Just wondering what players are worth putting ap on and what abilities at this point in the game. Doesnt feel as straight forward as madden to me so just taking any suggestions.
so far what I know is that workhorse is a must need on HB I also put shifty and recoup on mine. If you scramble with your QB a lot you might wanna put workhorse on him too. For defense I put recoup on my best DE and ball hawk on my DBs. hope this helps a little
Completely agree with Andrews comment, however I think off-platform/mobile deadeye are also good options instead of recoup on the QB. I run a 3 runningback set (two 1st-3rd down backs and 1 powerback) so that I can take off recoup on my RB1 and just have workhorse on him.
Over running a HB or over rushing a DE definitely take the most noticeable tolls.
I pass 99% of the time, so my set up is:
WR1: Silver Takeoff and Silver Cutter
Slot WR: Silver Cutter
HB: Workhorse
QB: Dot, Step Up, and Magician
TE: Silver Cutter
If I ran the ball more, I would add Shifty onto my HB and remove Takeoff on my WR1. If my QB had the option to get Workhorse, I'd probably run that over Step Up.
My logic for the set up I have is Cutter helps counter Man blitzers, Take off helps my fastest WR get off the line quicker to create more separation, Workhorse to keep my RB from getting completely destroyed the few times a game I do run the ball. Dot and Step Up, obviously for accuracy boost since I throw from the pocket most of the time and Magician to help avoid blitzers.
On defense, my set up is:
CB1: Silver Ballhawk
CB2: Silver Ballhawk
SS: Silver Ballhawk
ROLB (User): Recoup
LE: Silver Quick Jump
Ballhawk is, in my opinion, the best defensive ability (if you're playing someone who throws a decent amount). Not sure if Recoup is worth it on my user, but I notice he would turn Yellow quite a bit before I put it on him. Silver Quick Jump is a top end ability as well if you're player has good PMV/FMV and has at least 1-2 traits that help trigger a specific pass rush move. I've seen some people swear by running 4 Silver Quick jump cards on the dline, but I haven't tested it myself since I like having Ballhawks so much.
Workhorse on an HB and is so important. Also if you like to run a 6 man blitz a lot. quickstep on a DE or DT really helps them get to the QN
Gent said:I pass 99% of the time, so my set up is:
WR1: Silver Takeoff and Silver Cutter
Slot WR: Silver Cutter
HB: Workhorse
QB: Dot, Step Up, and Magician
TE: Silver CutterIf I ran the ball more, I would add Shifty onto my HB and remove Takeoff on my WR1. If my QB had the option to get Workhorse, I'd probably run that over Step Up.
My logic for the set up I have is Cutter helps counter Man blitzers, Take off helps my fastest WR get off the line quicker to create more separation, Workhorse to keep my RB from getting completely destroyed the few times a game I do run the ball. Dot and Step Up, obviously for accuracy boost since I throw from the pocket most of the time and Magician to help avoid blitzers.
On defense, my set up is:
CB1: Silver Ballhawk
CB2: Silver Ballhawk
SS: Silver Ballhawk
ROLB (User): Recoup
LE: Silver Quick JumpBallhawk is, in my opinion, the best defensive ability (if you're playing someone who throws a decent amount). Not sure if Recoup is worth it on my user, but I notice he would turn Yellow quite a bit before I put it on him. Silver Quick Jump is a top end ability as well if you're player has good PMV/FMV and has at least 1-2 traits that help trigger a specific pass rush move. I've seen some people swear by running 4 Silver Quick jump cards on the dline, but I haven't tested it myself since I like having Ballhawks so much.
how effective has silver cutter been for you? I did bronze early in the year and didn't feel like I ever saw it impact much.
ejstew said:how effective has silver cutter been for you? I did bronze early in the year and didn't feel like I ever saw it impact much.
Could just all be in my head, but I feel like my guys get better separation against Man coverage with it. I feel like it lights up pretty often as well, but again, could just be a placebo thing. I think that's one thing that keeps me more drawn to this game over MUT. Abilities are nice additions, but they're not a make or break thing in this game where as in MUT, if a player doesn't get a specific ability, they're unusable.