Czars Slow Build Project - DO NOT BOOST!

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Djaughe

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I have two players that have been slowbuilding on banky's team:
SS Victor Creed II
TE -Taltos-

Both are currently lvl 5, and haven't been on the depth chart for the most part, just intense training.

I was thinking about joining a D-League right before they hit lvl 7 and tearing it up a bit :D, but would there be interest in them joining the new slow-build-czars?

I was envisioning we all start with level 1's - generated per the greasemonkey script to get the best rolled player (see PM).


Right before the playoffs is the best time to create new players so we can take advantage of the training time.

We also won't be able to sign low level characters till the czars are moved down into the BBB leagues (czars are too high in the leagues to sign low level characters).
 
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Djaughe

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I'm in.

Perhaps we can also discuss what type of player we want to create so we have a well rounded team.

I had success with J-BAD, and I like D. Maybe a linebacker or a DE would be something of interest to me. I would actually really enjoy building a pass rushing DE.

Donald hs dibs on a DE.

I'm gonna wait till everyone makes their choice.
 
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  • Shane - still waiting for vote.
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pointNumberOne

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Totally understand the everybody @ the same level angle. Didn't use the reroll script, but rerolled manually a *lot*. -taltos- was created right before last seasons playoffs & extended offseason, VC2 was just after offseason started. They'll be available, but only if needed/wanted, no big deal. :)

Count me in for an o-linemen (anywhere) if passing on the other two.
 

PDXChris

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I will let you know in the next day or so what I want to create. I am not feeling well and my brain hurts.
 

SuperSpck

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I'm ok with building offensive and defensive lineman again.
I'll also be more "by the book" about the builds (but it's boring!).
I truly am good with whatever though.
 
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Djaughe

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Flu bug is going around.

Also we got plenty of time to figure out positions to fill.
 

jf-08

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I'll go QB if no one else had already picked it.

And on D - I'll take a DT.
 
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A guide for folks wanting a speed WR:

Vallic said:
WR's need to be built for their role in the offense. WR1/2/3 depending on your OC should all be different. This WR will be built specifically with streak patterns in mind. For this the goal is to maximize straight line speed and the ability to bring in the ball.

You'll begin this player by training your SPD until it's high enough to bring to the 2:1 cap, remember though before spending your SP to do this make sure to train SPD to 90%+. You'll be saving up Shopping tokens here to use at a higher level. You should hit this point fairly quick and will now turn your training focus to AGI/STA. You will be training both of these until your SPD has been taken to the 5:1 cap. this should be at level 15-16. Now you'll be switching your training to VIS/CTH. Your AGI will be your next focus, aiming for the 4:1 cap. Its going to take you to level 27-28 to hit this point. Your VIS/CTH should both be in the mid 20's or close to 30 (ie. high enough to pour SP's into) Now you'll be training STR/JMP.

Your first 3 seasons will be spent working on being faster then anyone you line up against. Traditionally it is not until your 4th year that the air attack really becomes lethal anyways. At this point you will be ready to begin contributing.

Taking your VIS/CTH to the 2:1 each should take you until around lvl 33-34. You're actually going to revisit training VIS at this point coupled with CON as your confidence will be a bit low. Your SP's will be dedicated to JMP until it is to the 2:1 cap. Once it is at 2:1 you'll plug some points into your SAs and go back to jumping and get it to the 3:1

Your equipment will obviously be fully invested into speed. You'll be working on 3 VA's Track Star, Sure Hands, Quick (in that order)

The Value of SA's should be in this order
1. First Step
2. Quick Cut
3. All Possession Tree SA's

Most Important to this build is your AEQ and Custom Item.

Your custom item will be +6 SPD/+1 Possession.
Your AEQ will be in Quick Cut / First Step.

At level 40 with equipment you'll look like this

SPD: 108 + 11 (VA)
AGI: 70
JMP:50
CTH:50
VIS:55

First Step: 8
Quick Cut: 8
Possession Tree: 3/3/3/3/3

You'll get down field incredibly fast and have a great shot at the ball even if your covered (Sure Hands+Possession SA's+Solid VIS). This player is built specifically to beat the defender deep and with the right QB will thrive in an offense that lets him do that.
 
