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Old Aug 18, 2005, 07:02 PM // 19:02   #101
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Glad people realise that making it elite doesn't solve the problem.

What is needed is anti-spirit counters really - how about:

Necromancers are the opposite of rangers in some ways, being about death and undead rather than life and spirits. Maybe necromancers should have powerful anti-spirit spell? Ward like abilities (or well-like, but then you deal with putrid stealing it), cancelling the effects of all nature rituals in the area. So long as you stay in the "Shield of Souls" (marked by ghost like forms writhing along the perimeter) no nature rituals affect you - and nature rituals within the shield have no effects.

Mesmers could get a spell that imbues their wepon with the ability to instantly kill any spirit for 1-13 seconds from domination - call it "Astral Blade" or if you allow it on bows/wands "Astral Weapon", and it severs the spirit's link with the world.

Rangers Could even get a spirit that prevented new spirits being cast in its region - "Furious Spirit"! this spirit will counter the next 1-3 spirits placed in it's area by either team, as the Furious Spirit jealously guards its domain.

I think to fix NR doesn't involve weakening it - it is a needed strength - but it should have reliable counters. I have listed a few that aren't unbalancing I think - a mesmer one to kill spirits in play; a necro one to shield from the spirit's effects, a ranger one to prevent spirits from entering play.

Can they be abused? Well, those afraid of spirit spam may spam the counter spirit, but even at 3 spirits prevented it isn't a big deal - besides, it's a spirit, it can be killed, right? The one hit spirit killer nerfs the Fertile Season's strength, but requires getting over to the spirit or hitting it with a missile weapon - so a smart group can protect with wards and the like, or disenchant the enhantment. Someone has blocked all spirits (with a Furious Spirit) but you want to lay one? Lay it inside the necro's Shield of Souls - sure, it loses it's effect when it comes into play (no dispelling with NR) as it can't have one within the shield, but simply stop spamming the shield and when it ends both spirits are in play.
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Old Aug 18, 2005, 07:11 PM // 19:11   #102
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The solution is simple: change one aspect of NR, make it so that it does not remove all enchantments and hexes at its birth, or maybe just remove hexes (which tend to be cheaper to cast and shorter lasting).

This means that the NR + Oath + QZ combo no longer works, while still keeping enchantments and hexes balanced against spike and straight up phyisical damage.
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Old Aug 18, 2005, 07:18 PM // 19:18   #103
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Not sure how viable this might be for countering a healing ball/spirit spam D build(its really one of those wild hair ideas).

Have one ranger in your group with high wilderness and have him lay down as many EoE as he can. Have a couple other players with 0 wilderness lay down multiple random spirits ideally within range of the opposing team so that they get targeted and killed. The high level EoE deals 43 damage per spirit that dies and has better health then the multiple 0 levels so it can last for the first couple deaths (along with the opposing team's). However once the first couple of your own spirits go down... chain reaction makes the entire ball collapse and gives your team a chance to function in a "normal" environment for a period.

Sure the opposing team will try to reestablish their spirit defense, but then they aren't spamming healing spring, and are very open to disruption and death. It might even be possible if your team was good to time the death so that your spiker was coming online as ball collapses...

Anyway, I don't have a group I can really test this with, but wanted to get some feedback from the gurus around here. So have at it! (and thanks)

Last edited by bobrath; Aug 18, 2005 at 07:19 PM // 19:19.. Reason: cleanup on aisle 5
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Old Aug 18, 2005, 08:12 PM // 20:12   #104
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Hmmm... if the Ranger has Mantra of Concentration/Resolve to prevent interruptions, how's about using Mesmer Shutdown/Energy Deprive against them?
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Old Aug 18, 2005, 08:43 PM // 20:43   #105
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Quote:
Originally Posted by Neo-LD
The point is that NR is just one skill but is hoses so many perfectly good skills and strategies. Any enchanting or hexing strategy is rendered nearly useless by it - with almost no way to combat it.

The way Id fix it is to slap it with an elite tag and make the "destroy all enchantments/hexes" part come when it ends or dies. This might make interesting ranger builds intentionally going for 0 wilderness for the munimum duration of NR, but hey T - 30 seconds (until everything gets destroyed) is alot more fair than 5. Other anti-H/E spells need to be buffed. Maybe Remove Hex's cooldown goes down and cast time gets cut. Rend Es penelty gets reduced to -20 or -30 etc etc.

