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Forum > FAQ's, Player Guides and Newbie Help > Aura of Intimidation on Skill Player?
temujin83
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In the description it says that it makes it easier to tackle a player or avoid them, could this be used on an offensive skill player or return man to help tackle avoidance?

Thanks
 
sunder B
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Probably yes, but there are far better options for skill players
 
temujin83
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Originally posted by sunder B
Probably yes, but there are far better options for skill players


I'm thinking of doing it on a return man
 
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Originally posted by temujin83
I'm thinking of doing it on a return man


There are even more options that are far better for a return man.
 
Bane
Baconologist
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Originally posted by Dustin.
There are even more options that are far better for a return man.


yea, and depending on what position and archetype you use to build the returner with, too

like if you build with an elusive HB, you gonna want to add the Return Man SA
if you use the returner arche CB you might want to add juke and hurdle

among other things, just a couple of examples there

 
Time Trial
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Originally posted by temujin83
I'm thinking of doing it on a return man


Don't you do it.

What the skill does:

In an area around the player, other players will lose morale every once in awhile. (like 1 morale for every two seconds, which can be resisted, even at 10+ Aura)

Why is this a bad idea on a Returner:

The returner is going to spend so few ticks in the range of any dot that it will have almost 0 chance of activating. If you want to spend points on an SA here are your best options, in no particular order but me thinking of them:

Return Specialist
Spin
Juke
Head Fake
Quick Cut/Change Direction
Cover Up
First Step
Power Thru
Hurdle
Open Field Fake

If you have any points to spend on SAs, those are the only ones you should invest in. If you are doing a pure BT dot, you might make the investment in LTS and Stiff Arm, but mostly just to get Power Thru up.
 
Theo Wizzago
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Originally posted by Time Trial
Don't you do it.

What the skill does:

In an area around the player, other players will lose morale every once in awhile. (like 1 morale for every two seconds, which can be resisted, even at 10+ Aura)

Why is this a bad idea on a Returner:

The returner is going to spend so few ticks in the range of any dot that it will have almost 0 chance of activating. If you want to spend points on an SA here are your best options, in no particular order but me thinking of them:

Return Specialist
Spin
Juke
Head Fake
Quick Cut/Change Direction
Cover Up
First Step
Power Thru
Hurdle
Open Field Fake

If you have any points to spend on SAs, those are the only ones you should invest in. If you are doing a pure BT dot, you might make the investment in LTS and Stiff Arm, but mostly just to get Power Thru up.


If you chose the "returner archtype" to build your returner, I suspect Return Specialist is already an SA on your build and there's no need to take it again... just be sure to put SP's into it once you're done with the build (near the end of the build... not early on. Never put SP's into ANY SA early in the build unless it's a PeeWee dot [1&done]).

 
WiSeIVIaN
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Fwiw I agree based on how the SA works, this sounds awful. WR/TE is the only offensive skill spot I'd consider since you are running next to peeps in coverage+blocking.
 
Brewnoe
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Originally posted by Theo Wizzago
If you chose the "returner archtype" to build your returner, I suspect Return Specialist is already an SA on your build and there's no need to take it again... just be sure to put SP's into it once you're done with the build (near the end of the build... not early on. Never put SP's into ANY SA early in the build unless it's a PeeWee dot [1&done]).


Never made a non-CB returner or a non-returner CB?
Return specialist is the same spot in the 'speedster' tree for every CB.

SA trees are always the same, archetype only changes what is favored/neutral/penalized.
 
Theo Wizzago
Coyote
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Originally posted by Brewnoe
Never made a non-CB returner or a non-returner CB?
Return specialist is the same spot in the 'speedster' tree for every CB.

SA trees are always the same, archetype only changes what is favored/neutral/penalized.


Yeah. Forgot about that. Solly. Nice catch.
 


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