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A guide for folks wanting a combo HB:

Vallic said:
The Combo HB is all about maximum gains in the three main attributes. You need to be fast enough to get past the line, agile enough to make a move on LBs and strong enough to run through the secondary. The best route to a great combo HB comes by hitting target attributes and having the best possible balance.

When you get the roll you're looking for you're going to be training SPD/STA until you have enough points to get SPD to 48. Afterwards you'll couple AGI/STA together and reach 48 with AGI. At this point you should be at 48/48/20 and be around level 8-9. Next you'll be concentrating on STR/CAR. Hold all your SP's until you train STR high enough to hit 48 with it and then burn them. At this point you should be level 12-13. You should be looking like this 48/50/49 naturally. At this point you'll change your training focus to CON/CAR. You should be at the end of the season and should be ready to boost to 16. You'll be spending all of your points to get STR up to 61. You should be here by level 16-17.

At this point you'll be Investing in all +STR gear and getting ready for your expansion season. I went this route with my HB http://goallineblitz.com/game/player.pl?player_id=985708. At this point you are DONE with STR. Why? Because this is where you're equipment will be going. At level 32 with this build you should have 90 STR, which is strong enough to run through alot of LBs and SSs.

Now your focus should be all on your SPD/AGI. Continue to train CAR/CON, these will both approach 30 by the end of the season. Getting your SPD to 61 will begin to seperate you from the slower power backs that all decided to grind out 7 more strength. You'll be here around level 20-21 and should be at the end of your second season (before boosts). When you boost you're going to finish AGI or get close to it. This is where my HB is now at level 23. He is 81/61/57.

This is where you will be grinding for a season. You're just not introduced to Vet SAs (we'll hit these later) and lvl 24 equipment (+4 STR more), but your leveling slows down and you're no longer rapidly gaining attributes. Continue to concentrate on your SPD/AGI. finish getting AGI to 61 then switch focus to speed. By the end of this season you should be level 29. With equipment you'll have 85+ STR, 68 SPD, 63 AGI. You'll be primed for big year ahead at this point.

You'll now be boosting to level 32, and getting AGI to 68, SPD should hit 69 from leveling and your STR w/equip will now be at 90. We're going to stay with SPD/AGI for 2 more seasons. You should see level 34-35 in season 4 depending on where you are. We're going to take SPD to 74 now naturally and go back to AGI for our final level or two. When you boost at the start of next season you will be finally done with AGI taking it to the 5:1 cap as well.

For the start of season 5. Your HB should be looking like this

STR 90+
SPD 75
AGI 74
CAR 40
CON 40
STA 30
VIS 20

With VA's you'll be augmenting your SPD/AGI. +10 Track Star, then Quick. With VA's you'll be over 80 SPD, and when you get Quick up you'll be over 80 AGI as well. Level 32 is the final level that you'll continue to focus on STR with all equipment. at 32 you should be working towards becoming the back no one wants to face splitting gear between SPD/AGI.

Equipment
It's possible to fully upgrade 2 pieces of AEQ with a reasonable amount of shopping. When searching for shopping tokens I'd recommend training STA you can always use some with this build. I'd look for Power Through or Lower Shoulder and a +% chance to Break Tackle chance. If you land a Power Through/+% AEQ piece together, I'd get a Quick Cut item for your 2nd piece.

Also, if your team can afford to buy you a 2nd set of gear split between SPD/AGI you could be 60+ 90/90 for some games with this build, in the 40's.

SAs
Lower Shoulder, Stiff Arm and Power Through will all make you a pain to bring down. But since it's the 1st skill on the Elusive end I'd also recommend working up Quick Cut. However. Do Not Touch SA's until SPD/AGI are at 74 each. I'd bring this skill up to 6.

In conclusion at this point you should have enough speed to get past the DLine, enough STR/AGI to get through the 2nd level and enough power to go through the secondary.
 
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Djaughe

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A guide for folks wanting a pass rushing DT:

joeflex73 said:
Pass Rushing DT's, at least the way I build them, take a bit longer to show production than a DE. There are strengthless DT builds out there (Kayoh had one and with permission, we can post it here). Now, a pass rushing DT should also be effective against the run.

