Developed Pestigor. What skill next

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Ikterus
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Developed Pestigor. What skill next

Post by Ikterus »

My star pestigor Campylobacter just reached 77 SPPs

Currently he has: Horns, Regeneration, Nurgles Rot, +1 MA, Extra Arms, Dodge, Block

I use him as ball carrier.

What skill should I take next?

The team is here: link

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Aliboon
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Post by Aliboon »

Sure Hands, you need some protection against strip ball I reckon.

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Post by Tarp »

unless the AG team coaches in your league are almost braindead, you should take surehands.
Cant imagine how you have made it that far without it, those leap/AG5 strip ballers realy ruins an otherway good nurgle day when you have no surehands

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reservoirelves
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Post by reservoirelves »

If Sure Hands isn't appealing you could also consider Two Heads or Kickoff Return.

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Ikterus
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Post by Ikterus »

Tarp wrote:unless the AG team coaches in your league are almost braindead, you should take surehands.
Cant imagine how you have made it that far without it, those leap/AG5 strip ballers realy ruins an otherway good nurgle day when you have no surehands
Well the league is MBBL and this team won The Spike last season... ;)

I've waited for a third pestigor to reach his second skill... My plan is to have two ball carriers, one with two arms and one with sure hands (and block offcourse). The other two pests are going to be blitzers. One block/tackle and one block/MB. I couldn't say no to AV+ and MA + though...

Also I've lost two pests.

I thought about fend for this guy... Does that sound silly?

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Post by Ikterus »

reservoirelves wrote:If Sure Hands isn't appealing you could also consider Two Heads or Kickoff Return.
Two heads is nice. KoR I don't get...

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Jural
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Post by Jural »

KoR allows you to put the player more towards the center of the field and give him a greater chance to pick up the ball and then get it into a good position.

Anyway, I would consider Big Hand, Two Heads, and Sure Hands before Fend on this piece. Kick Off Return I'd probably put on one of the other pestigors.

If t were me, I'd go Sure Hands or Big Hand. If you haven't needed Sure Hands until now, Big Hand would make it murder on other teams if the ball ever ended up loose!

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Post by Tarp »

KoR is a sort of way to negate kick, for a MA6 player against elves with kick, KoR can be realy nice.
surehands, block, Kick off return. For a safe ball carrier.

Most bash teams can benefit from one against fast teams with kick.

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Post by Ikterus »

Tarp wrote:KoR is a sort of way to negate kick, for a MA6 player against elves with kick, KoR can be realy nice.
surehands, block, Kick off return. For a safe ball carrier.

Most bash teams can benefit from one against fast teams with kick.
The thing is that he has M7 allready...

I chose Two Heads.

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Post by mattgslater »

Good call.

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Post by Jural »

I would have gone Big Hand, but that is an awesome choice too!

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Post by Craigtw »

Jural wrote:I would have gone Big Hand, but that is an awesome choice too!
With Extra arms already, the Big Hand will not be as useful as Two Heads.

I agree. Good call.

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Post by Blammaham »

I think I would have gone for shure hands to aviod the areial strip ball WD assult. good luck with your two heads.S.

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Post by mattgslater »

Craigtw wrote:
Jural wrote:I would have gone Big Hand, but that is an awesome choice too!
With Extra arms already, the Big Hand will not be as useful as Two Heads.

I agree. Good call.
While I like Two Heads on this guy, I have to say Extra Arms/Big Hand is a great combo on AG3 (not as good as Big Hand/AG4/Leap...). Given the +MA and Dodge, though, he's not a Sure Hands candidate (just too much stuff to take), which makes Big Hand a little less cool.

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