spinball
Joined: Jul 01, 2004
|
  Posted:
Oct 22, 2015 - 02:50 |
|
The Lorax on my Dr Suess team just got his Legend Skill, and rolled up Agility again.
https://fumbbl.com/p/player?player_id=4899664
The question is do I take it? I would have taken +MV or +STR without hesitation, but right now I am stuck.
I am going to list the what I am thinking about taking. |
|
|
Antithesisoftime
Joined: Aug 20, 2014
|
  Posted:
Oct 22, 2015 - 02:57 |
|
Do not ignore Nuffle's Gift
5AG can dodge into a cage on a 4+
4ST, he's already a 2db against most standard ball carriers
Hell 2+ into a Tackle zone, or 3+ into 2.
Why is this even a question? |
|
|
Uedder
Joined: Aug 03, 2010
|
  Posted:
Oct 22, 2015 - 03:03 |
|
Because he doesn't have any skills to really help with that... no sure hands, no dodge, no tackle... Ag5 is amazing tho. I understand your dilemma spinball, but i think you can't really go wrong with this kind of player. Whatever you choose. |
|
|
Grod
Joined: Sep 30, 2003
|
  Posted:
Oct 22, 2015 - 03:09 |
|
Ag 5 is amazing. No choice really. Pity he will never have a chance to get dodge. |
_________________ I am so clever that sometimes I don't understand a single word of what I am saying.
Oscar Wilde |
|
DrDiscoStu
Joined: Feb 20, 2006
|
  Posted:
Oct 22, 2015 - 05:03 |
|
yeah it is a shame his skills dont match his stats, but i think +AG for sure, he would make a great loose ball gatherer |
_________________ Check out my fishing and camping blog.
The Black Pearl Bounty-Board.
GUARD CONQUERS ALL! |
|
Bazakastine
Joined: Mar 21, 2014
|
  Posted:
Oct 22, 2015 - 06:00 |
|
AG5 is hard to pass up regardless of the other skills you have. For Orcs it can change the game on defense as you can pickup lose balls so much better. |
|
|
tussock
Joined: May 29, 2011
|
  Posted:
Oct 22, 2015 - 06:11 |
|
Tackle: eh, build a proper wrackler out of a lineman.
Sure Hands: a very safe ball carrier, with enough Guards around.
Piling On: why? Makes no sense on a legend, he's +MA and +AG and needs to stay on his feet.
Strip Ball: doesn't work against Sure Hands, good if you hit a lot of ST 5+ ball carriers.
+AG: tricky pickups, dodging into loose cages, and an instant long passing game, AG 5 is magic.
He'd be slightly better at what he already does with Tackle, he'd do so much more with +AG, you already have cheap Sure Hands players that work OK against most strippers and with AG 5 he can recover most spills anyway. |
_________________
|
|