Start by training STR/TAK. Like with DE's, we will be saving points until we can reach 48 or 49 with our points in STR. Again, make sure to end training when you have 75-95% saved and are at the point you can cap the stat. Once STR is at 49, we're going to be leaving it there for a while.

After STR has been capped, start training AGI/STA. Again, save SP until AGI has reached 48/49. Around lvl 8 or so, you should reach this point. Keep pumping SP into AGI until you've reached the 73 cap. You should be around lvl 14 or 15 by the time you reach this point. While you are pushing AGI to 73, train SPD/STA. Train SPD/STA for a while, and at this time come back to STR and get it to 61. This shouldn't take long, and you should be around 55/56 STR by the time you start this.

Once you have STR at 61, it should be time to bring SPD up. Continue training and saving points (if possible, you can spend them if you need to). Once SPD is 48/49, begin training VIS/CON. Like DE's, VIS/CON are important. G's get .67 points of confidence per level and potentially can play at a higher level. With low confidence, pancakes will demoralize you in a hurry. Vision has it's obvious bonuses. Your goal should be to get VIS soft capped next.

Next up would be tackling. By now you should be at a level where more tackling is needed. Once VIS is soft capped, train TAK/SPD or TAK/STR. You can steal a point or 2 that's worth high SP with the training combo. You should be around lvl 30 perhaps by now. Get TAK soft capped, and begin pumping up Shed Block SA.

You have several options for training at this point. Probably a good idea to do STA/CON and get STA into the 30's or 40's and confidence up there.

Shed Block is by far the biggest SA in the tree you want. DT's don't have near the SA options of DE's. There are a few in the run stopper tree that aren't bad, such as Wall, which would be helpful in the run game. It's also at the top of the tree, so you can just pump it up without wasting SP.

For AEQ, Tunnel Vision, Shed Block, First Step should all be favorable pass rushing SA's. If you find one of the out of tree SA's, you'll want to land 2 such items on your DT.

VA's
Quick and Track Star are obvious VA's for a pass rusher. Jump the Snap also should be a good one. Heavyweight got really mixed reviews. With probably 70 or so base STR, you won't be overpowering the G's that block you. Your STR is more functional than it is a weapon.

All gear should be in either SPD or AGI or split between them.

Discussion from here :) I like to get different points of view from the folks here and again, we can change things that we may find to be inaccurate or that work better.
 

Shane

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Sorry about that guys. I wouldnt mind being apart of this. I would like to create a LBer and a WR if possible?
 
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Djaughe

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Sorry about that guys. I wouldnt mind being apart of this. I would like to create a LBer and a WR if possible?

No Problemo - I'll have the list updated soon.
 

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Go ahead and add me to the list. I should be good for 2 or three players. I would like to try DE, HB, or TE. I haven't done any of those yet and it would be fun to try those out. Let me know.:D
 

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The idea of cooking like that will also let players get advanced equipment and upgrade it with no pressure.:rockon:
 
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Djaughe

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Center:

Dujoman said:
WORK IN PROGRESS
1.0 Introduction
Hey, this is my idea f how to perfectly build a Center in the this game, GoallineBlitz. I will try and explan as much as possible along the way, but still try and keep some sort of order. Each section will end with a short summary, so you can skip the wall of text and still get the basic idea of this plan.

1.1 The Roll
Dont ever settle for just any roll. The path to greatness is decided largely by your initial build. Now you can really go two path with a Center, either you go for a Blocking or a Strenght build. My suggestion is to go after a high Strength roll. Why do you ask? Due to training options. Blocking can be trained along with either Strenght or Agility. Strenght can, besides blocking, be trained along with Jumping, Carrying, Throwing, Kicking, Punting and Tackling. All these are skills that the C doesnt need. So by choosing a Blocking build, you will limit your training options. When choosing the Strenght build, you can train Agility and Blocking while you add points to Strenght.
The optimal roll for a Center would be 33 Strenght, but according to http://www.glbwiki.com/index.php?title=Highest_Attribute_Rolls the highest roll of Strenght for a Center so far is 30. Some say that rolls have been tuned to not include such high nubmers anymore, though an agent I know just rolled 30 Blocking for his Center. So it is possible.
Now here is a quick guide for the optimal roll for a Center.
Kenshinzen said:
C
8: Speed, Jumping, Throwing, Catching, Carrying, Kicking, Punting
10: Confidence, Agility, Vision, Tackling, Stamina
43 pts to Strength, Blocking

The rule is, to get as near to 43 points in Strenght and Blocking, 41 and 42 are good rolls. But make sure, Strenght is the higheste of the two.
Ive knocked out several 40 rolls being 20/20 and a sole 26 Strenght.
A 40 roll could be 20/20 Str/blk. But a better 40 roll would be 23 Str / 17 Blk.

