Hate to rain on your parade guys, but there will never be a ST5 Gobbo or an AG6 skink unless you are playing with House rules. The official rules specifically state that you can only ever add up to 2 points to a players characteristics from their base starting point.
"No characteristic may ever be increased by more than 2 points over its starting value or to a value greater than 10. Any additional increase must be taken as new skills instead."
How much Agility is to much?
Re: How much Agility is to much?
And to that effect, I did have a Khemri Tomb Guardian who rolled box cars (double 6's) on his first 3 skill-up rolls. He is now ST 7 and Block! 

Re: How much Agility is to much?
I would always carry an ag 5 or even 6 player if i possibly can, as a ball retriever.
After the first player though it loses a lot of value and I would probably pass it up if i got a third.
After the first player though it loses a lot of value and I would probably pass it up if i got a third.
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Re: How much Agility is to much?
AG5 is splendid, especially on high MA players. AG 6 is debatable (though I'd most likely take it anyway). AG6 is really only worth it for retrieval (blodge sure hands, maybe leap). For stunties, AG5 is also debatable (because dodging into multiple TZs isn't an issue for them), but it's still nice for pickups, or in a pinch, for passing.
Re: How much Agility is to much?
I can you tell you from experience that an AG5, blodging skink is absolutely amazing. I went anywhere (could've done that with the AG4 bump) and picked the ball up whenever I wanted with ease and there was nothing that my opponents could do about it.AG5 is splendid, especially on high MA players. AG 6 is debatable (though I'd most likely take it anyway). AG6 is really only worth it for retrieval (blodge sure hands, maybe leap). For stunties, AG5 is also debatable (because dodging into multiple TZs isn't an issue for them), but it's still nice for pickups, or in a pinch, for passing.
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Re: How much Agility is to much?
I know, right? my COL lizards have an AG5 (my only BB2 legend) AND an AG4 skink. Supereasy retrieval, and 2+2+ passing play, bitches! =DI can you tell you from experience that an AG5, blodging skink is absolutely amazing. I went anywhere (could've done that with the AG4 bump) and picked the ball up whenever I wanted with ease and there was nothing that my opponents could do about it.AG5 is splendid, especially on high MA players. AG 6 is debatable (though I'd most likely take it anyway). AG6 is really only worth it for retrieval (blodge sure hands, maybe leap). For stunties, AG5 is also debatable (because dodging into multiple TZs isn't an issue for them), but it's still nice for pickups, or in a pinch, for passing.
Still, I think my team might have been better for its TV if I had skipped the second +AG on the AG5. If skinks had been GA, I might have done it, but the suckiness of skink normal rolls is what convinced me to still get AG5 on him. Occasionally it comes in handy vs tail or diving tackle, of course.
Re: How much Agility is to much?
I have an AGI 5, +1 MV, Blodging, SideStep, SureFeet skink. I don't regret the second +AGI for an instant. He's incredible.
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