If it was changed to that they could just chain it so every 5 seconds one dies with a little timing
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Old Aug 18, 2005, 08:55 PM // 20:55   #106
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They could make it so it only destroy severything if it actually ends. If its killed nothing happens. When it drops nothing happens. While its alive the cast times are doubled like it is now. That would result in some interesting "KIll the NR hunts"

If that happens they should reverse it so its duration gets shorter as you raise it to a higher level. In which case at level 16 it would last 12-15 seconds.
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Old Aug 18, 2005, 09:23 PM // 21:23   #107
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Quote:
Originally Posted by Neo-LD
They could make it so it only destroy severything if it actually ends. If its killed nothing happens. When it drops nothing happens. While its alive the cast times are doubled like it is now. That would result in some interesting "KIll the NR hunts"

If that happens they should reverse it so its duration gets shorter as you raise it to a higher level. In which case at level 16 it would last 12-15 seconds.
Interesting idea. To those who suggested it hurt only hexes - are you crazy? This game has so much hex removal compared to enchanment removal it isn't funny. Enchantment removal is too slow and too expensive for the most part - only NR gives a reasonable, large enchantment removal, with Rend and Lingering curse hopping along for a ride in a runner up position. Enchantments often are cheap, fast cycle times and are simply re-applied if stripped.

NR's power is needed - in some form. The idea of having it at termination is good - it makes it a requirement to invest heavily in the attribute to get it working well. I still wouldn't mind seeing skills introduced as I described, as they are ways of countering the skills that would be interesting additions, but I do agree that the current NR environment is too restrictive and difficult to play in for any put a few builds - thus the spectrum of builds is reducedand the game gets kinda dull.
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Old Aug 18, 2005, 10:04 PM // 22:04   #108
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Quote:
Originally Posted by Entropius
However, I'm not convinced that non-nuclear enchantment removal "can't be buffed up enough to counter healing balls and other dedicated enchantment-stacking builds, but still not hate out all enchantments."
I don't mean to imply that nuclear enchantment removal needs to be on the level of Nature's Renewal, just that there needs to be some skill that performs the sanity check.

It's a multi-tiered problem of proactive threats vs. reactive solutions. If someone wants to have a robust set of solutions they need to be prepared to have answers to just about anything - spike damage, efficient damage, enchantments, hexes, conditions, energy debilitation. Trouble is that while a defense has to prepare to deal with anything that comes along, an offense can simply overload on one or two aspects, and just run over the defenses any common build can show. Sure most builds run condition removal, but what can a build do if the other team just starts dropping them on everyone every second? Your Mends aren't going to be able to keep up. Hex removal is still solid, but what can you do if they start stacking a half dozen hexes onto the same target? Sure it's a heavy investment but that guy is just going to end up standing there doing very little until he gets hit by a Convert. Enchantments tend to be more defensive in nature, but the idea is still the same - most teams will bring some enchantment removal to deal with problems, but you can just up and overload it by piling more on than they can take away.

This problem is made even worse, of course, by the fact that enchantment removal is naturally slower than the vast majority of enchantments, meaning that even if you ran every enchantment removal option possible, we could just run more enchantments and still come out ahead, as our enchantments are cheaper, faster, and recharge more quickly than your 'solutions'.

So, no, there doesn't need to be a gross, Nature's Renewal level nuke in the environment, but there does need to be a sanity check, something on the level of Martyr, that'll keep people honest. The global nukes like Martyr keep people from completely overdoing it on any aspect of the game, giving tactical removal its useful role in fighting the balanced fight.


Quote:
Originally Posted by Entropius
I play, mostly, Ether Renewal builds, and thus tend to stack lots of enchantments on myself. This is certainly nasty, but rend enchantments / lingering curse seems sufficient to deal with it.
Well see that's the issue. Rend Enchantments is pretty decent against a single Ether Renewal guy, because the timing synchs up and you just want to keep that one enchantment off of that one guy. That's a fair tradeoff. The problem is, what do you do if the other team is running, say, eight Ether Renewal guys? What if their entire team is buff stacked to hell? One guy with Rend Enchantments and Lingering Curse is not going to cut it. Four guys with Rend Enchantments and Lingering Curse might start to cut it, but what sort of build are you going to run that can afford to devote that kind of space? How is that going to beat any other build, or even put up a fight against a buff-stacking build given that you've dedicated that much just to stopping the buffs?