1.2 Spending Points, Training and Equipment
It may take some time to get a decent roll of high Strenght, so take your time. I wouldnt settle for anything under 24 in Strenght. Now after getting your initial build right, your next move is finding a Team for your Center. Sign a D-league team with one or none human Centers. I suggest you find a player picture on google or something and add to your player.
Go to your player page, and hit "Training" either at the top bar or "Training Points"'s link. Select "Normal Training", Secondary Activity "Go Shopping (+1 Shopping Token)", Select Regimen "Blocking Drills (+blocking)", hit "Train".
Next stay in the Training menu. Select "Intense Training", Secondary Activity is now grayed out, Select Regimen: "Pass Blocking Drills (+blocking, +agility), hit "Train".
To your right there is a list of your players Attributes, just under it, is a summary of your "Bonus Tokens" and "Shopping Tokens". You can use Bonus Tokens to either upgrade Advance Equipment or a +5 any skill one game Bonus. Shopping Tokens are used to buy Advance Equipment. Click the "1" next to "Shopping Tokens:". This will take you to the "Advanced Equipment Store (Money: $2,340.00)" menu. Near the buttom there is a "Refresh"-button. Click it and press "OK" to the pop-up "warning". On your screen you will see 3 different Advance Equipment pieces. Buy one you can afford. If there is a good piece like "Hold Block chance, 2%" or "+1 Strenght" or "+1 Blocking", buy it. This item will most likely be sold at some point near lvl 16. For the next 10 or so levels, you will train on Intense, training your Blocking and Agility. If you have any money left over, buy some Equipment from the Equipment menu, select the skill/stat to be "Stamina", not Strenght nor Blocking. This is to give your player more playing time and keeping off the CPU players off the field.
When Training and Equipment is taken care off, you now have two options concerning your SPs. Either you spend them or you do not.
1) Spending SPs
If you choose this route, add the 15 SPs into Strenght, which will bring your Strenght op to nearly 40 (24 + 15 = 39 fx.). Now the idea is to get your Strenght up to 48 as fast as possible, when +1 Strenght will cost 2 SPs. This is due to the Center's unique auto level bonus. As the only position in GLB, Centers recieve +1 in Strenght and Blocking when they reach a new level. So if your Strenght is 48, and your Center levels up, it is now 49 without you having to spend Skill Points. This will contiune untill level 21 where hte is a decrease in the amount added at each level up.
2) Not spending SPs
If you choose to save your SPs, look at your Training page, the "Approx. Normal Training Pcts" section will tell you that you will gain roughly +31% if training Strenght (when Strenght is at 24). Now one of the other Slow Build methods is to train an attribute untill teh return % is around 34%. So at this point, your gain from training something else is higher, and therefore you should still be training Blocking/Agility. For a Center, this is not one of the best way to go. You can wait to add points untill your Strenght + Save SPs = 48. But when you can reach 48, do so. As explained above, this will save you 1 SP each time you level up.

1.3 Building from level 1->?
After getting on a pee-wee or D-league team, you player will start to play games, gain daily XP and start to level up. This is where the fun begins! Now saying that you have a similar build to this:
http://goallineblitz.com/game/player.pl?player_id=1263852
It will take 24 SPs to reach 48 Strenght. This should be reach by level 3. At level 2, you will have 20 SPs and have recieved +1 into Strenght, bringing your total possible Strenght to 24 + 1 + 20 = 45. So at level 3, your total possbile Stenght would be 24 + 2 + 25 = 48 + 3 unspent SPs. Now this could bring your Strenght up to 49 (After 48 each +1 will cost 2 SPs) and leave you with 1 unspent SP. To reach the next cap at 60.51, you will need 24 SPs, 60 - 48 = 12 x 2 = 24. Now we subtract the 3 SPs you already have from reaching the 48 mark. So that makes 24 - 3 = 21. Lets assume that you didnt go to 49 but stayed at 48 Strenght saving 3 SPs. Here is a list of the delevopment of Strenght over the next few levels, how many SPs you have and what you could bring Strenght to if you spent the SPs.
Level 3 48 (3) 49
Level 4 49 (8) 53
Level 5 50 (13) 56
Level 6 51 (18) 60

