From what I understand, the 3.5 hours is in COMBAT. Not standing around dancing, talking, afk'ing or any of that. You should be able to collect enough easily to keep it charged, and it never goes back to the original state (in other words, never goes back to plain old black ice armor.)
They are earning points for killing players, which is all well and good (it IS a pvp zone after all) but needing an injury kit each time is salt in the wound. No gold issues; just wondering about the logic of it. As for the stealth someone else mentioned--here's my take: No class should have the capability to stay in…
As a cw, I'm usually hanging out on the bridges/columns as "air support" for my team (which is why I don't get to claim those pretty green souls very often). If my team is banging it out 4 vs 5 on a node, I'll go try to grab a node. If my team is busy elsewhere, and 2-3 of the enemy team is chilling on a node, I'll rush…
Thaumaturge's Cap Opressor's Profound Robe (xmuted to Armor of Loloth) Thickgristle's Arm Wraps (xmuted to Dread Servitor's Gloves) Orb of the High Vizier (xmuted to Savage Skull of Many Arrows) Thaumaturge's Profound Footwear Profound Necklace of Warding (xmuted to Exorcist's Necklace of Blessings) Controller's Exquisite…
How many times have I been through this in the past three days.....4 team members run to #1 and sit there while it caps. Yes, I will leave because you can't fix stupid.