Pick artist or KO? Which ability is better. I run mostly zone, so I was looking at Mid zone for the slot and Sub LB’s and deep out zone for Safeties. Maybe Lurk artist on the MLB’s instead. Or just use pick artist on as many players as possible? Thoughts.
DisturbedinAB said:Pick artist or KO? Which ability is better. I run mostly zone, so I was looking at Mid zone for the slot and Sub LB’s and deep out zone for Safeties. Maybe Lurk artist on the MLB’s instead. Or just use pick artist on as many players as possible? Thoughts.
The ko abilities are too expensive imo. I think i have one as an x factor, (i prolly have a couple for now with the zc temp 0 ap abilities too but when those temp zero aps go away i doubt i will)
You can have pick artists all over the field for the cost of a couple kos.
SquishySoldier21 said:The ko abilities are too expensive imo. I think i have one as an x factor, (i prolly have a couple for now with the zc temp 0 ap abilities too but when those temp zero aps go away i doubt i will)
You can have pick artists all over the field for the cost of a couple kos.
They are really expensive. So better to go with volume and have the whole secondary with pick artist.
KO’s are better because it also includes improved reaction time ie break on ball speed
Pick Artist because like mentioned above, KO's are too expensive and you won't be able to attach it to your whole secondary.
Mid-Zone KO. By a long shot. You can't get the pick if you can't react to the ball. When you're playing against top-tier users, you won't get a lot of opportunities for contested picks.
Use KOs. If you play cover 3 put deep safety with deep in zone