So by lvl 6 you will have 60 Strenght. Now to reach the Hard-Cap at 68 (67.97), you will need another 24 SPs, 68 - 60 = 8 x 3 = 24. This time you will not have any SPs leftover. So here is a list of the next levels, how many SPs you have and what your Strenght could be if you spent the SPs.
Level 7 61 (5) 62
Level 8 62 (10) 65
Level 9 63 (15) 68

So at level 9 you will a have total of 68 Strenght and 0 SPs left. So for the next 12 levels , you will recieve +1 in your Strenght, making your base Strenght at level 21 = 68 + 12 = 80.
Now its time to adress Blocking. So far you have been training it together with Agility, and recieved the auto +1 level-up bonus for 8 levels. Now I'm not nearly good enough to do the math to find out just how high your Blocking would be. But with a base at 15, it would be 15 +8 = 23 + Training (lets say +6), making your blocking at 29. Now we repeat the first part of the building idea. Save SPs untill Skill + SPs = 48. So 48 - 29 = 19. 29 is still a low enough number to keep training Blocking/Agility, so while you save up SPs to get Blocking to 48 you still will get some progress through Training and the auto level up. To make this easy, lets say you switch to training Agility and Speed.
Here is the list with Blocking.
Level 9 29 (0) 29
Level 10 30 (5) 35
Level 11 31 (10) 41
Level 12 32 (15) 47
Level 13 33 (20) 50 + 1 SPs.

So at level 13, you will be able to soft-cap Blocking at 48, with 5 SPs left effectly making your Blocking 50 with 1 SP left. Again we save SPs. The List continues:
Level 13 48 (5) 50
Level 14 49 (10) 54
Level 15 50 (15) 57
Level 16 51 (20) 61

At level 16, you can cap Blocking at 61. Having 0 SPs left. No the idea is to get Blocking to 68 too. The List continues:
Level 16 61 (0) 61
Level 17 62 (5) 63
Level 18 63 (10) 66
Level 19 64 (15) 68

So at level 19, your Blocking will hit 68 and you will have 3 SPs left. At some point along the way your Training Return from Agility will be minium. Switch to either Speed/Stamina or Vision/Confidence.

So at level 21 your Strenght will be 80 and your Blocking will be 70. At this point, you will start spending points to get Agility to 60, then Speed to 60, then working on Vision and Confidence to 60. After this, its time to hit thoese SAs.

I will write more, when the mode strikes me.

/Dujo.
 
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Djaughe

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Softcp chart.


[softcaps] - http://snipr.com/softcaps-wiki
00.00 ←[ 1:1]→ 48.06
48.07 ←[ 2:1]→ 60.51
60.52 ←[ 3:1]→ 67.97
67.98 ←[ 4:1]→ 73.24
73.25 ←[ 5:1]→ 77.28
77.29 ←[ 6:1]→ 80.53
80.54 ←[ 7:1]→ 83.25
83.26 ←[ 8:1]→ 85.58
85.59 ←[ 9:1]→ 87.60
87.61 ←[10:1]→ 89.40
89.41 ←[11:1]→ 91.01
91.02 ←[12:1]→ 92.46
92.47 ←[13:1]→ 93.79
93.80 ←[14:1]→ 95.00
95.01 ←[15:1]→ 96.13
96.14 ←[16:1]→ 97.18
97.19 ←[17:1]→ 98.15
98.16 ←[18:1]→ 99.06
99.07 ←[19:1]→ 99.99
100.0 ←[20:1]→ etc.
 
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Decent slowbuild guide.

GLB POSTER said:
I know some people have been asking about "slow building". Whats the process, how do you build the player, whats the best plan of attack, etc. So I did a little pilfering and stole this "guide" from a guy who stole it from another guy, you know the story.