Quote:
Originally Posted by Entropius
Ether Renewal builds seem to be at the pinnacle of enchantment stacking
It's not even close to it, because it's just buff stacking on one guy. I'm concerned about entire teams of that.

I'd also like to point out how Ether Renewal based Smiters are actually thriving in a Nature's Renewal dominated environment. That should be a clear sign of just how abusive that particular build is, that you have a character based on enchantment stacking that's rawdogging it right through massive enchantment stripping and still devastating matches.


Quote:
Originally Posted by Entropius
When you say that the current spot removal/rend isn't enough to counter healing balls, do you mean that the amount of enchantment removal most teams run isn't enough to counter them, or that it's impossible to use a reasonable amount of non-nuclear enchantment removal to deal with them?
I'm saying that it is impossible to run a reasonable amount of non-nuclear enchantment removal. At the peak of healing ball days (right before Nature's Renewal got fixed) we'd be seeing teams bugging into the hall with stuff like Echo/Chilblains, dedicated Lingering Curse / Rend Necros, and suicide Well of the Profane runners, and it simply wasn't enough to break through unless *both* opposing teams were running it. These were teams that were skipping the lower tiers of tombs as well - they never would have made it that far with the straight out hate builds they were running.


Quote:
Originally Posted by Entropius
I just read your comments in the other thread on healing balls, and suggest that, perhaps, the teams who brought chilblains/well of profane/rend/etc against you failed to break the ball because they weren't as good as you, and because the healing ball wasn't as well known at that point?
Oh, it was pretty well known by the better teams. Well known enough that you'd have teams bugging directly into the hall with builds designed explicitly to counter ours, since they'd see the message and know what they were trying to fight. And you know what? They still would fail to kick us off more often than not. Oftentimes they would fail to get even a single kill. Again this was not against random pugs - one of the more memorable wins was us getting sandwiched by KOR and War Machine, and them quitting out early after they were unable to get even a single kill.


Quote:
Originally Posted by Entropius
I'm sure there's a solution to healing balls that doesn't involve Nature's Renewal. My current guild's build should be able to break through the healing: rend enchantments or lingering curse on one random guy, 6x Obsidian Flame spike, Well of the Profane.
Sounds eerily familiar to the Rend -> Air Spike builds that we'd consistently see at that point in time and ignore wholeheartedly. I really can't stress enough how much people underestimate the defense that comes from a good healing ball. We were happily standing in Meteor Showers and tanking Earthquake -> 4x Aftershock. It just wasn't scary enough.


Quote:
Originally Posted by madness2k4
If NR is made into an elite then you would see a large numbers of R/Me running Arcane Mimicry to do the oath shot + NR spam.
I think you underestimate how big of a drawback Mimicry has. It's slow, expensive, has a horrendous cooldown, and leaves you much more vulnerable. Plus then you're dedicating two elites to trying to spam Nature's Renewal, except now your build gets eaten by a normal interrupt or energy denial or plenty of other options that we have available.

Sure, you could do it, but it certainly wouldn't be ubiquitous. The existance of Arcane Mimicry in no way weakens the nerf that is slapping the elite tag on a skill.


Quote:
Originally Posted by Epinephrine
What is needed is anti-spirit counters really
Nature's Renewal is not a spirit.

Sure, it says it's a spirit, and it leaves a spirit in play once you use it, but the fact that it's a spirit really doesn't matter at all. Nature's Renewal is a two energy skill that destroys all enchantments. It just happens to leave a spirit in play that kicks you in the crotch while you're down. Skills that are effective counters to spirits simply would not matter against Nature's Renewal - unless, of course, they prevent you from putting Nature's Renewal down to begin with.


Quote:
Originally Posted by Epinephrine
Can they be abused? Well, those afraid of spirit spam...
To put on my asshole hat for a minute, those who are afraid of 'spirit spam' are hopeless scrubs whose opinions on balance can be safely ignored. There is absolutely nothing wrong with mass spirits. There are problems with a couple of specific spirits - Fertile Season because of its effects upon other spirits, and Nature's Renewal because it doesn't even act like a spirit and does something grossly out of line with the balance levels in the game. That's it. There's nothing seriously unbalanced about any other spirit. People who complain about 'spirit spam' and not the problematic spirits are simply showing the world that they don't understand the problem or why they're losing.

