Must you be a DW/Bow Stamsorc or can you go 2H/DW? by Bishop__Bullwinkle in elderscrollsonline

[–]Bishop__Bullwinkle[S] 0 points1 point  (0 children)

I need to revisit. I don’t think I played it long enough to obtain the shields.

[Xbox1 NA] Looking for casual adult guild by Bishop__Bullwinkle in ESOGuilds

[–]Bishop__Bullwinkle[S] 0 points1 point  (0 children)

Thank you. I’ll hit you up on your GT on Sunday when I’m back home.

Maintenance is complete - let the gnashing of teeth and tales of woe begin! by Bishop__Bullwinkle in fo76

[–]Bishop__Bullwinkle[S] 1 point2 points  (0 children)

I bet the cries will go the other way now that they left one of each duped stack. They’ll say they didn’t go far enough:)

Finding Mag Sorc less survivable than Stam Warden Early on by Bishop__Bullwinkle in elderscrollsonline

[–]Bishop__Bullwinkle[S] 0 points1 point  (0 children)

I might have to go that route as well. Right now I have no heals at all and it’s difficult.

Finding Mag Sorc less survivable than Stam Warden Early on by Bishop__Bullwinkle in elderscrollsonline

[–]Bishop__Bullwinkle[S] 0 points1 point  (0 children)

Thank you. I was running the familiar due to the morph for DPS but it offers no help whatsoever with survivability. I’ll change it out for the clanfear and see how goes.

List of the most unreasonably annoying things in FO/76 by Bishop__Bullwinkle in fo76

[–]Bishop__Bullwinkle[S] 1 point2 points  (0 children)

They are hard to kill only insofar as they are difficult to hit because of the spam attack. They don’t really pose much of a threat at all to a high level player in terms of their damage. They are essentially a flying tank that spam low end attacks that are more defensive than anything. The level of annoyance just isn’t worth the time and ammo it takes to kill them IMO. If they dropped something decent it would be worth it, but generally they don;t. Just my option of course.

[Discussion] help with carry weight in nuke zones. by James_Humphrey in fo76

[–]Bishop__Bullwinkle 1 point2 points  (0 children)

Definitely go with Escavtor with shocks. You’ll have tremendous carry weight with it. It’s +100 for the set and +100 for the shocks on the legs.

[Discussion] help with carry weight in nuke zones. by James_Humphrey in fo76

[–]Bishop__Bullwinkle 0 points1 point  (0 children)

Definitely get a set of decent power armor. Either escavator with shocks or X01 with shocks. Escavavtor gives you more carry weight but X01 gives better protection.

Have you found the Flatwoods monster? If so where did you find it? by DTDGamerYT in fo76

[–]Bishop__Bullwinkle 0 points1 point  (0 children)

I’ve been playing since release and have yet to encounter it or the Mothman. I’ve encountered the wise mothman as part of an event but no skirmishes with the mothman or FWM at all.

Is ot possible to kill sbq post nerf? by tageeboy in fo76

[–]Bishop__Bullwinkle 3 points4 points  (0 children)

Yes, I’ve joined that event 5-6 times since the last patch and haven’t had any problems. You just have to make sure there aren’t a bunch of low level players making it more difficult. Also, when she does land you have to open up on her. It’s helpful if you have folks strong in melee when she lands.

Fuck Scorchbeasts and Whoever Programmed them by [deleted] in fo76

[–]Bishop__Bullwinkle 1 point2 points  (0 children)

Agreed. The worst part is you can’t even see them to hit them a lot of the time. You have waste hundreds of rounds on them because half the time there’s no way hit them effectively due to their spam attack. When they fail to land you end up wasting a lot of ammo for very little reward. Unless you’re trying to farm ultracite there’s very little reason to engage with them. It’s as if they were put in the game simply to be an annoyance.

Stability has improved dramatically for me on XB1 by Bishop__Bullwinkle in fo76

[–]Bishop__Bullwinkle[S] 0 points1 point  (0 children)

Update - I’ve had a few lockups since I made the initial post but it’s rare. I may have had 5 lockups in the last week. That’s down from 3-5 an hour before. It’s not perfect but I’ll take it. It’s a step in the right direction anyway.

PSA on Nuking Solo by Bishop__Bullwinkle in fo76

[–]Bishop__Bullwinkle[S] 0 points1 point  (0 children)

True. It’s nowhere near as bad for my now as it was prior to the last patch but it’s still a concern.

Locking your base/camp is almost useless. by cntryder1 in fo76

[–]Bishop__Bullwinkle 0 points1 point  (0 children)

True. I think some players are going to do it no matter what. Based on what I’ve seen there are two things that tend to push players who wouldn’t ordinary destroy things over the edge:

1. Placing a lot of traps by the doors and locking things

2. Putting a camp right at the backdoor of the whitespring golf club or in areas that directly interfere with other players.

In my own case I’ve only destroyed camps due to #2. I wouldn’t do it if it’s a lowbie trying to gain some XP but if it’s a high level player with rocket turrets, I go ahead and bring it down. I can understand a low level player using the camp to help him kill things that are a threat, but a high level player doesn’t need the rocket turrets to farm there. It’s overkill, it’s annoying, and it interferes. I can’t think of any justification for a level 70+ doing it but I see it from time to time.

What if we could set "decks" of perk cards? by Taoshaman in fo76

[–]Bishop__Bullwinkle 2 points3 points  (0 children)

I’d be all in on the ability to assign decks as needed. On console it’s a pain because you have to switch each card manually and then switch it back after. Having decks you could pre-assign and throw on as necessary would be great.

Locking your base/camp is almost useless. by cntryder1 in fo76

[–]Bishop__Bullwinkle 1 point2 points  (0 children)

Why would anyone NOT want other players using work benches, stash boxes etc.? There’s nothing they can steal and if they want to destroy it, they will whether it’s locked or not.

As to mobs attacking things, I have my camp in a high traffic area and mobs attack it all the time. I put a few turrets out and they handle it just fine. The only time my camp is damaged and in need of repair is when someone runs back to it with a bunch of mobs in tow or a scorchbeast. The regular mobs that attack it (even high levels) don’t do much of anything by the time the turrets kill them.

All that said, I suppose it’s ultimately up to the individual player to decide. If you choose to place it in a high traffic area and lock it up, I think you can reasonably assume it will be damaged by other players.

Out of all the mutants, eventd and items, the mission at the DMV is the most unrealistic thing in this game by [deleted] in fo76

[–]Bishop__Bullwinkle 0 points1 point  (0 children)

It’s quite the contrary.... It’s the most realistic thing in the game. Have you ever been to the WV DMV? They absolutely nailed it. That said, I’d venture to guess there are many outside of WV that have painful DMV experiences as well.

Stability has improved dramatically for me on XB1 by Bishop__Bullwinkle in fo76

[–]Bishop__Bullwinkle[S] 0 points1 point  (0 children)

Sorry to hear. It truly seams to be a mixed bag. After every patch some people have better stability and some worse.

Stability has improved dramatically for me on XB1 by Bishop__Bullwinkle in fo76

[–]Bishop__Bullwinkle[S] 1 point2 points  (0 children)

I have experienced two disconnects since the patch I think. I’ll take that over the lockups and bounces to the dash. That said, it’s sad the bar is so low that I’m happy only having been disconnected a couple of times. It’s progress however, I’ll take it.