For those who already have a handle on it, go have a beer

So here goes:

Hey guys, slow building is going to give us a huge advantage after the first season, yeah starting season number two we are going to suck the first half of the season, but after midway through the second season, we will be amazing. please follow this model dont use the skill points that you get from now on, and hold them until you have enough saved up to hit 60 on your primary skills and 48 for your secondary skills.

First a few basic concepts:

1) The perfect time to create a new player is at the end of the regular season. Creating a new player at this point will give you 8 days to train the player’s 1st primary attribute on intense without lvling. Using this timing method will net you +3-4 pts to your first primary stat. For example, if you create a DT with a base STR of 20, you can train for 8 days, get STR up to 23 and then boost during the off-season. If you’re careful and only boost one lvl at a time, you can get your STR to about 52 at lvl 4.

2) When you’re rolling a player, use the reroll button a few times and take note of the “useless” attributes that go to 8. Once you’ve figure out all of the useless attributes, keep rerolling until all of them are 8 at the same time. It’s at that point that you’ve gotten a maximum roll.

3) To the extent you can afford the real life $$, its generally a good idea to stick all 10 equip pts on STAM when you first start out. The name of the game is postpone training/putting SP’s into STAM as long as possible while still maxing out your xp per game. For STR builds (e.g. o-line and d-line) this is easy – the stronger your player is, the more slowly he wears down during the game. This is trickier for speed builds. There isn’t a perfect solution here (or at least I haven’t found it yet). Generally, it makes sense for speed builds to train STAM on intense in the period immediately following creation. For speed builds, I recommend getting STAM up to around 25 (w/ equip) and then forget about it as long as possible. For many builds, there will come a point where you will have to switch over to training STAM for a about a week – just keep an eye on your energy lvls and if they start running low, it’s that time.

4) When you first create a new player DO NOT SPEND THE 15 SPs. Wait until your first Primary Attribute lvl (see below for further discussion of Primary Attributes) + saved SPs = 48 and then dump all of your SPs into the first Primary Attribute.

5) Never, ever put pts into SA’s until you’ve hit your attribute targets. This rule can be violated in certain circumstances where your build needs to be effective right away or where you’re generally attempting to apply these principles to an existing build. However, the biggest gimps in this game are the builds that went SA heavy prior to lvl 22 so keep that in mind when you’re tempted to dump pts in SAs early on.

Now that that is out of the way, on to the good stuff. Each position has attributes that can be divided in 3 categories of utility:

1) Primary Attributes – these are your money attributes which are the principle drivers of your builds effectiveness, e.g. STR for a DT, SPD for a WR, etc.

2) Secondary Attributes – these are your attributes that complement your primary attributes and give your build that extra boost of effectiveness, e.g. SPD for a DT, Carrying for an HB.

3) “Meh” Attributes – these are attributes that have some basic utility for your build, but are not absolute priorities, e.g. JUMP for a LB, BLOCK for a WR.

With a couple of exceptions discussed later, Primary Attributes should be raised to natural 60 in the order of importance, Secondary Attributes should be raised to natural 48 in order of importance and “Meh” Attributes should be trained when you start dumping pts into SA’s.

Now you’ve all heard me wax philosophical regarding the virtues of focused attribute building, so I’m not going to revisit the math here. Suffice it to say that by focusing on one attribute at a time up to the targeted levels will increase your build’s long-term effectiveness. The price is that your build will suck for at least the first 1 ½ seasons. The payoff is a lvl 25-30 player that can absolutely dominate a balanced build which is 2-3 lvls higher and whose competitive advantage will only grow as builds mature further.

One final note before we get into specifics: all equip should be placed on the first Primary Attribute. As your building up your player, you may want spread the bonuses around a little bit to keep your player from sucking too much in the early seasons, but as your build matures, you should be slowly consolidating your equipment to a few key attributes with the goal of eventually consolidating all equip bonuses on your first Primary Attribute.

Again the general build order is as follows:

1) Train the first Primary Attribute until the base attribute lvl + saved SPs = 40.;

2) Dump pts in to Primary Attribute until natural 60;

3) Train the second Primary Attribute while you’re dumping SPs into the first Primary Attribute;

4) Once you’ve hit natural 60 in your first Primary Attribute, save SPs until the base attribute lvl of the Second Primary Attribute + save SPs = 48 and keep training your Second Primary Attribute until that point.

