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Jack Del Rio
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Maxed out Comeback Kid could be deadly. 45% bonus to catching passes > 20 yds.
but I just dumped all my pts into Track Star
Last edited Dec 23, 2008 14:11:13
 
Mob-6
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Originally posted by Daddy Warbucks
I really don't like Go To Guy. It's built for "possession" receivers - guys who can handle consistently getting thrown to under pressure, but speedsters will use it for glory hogging. If you're not open or can't handle it you don't deserve to be looked at on that particular play.

Also, Second Wind is better than raising your stamina unless you do so to an intense level (which is silly obv). At the end of the third quarter you will have lost at least 30 energy, meaning the full effect will only put you back into the game at closer to full intensity. All stamina does is determine how quickly your energy depletes and regenerates, +30 energy would benefit you regardless so long as you're lacking at least that amount. And a player with both high stamina and second wind would benefit the most - up to a point.

Of course, WRs don't need much stamina. I see this more as a lineman/QB skill.


Good point on Second Wind, but I'll let somone get a year of it under their belt and let me know how good it is before I spend my points in it.

I'm not a fan of go to guy either, mainly because we don't know how much of a bonus it translates to.
 
XUMuskie85
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I'm definitely putting some in red zone freak. Otherwise Quick and Track Star look good. There's a lot of good choices I think.
 
Mutiny
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I personally think Quick Feet with Head Fake & Juke is going to be really good.
 
Big_Sexxy_II
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You need to look also at where you will be in the next few seasons. For instance, I'm the low WR on the totem pole for WSI. I am constantly facing DBs that are higher level. Underdog would help bring them down to my level a little bit more.

Sure Hands is another one (as I am working towards being a possession WR) that, ultimately, will have a short term and long term effect.

After that, probably quick (which aids with route running.) Nothing wrong with being a Wes Welker style WR in this game.
 
Big_Sexxy_II
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Originally posted by Jack Del Rio
Maxed out Comeback Kid could be deadly. 45% bonus to catching passes > 20 yds.
but I just dumped all my pts into Track Star


That's only if you play on (or plan on playing on) a team that is consistently behind. If you are on a team that plays with the lead more often than not...then it's useless IMO.
 
Big_Sexxy_II
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Originally posted by logicbomb
Do you guys think Sippery would work or is that just for RB's?


It doesn't specify that it's for HBs...so I assume it will work for all of us.
 
civil
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Originally posted by Big_Sexxy_II
...so I assume it will work for all of us.


lol... You've just Borked!
 
Matt Cline #8
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Originally posted by Legacy
Comeback Kid might be a good investment for a receiver like mine, who averaged 30 YPC last season, but my team doesn't trail very often, so I'm probably going to focus on abilities that provide a more immediate benefit for now.


dang 30 yards a catch well i know one thing
they need to get the ball to you more offten
 
xaznxrice
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I think we can all agree that you should max out Track Star asap then start looking to branch out, no? That should be your number one priority. If CBs are going Long Reach + Showboat then we can only do our best to stay away from them.
 
Big_Sexxy_II
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Originally posted by xaznxrice
I think we can all agree that you should max out Track Star asap then start looking to branch out, no? That should be your number one priority. If CBs are going Long Reach + Showboat then we can only do our best to stay away from them.


The counter to Long Reach/Showboat combination would (potentially) be:

Sure Hands (second catch modifier)
Agility
Quick Feet (for Head Fake/Juke)

I'd think that creating separation is more about how quickly you come in/out of your breaks as opposed to raw speed.
 
oaklandraider
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Im liking track star because I can basically get my agility boosts from the SA tree ... and right now, all I really want is speed/agility boosts .... everything else is a 'nice to have' imo
 
PackMan97
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I like the SAs that help with either route running (Track Stah, Quick) or ones that help with Catching (Soft Hands, Sure Hands, Mr Reliable, etc) than ones that help break tackles.

A WR has to primary tasks (even speedsters)

Get open (enough so the QB throws to you in the sim)
Catch the ball

everything else is gravy
 
Jack Del Rio
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Originally posted by Big_Sexxy_II
Originally posted by Jack Del Rio

Maxed out Comeback Kid could be deadly. 45% bonus to catching passes > 20 yds.
but I just dumped all my pts into Track Star


That's only if you play on (or plan on playing on) a team that is consistently behind. If you are on a team that plays with the lead more often than not...then it's useless IMO.


There isn't just one extreme or the other, any team in any Pro league could use this assuming that they haven't been the unanimous #1 for multiple seasons. The fact that it only works while trailing doesn't take anything away from it - what IF it worked so well that you just see-sawed back every time the opponents took the lead? Can you imagine how potent this could be against some of the toughest teams in the game? You don't need it to work all the time for it to be an insane ability - if you can pull down impossible catches vs Santiago Benitos because of this ability (when they will be leading most of the game), and keep pace with them, then you're within the realm of luck/turnovers allowing you to win the game.
 
kingofgod
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Well my WR is on a bad team, but he has a lot of fame from his days in pro.

I got GTG to 10 since he catches most everything when he he targeted, but he is a possession WR so getting open is tough. I also got comeback kid to 8 since we will be trailing a lot. I plan on seeing a ton of 20 yard completions.
 
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