR/IH) to be superior since it allows me to cast virtually indefinately. In addition it not only heals, but also removes hexes and conditions, thereby keeping my party clean.
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Old Jul 10, 2006, 04:07 PM // 16:07   #38
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Simple Healing Build - cheap and uses all prophecies skills
15 healing (major rune, can go 16, but its not that big an issue), 13 divine favor, tats armor (+1 healing scar), 20/20 ankh (collector), 3^50/10 holy rod (quest reward, dirt cheap) or 5^50/20 healing rod (moderately expensive)

Skill bar in this order:
Word of Healing (for others)
Dwayna's Kiss (for others)
Orison (yourself and others)
Healing Touch (yourself)
Healing Seed (Optional - holy veil, smite hex are also good)
Heal Party (useful when the tank first rushes in)
Divine Spirit (for desparate situations, e-management)
Rebirth

I leave condition removal to boon prots (mend ailment is far superior with prot points).
I have almost never run out of energy, except when heal party spamming due to a bad aggro in FoW with spiteful spirit triggering everywhere (heal party > spiteful). Healing seed is dangerous because it provides shatter fodder for mesmers, but useful in melee situations (its a cast and forget spell).
Boon prots are very dangerous to use in echovald forest (if you're going kurzick) due to the high number of warden of the minds who LOVE spamming shatter enchantment.
With the recent boost in dwaynas kiss and the number of boon prots around, along with the huge number of hexes tossed around, dwaynas kiss can regularly heal for >200 hp. It's simply an amazing skill now.
WoH is still a PVE god (as mentioned above).
Healing touch is possibly the greatest self heal ever designed (fast cast, huge heal, fast recharge).
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Old Jul 10, 2006, 04:24 PM // 16:24   #39
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Default Hi again.

Quote:
Originally Posted by ender6
For your "DHS" build to be effective, you should make your secondary Elementalist and change your elite to glyph of renewal.

This has been discussed before in other threads. with Glyph of Renewal you can maintain Divine Spirit indefinately. Which is of course the cornerstone of your entire build.

I tried this build in PvP and found it to be horrible--I'm sure it works very nicely in PvE though. Personally I find e-management via the mesmer class(MoR/IH) to be superior since it allows me to cast virtually indefinately. In addition it not only heals, but also removes hexes and conditions, thereby keeping my party clean.
I agree that it most likely is an horrible build for PvP. I will edit away the Universal-part and write PvE/IG.
As for the Glyph I have this in consideration and other skills too, but I do not like extortion *at all*...
I am already looking out to try different energy-supply methods, for my build, but it takes some time. I will make edits on my thread as I get to try out more solutions with time.
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Old Jul 10, 2006, 06:38 PM // 18:38   #40
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Quote:
Originally Posted by LadyHealingDragon
I agree that it most likely is an horrible build for PvP. I will edit away the Universal-part and write PvE/IG.
As for the Glyph I have this in consideration and other skills too, but I do not like extortion *at all*...
extortion? Are you sure you got the right word there? LOL

At any rate Glyph or Renewal allows you to maintain Divine Spirit by-passing the recharge vs duration time. Take my advice or leave it -- personally won't effect my life in the least because I won't be using this build. Still in the spirit of exchanging knowledge I thought it was fair to point out that Glyph of Renewal helps the effectiveness of your build.
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