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Old Aug 18, 2005, 10:21 PM // 22:21   #109
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Quote:
Originally Posted by Ensign
I think you underestimate how big of a drawback Mimicry has. It's slow, expensive, has a horrendous cooldown, and leaves you much more vulnerable. Plus then you're dedicating two elites to trying to spam Nature's Renewal, except now your build gets eaten by a normal interrupt or energy denial or plenty of other options that we have available.

Sure, you could do it, but it certainly wouldn't be ubiquitous. The existance of Arcane Mimicry in no way weakens the nerf that is slapping the elite tag on a skill.
Normally, but you're dealing with an Oath Shot ranger so neither cooldown nor energy are problems. The biggest drawback is it is two elite slots, but don't you think ruining that many skills is worth it?
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Old Aug 18, 2005, 10:36 PM // 22:36   #110
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Same, I disagree with the drawback on mimicry part. I'd gladly take the semi-expensive mimicry+NR+Oath shot just because the effect of hosing entire team builds like that is so good. The energy engine for the guy does exist after all, so it shouldn't be too much trouble.
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Old Aug 18, 2005, 10:44 PM // 22:44   #111
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As far as balance goes, I see one best way to handle this. (theory) If you use something in moderation whatever counters in the game for it will work as intended. Problems come when people mass a certain skill or build. In the current context we have/had people spamming enchantments. The current set of skills excluding NR do a decent job supressing mild enchantment use. However, these skills do practically nothing against mass enchants. There needs to be a skill or system in place to deal with this. However, whatever the skill or system is should not interfere heavily with the moderate use of enchantments such as NR. That is not to say that it can't, just that it shouldn't be practical. It seems Martyr would have the same effect, however it is much more balanced. While it does remove all conditions from the team, it transfers them to the user. Conditions are also very easily applied and Martyr doesn't have a lasting effect like NR.

Another example of this sort of system that works is the damage system used in most RTS style games. There are two main types of damage, single unit and splash. Splash functions as the protection against mass units, however, it can also be used vs a single unit but it is usually not practical to do so.

The problem is the enchant/hex system in Guild Wars is on a much smaller scale than damage. Having a global removal system of even only 1 hex/enchant is detrimental while splash damage can be balanced by making it do a %less damage than a typical regular attack.In fact, lowering the number of enchants NR would remove would make it more practical against moderate enchants than mass. What would likely be more balanced would be giving a negative effect depending on the number of enchants being used. To protect those using only 1 or 2 enchants the effect would probably have to scale exponentially or be multiplied by the number of team mates also using enchantments.
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Old Aug 18, 2005, 10:57 PM // 22:57   #112
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They have to remove Natures Renewal from the rangers class also. It makes no damn sense being a Ranger skill.
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Old Aug 18, 2005, 11:08 PM // 23:08   #113
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Quote:
Originally Posted by Blackace
Same, I disagree with the drawback on mimicry part. I'd gladly take the semi-expensive mimicry+NR+Oath shot just because the effect of hosing entire team builds like that is so good. The energy engine for the guy does exist after all, so it shouldn't be too much trouble.
Yeah, with a Zealous bow Arcane Mimicry's only disadvantage is the cast time.

I'm not even sure I like the double cast time mod, that's pretty brutal to some lines in the game. Sure, at face value you're looking at skill types of hexes and enchantments, but really that's Water Magic, Protection Prayers, Curses, etc. Spirits are interesting in their effects, but I think more than 1 needs to be looked at, and if not, why not go all the way with spirits to handle other classes?
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Old Aug 19, 2005, 04:54 AM // 04:54   #114
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Hmmmz. Unless they make some changes to Unnatural Signet and make it somewhat useful, one possible compromise might be to have NR affect duration-times of enchantments, hexes and perhaps even spirits and minions. As long as the spirit's up, hexes and enchantments have a shorter duration, and all other spirits and minions have a [higher] health degen. When the spirit dies, all hexes, enchantments, spirits and minions die with it. Okay, so it might be a little overpowered but you get the idea It'd be a bit like building the EoC counter into the skill.