5) Rinse and repeat until all of your Attribute targets have been met.

Now onto position attribute targets:

QB:

Primary Attributes: 1) THROW, 2) VIS

Secondary Attributes: 1) STR, 2) CONF

Meh Attributes: 1) AGI, 2) SPD

Preferred SAs: Tight Spiral, Field General
SA’s to be avoided: the entire scrambler line since running qbs don’t work yet.


RB:


Primary Attributes: 1) SPD or STR (depending on Elusive or Power build), 2) AGI

Secondary Attributes: 1) VIS, 2) SPD or STR (depending on Elusive or Power Build), 3) Carrying.
* Note: I’m on the fence as to whether VIS is a Primary Attribute or a Secondary Attribute.

“Meh” Attributes: 1) CONF, 2) CATCH, 3) BLOCK
* Note: I’ve heard people extol the virtues of high CONF for builds other than QB, K or P, but I have yet to see any evidence that proves that these people are not at least mildly ********.

Preferred SAs:

Elusive: I’m a big fan of quick cut, head fake and first step. The jury is still out on the other 2.

Power: I don’t have much experience with power RB’s so someone else can chime in.

FB: this is one of the positions that doesn’t quite fit into my tidy structure

1) STR: natural 60
2) SPD: natural 60
3) AGI: natural 48
4) BLOCK: natural 48
5) VIS: natural 48
6) Train: CARRY and CATCH
* If the concept is to be a more effective ball carrier, swap VIS and CARRY.

Preferred SA’s: Lead Block, Strong Arm and Pancake; I’ve also heard good things about Power Thru and Dive 4 yds.

SA’s to avoided/limited: Hands, Spot Blitz

SPD WR:

Primary Attributes: 1) SPD, 2) AGI

Secondary Attributes: 1) CATCH, 2) VIS
*An interesting build would be one that treated CATCH as a Primary Attribute, but 3 Primary Attributes = long matriculation process.

“Meh Attributes”: 1) STR, 2) JUMP, 3) BLOCK, 4) CONF
* Again, it’d be interesting to see a build that treated STR and JUMP as Secondary Attributes – e.g. 3 Primary Attributes (SPD, AGI and CATCH) and 3 Secondary Attributes (VIS, STR and JUMP), but again this build would take forever to mature.

Preferred SA’s: First Step, Quick Cut, Run Route, Sticky Hands. The jury is still out re: the effectiveness of the other Speedster Abilities for WRs.

Possession WR
*Note: I’m not sold on this concept, but I think it would be interesting. I’m open to other concepts.

Primary Attributes: 1) CATCH

Secondary Attributes: 1) SPD, 2) AGI, 3) JUMP, 4) VIS

“Meh” Attributes: 1) STR, 2) BLOCK, 3) CONF

Preferred SA’s: the entire Possession Receiver line.

TE: this is the other position that does not fit within my neat paragdigm.

1) STR: natural 60
2) SPD: natural 60
3) AGI: natural 48
4) BLOCK: natural 48
5) VIS: natural 48
6) CATCH: natural 48
7) Train: JUMP
* If the concept is to be a more effective Receiver, swap BLOCK and CATCH and SPD AND STR.

Preferred SAs: Run Block, Get Low and Pancake for blocking TEs; Route Run, Sticky Hands and Lower Shoulder for Receiving TEs.

SAs to limited/avoided: Pass Block, Hands

OT:

Primary Attributes: 1) STR, 2) BLOCK

Secondary Attributes: 1) AGI, 2) VIS

“Meh” Attributes: 1) SPD, 2) CONF

Preferred SAs:
LOTs: Foundation, Protect
ROTs: Pancake
* In terms of LOTs/ROTs it is simply matter which line is first – ideally, an OT would have pts eventually in both lines.
SAs to be avoided/limited: Hands

OG:

Primary Attributes: 1) STR, 2) BLOCK

Secondary Attributes: 1) AGI, 2) VIS, 3) SPD
*Note: right now, SPD is only necessary for ROG’s, but when we’re able to dictate run direction, both OG’s should be able to pull

