What are the best abilities for what positions? Whats the “meta” that everyone is using?
Defense?
Offense?
I have no clue what abilities are good and bad haha
What are the best abilities for what positions? Whats the “meta” that everyone is using?
Defense?
Offense?
I have no clue what abilities are good and bad haha
QB: Gambit XF, Indorr Baller, Conductor, and Pocket deadeye
WRs that are 6'4+ (aka Tee Higgins): Spin cycle
OL: Identifier and/or post up
DBs: Pick Arist
Linebackers: Lurker or Lurk artist (only on Zach Baun for now)
there is also this tier list on the site: https://www.mut.gg/abilities/
mcflui7 said:What are the best abilities for what positions? Whats the “meta” that everyone is using?
Defense?
Offense?
I have no clue what abilities are good and bad haha
It's early still... abilities aren't quite as impactful as in prior seasons. At the moment i'm just trying to get a couple/few Pick Artists on the field, then i ultimately end up spending the rest of my AP on stuff liek No Outsiders, simply because it's annoying to have to defend the run and i regularly end up playing Dollar, with just three down-linemen (and pass commit way too often), so this is how i hedge my bets and enable that specific play style. It's a passing league, after all, so you may want to use some other abilities.
For my money, the majority of my focus is going to be on DB play. A single dropped pick can be the difference in close games.
On offense, basically i'd encourage everyone to choose from either; Pocket Deadeye or Roaming Deadeye, based upon if you throw more from inside of, or out of the pocket. The rest is kinda meh. I love 2AP Goalline Back for those tough yards inside the five. Just a few random thoughts, we'll be there soon, but for now, abilities are kind of hit or miss.
EDIT: totally forgot, if you have extra AP on offense, i would encourage folks with high-end teams to consider Post Up. Being able to get a dominant double-team win from your O-line is extremely useful. In a perfect world, we'd have either both Guards, or LT/C/RT equipped with Post Up, to ensure those wins.
RavensFlockLetsFly said:QB: Gambit XF, Indorr Baller, Conductor, and Pocket deadeye
WRs that are 6'4+ (aka Tee Higgins): Spin cycle
OL: Identifier and/or post up
DBs: Pick Arist
Linebackers: Lurker or Lurk artist (only on Zach Baun for now)
there is also this tier list on the site: https://www.mut.gg/abilities/
Appreciate it!
peatrick said:It's early still... abilities aren't quite as impactful as in prior seasons. At the moment i'm just trying to get a couple/few Pick Artists on the field, then i ultimately end up spending the rest of my AP on stuff liek No Outsiders, simply because it's annoying to have to defend the run and i regularly end up playing Dollar, with just three down-linemen (and pass commit way too often), so this is how i hedge my bets and enable that specific play style. It's a passing league, after all, so you may want to use some other abilities.
For my money, the majority of my focus is going to be on DB play. A single dropped pick can be the difference in close games.
On offense, basically i'd encourage everyone to choose from either; Pocket Deadeye or Roaming Deadeye, based upon if you throw more from inside of, or out of the pocket. The rest is kinda meh. I love 2AP Goalline Back for those tough yards inside the five. Just a few random thoughts, we'll be there soon, but for now, abilities are kind of hit or miss.
EDIT: totally forgot, if you have extra AP on offense, i would encourage folks with high-end teams to consider Post Up. Being able to get a dominant double-team win from your O-line is extremely useful. In a perfect world, we'd have either both Guards, or LT/C/RT equipped with Post Up, to ensure those wins.
Thank you!