I've yet to meet this particular team build, but I was wondering whether a team which exploits the enemy's nature-rituals might be successful. This team would also be heavy on rangers or maybe warriors, and perhaps bring some complementary rituals such as GC+Winter+MoF to counter the damage from opposing rangers, and maybe spirit of failure or the like to ameliorate the energy probs. To get rid of the opposing teams spirits quickly, it could perhaps combine some extremely low-level spirits with a high-level EoC?

Or how about a massive, long-lived minion-army with a few orders and shouts? I dunno how well it'd work, but I think minions are just so adorable!

Cheers!

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Last edited by Hiawatha; Aug 19, 2005 at 05:04 AM // 05:04..
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Old Aug 19, 2005, 02:47 PM // 14:47   #115
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nerf natues renewal and

warriors will be useless again and rangers too.

why?

aegis spam and stuff and every1 will buff with heavy enh and no1 can kill each other with fertile season up
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Old Aug 19, 2005, 03:31 PM // 15:31   #116
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Default Easy fix...

A new and improved version:

Nature's Renewal
(Nature Ritual) Create a level 1..8 Spirit. For creatures within its range, all Enchantments are removed. For 15..30 seconds, Enchantments take twice as long to cast. This Spirit dies after 15..30 seconds.

Simple change... large consequences.

Insanity

Last edited by Insanity; Aug 19, 2005 at 04:14 PM // 16:14.. Reason: Typo
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Old Aug 19, 2005, 03:34 PM // 15:34   #117
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Quote:
Originally Posted by Insanity
A new and improved version:

Nature's Renewal
(Nature Ritual) Create a level 1..8 Spirit. For creatures within its range, all Enchantments are removed. For 30..126 seconds, Enchantments take twice as long to cast. This Spirit dies after 30..126 seconds.

See if you can spot the simple change... and the large consequences.

Insanity
doesn't remove hexes huh o_O

duno
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Old Aug 19, 2005, 03:35 PM // 15:35   #118
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Originally Posted by Silent Wandarer
doesn't remove hexes huh o_O

duno

i still think they shud remove all the ghostly hero crap and make pvp a 10 player map where 1 plyaer is chosen and gets a clamin resource skill
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Old Aug 19, 2005, 04:50 PM // 16:50   #119
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Quote:
Originally Posted by Ensign
A bunch of awesome stuff
That's the most insightful post I've read in a while, and certainly the best take on the situation I've seen. Back when KCHS started the "spirit spam" I had identified Fertile Season and Oath Shot as the problems, but now that I think about it, the whole "doesn't act like a spirit" thing might be the real problem, not Oath Shot. A couple rangers under QZ can still put down NR fairly often.

And thanks for taking the scrubs to task. Far too many people just look at the spirit effects and figure they're losing simply because there are too many of them.

So how's this for a fix: Instead of stripping enchantments and hexes, it just cuts their duration by a %, based on Wilderness Survival. (This of course applies only to enchantments and hexes cast while under the effects.) That way it can keep mass enchants in check without demolishing them entirely.
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Old Aug 19, 2005, 04:59 PM // 16:59   #120
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I don't do a lot of PvP and so probably will have missed something but here is my take and solution to the problem.

NR's ability to remove all enchantments and Hexs in an area is a great ability, who wouldn't take a skill that does that? which only costs 5 to cast?

I think everyone is agreed that something needs doing. But you also need to ahve an effective counter to Enchantment or hex heavy builds.

I refer to Martyr, which I think effectivly deals with builds that try and over run people with conditions. But Martyr has a big drawback, i.e. you get all the conditions which means that it won't be spammed.

So i think there should be a Hex version of Martyr. would be an effective counter to Hex heavy builds but wouldn't be common enough to make all hexs pointless. also no body would spam it as they wouldn't want all those hexs.

Enchantment clearly present a problem and so I suggest this skill:

Remove all Enchantments from foes in the area and disable all enchantment skills for X seconds. you recieve X damage for each enchantment removed and disabled.

the idea being that you stop mass enchantments and give your team a window to kill the opposing team. however you recieve a big dent to you health (maybe even enough to kill you) which would be a reason why people would avoid spamming it. obvioulsy might need some serious testing to balance it right with any other skills.

then NR can be returned to stripping just one or two enchantments and Hexs
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