“Meh” Attributes: CONF

Preferred SAs: Strong Arm, Foundation, Pancake
SAs to be avoided/limited: Hands


C:

Primary Attributes: 1) STR, 2) BLOCK

Secondary Attributes: 1) AGI, 2) VIS

“Meh” Attributes: 1) SPD, 2) CONF

Preferred SAs: Strong Arm, Foundation, Line General, Pancake
SAs to be avoided/limited: Hands

DT:

Primary Attributes: 1) STR, 2) AGI

Secondary Attributes: 1) SPD, 2) TACK

“Meh” Attributes: 1) VIS, 2) BLOCK
*Again, I’ve heard people claim the CONF is necessary here. I think that their problem is that their builds suck.

Preferred SAs:
NT: Wall, Breakthrough, Line General
Rush DT: Shed Block, Strong Base
*Note: ideally all DT’s will have pts in both lines, but only NT’s should have pts in Line General.

Avoid like the mother****ing plague: Big Sack

DE:

Primary Attributes: 1) STR, 2) AGI, 3) SPD
*Note: for RDE, swap STR and SPD

Secondary: 1) TACK

“Meh” Attributes: 1) VIS, 2) BLOCK

Preferred SAs: First 4 Pass Rush SA’s. Strong Base and Diving Tackle seems interesting for LDE’s, but I’m not sold yet.

Avoid like the mother****ing plague: Big Sack

LB:

Primary Attributes: 1) SPD, 2) AGI

Secondary Attributes: 1) STR, 2) VIS, 3) TACK

“Meh” Attributes: 1) BLOCK, 2) JUMP, 3) CATCH

Preferred SAs: Diving Tackle, Defense General (for MLBs only), Shed Block

Avoid like the mother****ing plague: Big Sack

CB:

Primary Attributes: 1) SPD, 2) AGI, 3) VIS

Secondary Attributes: 1) Tackling, 2) Catching
*In all likelihood, natural 48 in either of these attributes is probably overkill – high 30’s in each should be sufficient.

“Meh” Attributes: 1) JUMP, 2) STR, 3) CONF

Preferred SAs: Swat Ball, Sticky Hands, Super Vision, Shutdown Coverage, First Step, Change of Direction

SAs to avoided/limited: Return Spec, Smooth Operator

SS

Primary Attributes: 1) SPD, 2) AGI, 3) VIS

Secondary Attributes: 1) Tackling, 2) STR, 3) Catching
*Note: high 30’s/low 40’s in these categories is probably sufficient.

“Meh” Attributes: 1) JUMP, 2) CONF

Preferred SAs: Change in Direction, Super Vision, Swat Ball, Sticky Hands, Wrap Up Tackle, Diving Tackle

FS:

Primary Attributes: 1) SPD, 2) AGI, 3) VIS

Secondary Attributes: 1) Tackling, 2) Catching
*Note: high 30’s/low 40’s in these categories is probably sufficient.

“Meh” Attributes: 1) STR, 2) JUMP, 3) CONF

Preferred SAs: Coverage Abilities line, Wrap Up Tackle, Diving Tackle

K:

Primary Attributes: 1) KICK, 2) STR.

Secondary: 1) CONF, 2) VIS

“Meh” Attributes: 1) SPD, 2) AGI, 3) TACK

Preferred SAs: All

P:

Primary Attributes: 1) PUNT, 2) STR.

Secondary: 1) CONF, 2) VIS

“Meh” Attributes: 1) SPD, 2) AGI, 3) TACK

Preferred SAs: All
 
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Djaughe

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Joelf - for a rushing QB you won't be following the guide I posted above.

You'll actually be spending a season on the bench and training up quite a bit....its called super slow build.

The 2nd season you'll be dropping all your SP in speed taking it to 83.
 
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Djaughe

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Btw...Since the AI designed QB plays run rely on the blocking of the WRs to be effective....we'll need to think about having 1 or 2 WR's developed as blockers to have an effective QB rushing offense...it would also help the HBs.

lol...with the future custom AI offense creator we should do the Nebraska wishbone.
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Galdo

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I'd like to get on board!:)

Would like to create a FB & defensive players and any position the team needs.
 
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