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TJ Spikes
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These guides are for use with the € Rebel Alliance € Dot Starter Guide http://goallineblitz.com/game/forum_thread.pl?thread_id=5009067

You'll get specifics on what height and or weight to start with, and what attribute you want to shoot up to the second cap. Then the guide will lay out a rough plan for what to do with your first season, and then some vague ideas on how the rest of the build should go.

Edited by TJ Spikes on Dec 15, 2012 07:28:29
 
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WR Speedster

Bonus SA: Catch Fake

Height: Optional Weight: Minimum for +2 Speed.

Big 3: Speed, Catching, Agility

Starting Build: 25 (27) Speed, 16 Catching

Because you start out with 27 in Speed, you'll only need to buy +10% enhancement to start with, HOWEVER you'll want max speed for this build, so pick up the 20% ASAP. By Day 48 you'll be able to buy 1 SP and cap Speed at 49. Keep pounding Speed, and on Day 0 you be able to 2-cap Speed at 61.20. Here's the big change for this build: Stay on Intense Training for Speed. This build lives and dies with Speed, so pick up the 30% enhancement for Speed.

Day 9/10: You'll 3-cap Speed. Keep pounding on Intense.

Day 17/18: You'll 4-cap Speed. Keep pounding on Intense.

Day 23/24: You'll 5-cap Speed at 77.40. Now we down shift a bit, and pick up Speed multi-training, enhance Catching 30% and switch to Speed with Catching 2-way training.

Day 31/32: You'll 6-cap Speed at 80.60, just in time for the playoffs. Stay on your 2-way training.

Hang on to your Boosts, no matter what your playoff chances are.

Day 40: When you hit L19, you'll be able to 7-cap Speed at 84.00, depending on when your training rolls over. You might as well hold off on boost until day 48, unless you're afraid of missing the end of season boosts. You'll use those SPs to finally 1-cap Catching.

You'll have a ton of BTs saved up, so you can set up your 4-way Training. Buy Catching and Agility with the 20% enhancement. I recommend starting with Stamina as the first swing attribute, but Carry would also be a good choice.

Hold your boost for the next season.

On Day 10 when you hit L22, you boost once and you can 2-cap Catching. Then Boost 2 more times to get your VXP rolling.

Here's where we're at so far...

Player Build
Position: wr_speedster
Season: 3
Day: 10
Boosts: 9
Level: 25
XP: 0
VA XP: 0
VA: 2
Bonus Tokens: 79
Training Points: 0
SP: 13

Training Status:
strength : 0%
speed : 83%
agility : 59%
jumping : 0%
stamina : 97%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 42%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 6
speed : 87.2
agility : 24.2
jumping : 17.6
stamina : 23.6
vision : 19.2
confidence : 19.2
blocking : 6
throwing : 8
catching : 62.2
carrying : 17.6
tackling : 8
kicking : 8
punting : 8

There's not a lot of rocket science left in the build. It is 4 AEQ though, so Light Training will start at AGE 160. If you go after Stamina earlier you can get away with a 2-cap, if you wait you'll want a 3-cap. OTK is a nice VA for WRs so saving some room for confidence at the end is advisable. Also sneak in as much strength as you can, just to add reliability.

Player Value Calculator
Player Value = 1297.97

Player Build
Position: wr_speedster
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1518
Training Points: 0
SP: 53

Training Status:
strength : 9%
speed : 6%
agility : 3%
jumping : 3%
stamina : 8%
vision : 3%
confidence : 4%
blocking : 0%
throwing : 0%
catching : 1%
carrying : 4%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 26
speed : 101.32 (159)
agility : 81.37
jumping : 63
stamina : 66
vision : 52.38
confidence : 40.38
blocking : 6
throwing : 8
catching : 90.32
carrying : 72
tackling : 8
kicking : 8
punting : 8

Top SA Tree: | 0 | 0 | 0 | 0 | 0 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Additional SA Tree: | 0 |

So for SAs with 53 to work with, I'd go
Top SA Tree: | 2 | 4 | 0 | 0 | 0 |
Bottom SA Tree: | 4 | 3 | 3 | 3 | 3 |
Additional SA Tree: | 8 |

The AEQ gives a lot of flexibility. 15% Catch, +6 1st Step, +6 Juke with one optional. With CEQ you get 21% Catch, 11 1st Step, 10 Juke, 8 Catch Fake. I'd suggest doing a 15% Fake piece. The build doesn't rely on fakes though, so if you were short on BTs, you could do something cheap like +6 Sticky Hands.

Edited by TJ Spikes on Dec 29, 2012 14:20:20
Edited by TJ Spikes on Dec 28, 2012 19:18:00
Edited by TJ Spikes on Dec 28, 2012 19:16:23
 
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WR Possession

Bonus SA: Cover Up, Hurdle, Dive 4 Yards

Height: Max for +2 Jumping. Weight: Optional

Big 3: Jumping, Catching, Speed

Starting Build: 25 (27) Jumping, 16 Catching

Because you start out with 27 in Jumping, you'll only need to buy +10% enhancement to start with. By Day 48 you'll be able to buy 1 SP and cap Jumping at 49. Keep pounding Jumping, and on Day 0 you be able to 2-cap Jumping at 61.20. That same day, you'll be able to buy Jumping Multi-training, and start training Catching on the swing attribute. Because you skimped on your Jumping enhancement, you can also buy the Catching enhancement at +20% at the same time. Then on Day 2 go ahead and pick up the +20% enhancement for Jumping. Eventually, you'll want the 30% enhancement for Jumping, Catching and Speed but there's no big rush. Day 40+ is the best time.

Day 9/10: You'll 3-cap Jumping. Congratz you are done with Jumping

Day 19/20: You'll cap Catching, use BTs if you have to. Maintain your double training for now.

Day 31/32: Just in time for the playoffs, you'll 2-cap Catching at 60.60. Now you have enough BTs saved up to unlock Catching and Speed multi-training, and buy the Speed 20% enhancement and also the Carry 10% enhancement. Set up your training Speed/Jumping/Catching with Carry on the swing.

Hang on to your Boosts, no matter what your playoff chances are.

Around Day 40, depending on when your training rolls over, you be able to boost twice and 3-cap Catching at 68.80. Then you can boost again and hold onto those SPs.

Here's where we're at so far...

Player Build
Position: wr_possession_receiver
Season: 2
Day: 48
Boosts: 6
Level: 19
XP: 0
VA XP: 0
VA: 0
Bonus Tokens: 30
Training Points: 4
SP: 7

Training Status:
strength : 0%
speed : 71%
agility : 0%
jumping : 12%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 43%
carrying : 33%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 6
speed : 21.94
agility : 15.2
jumping : 75.2
stamina : 15.94
vision : 19.2
confidence : 15.94
blocking : 6
throwing : 8
catching : 69.2
carrying : 21.2
tackling : 8
kicking : 8
punting : 8

Don't boost yet.

Day 5/6: You can 4-cap Catching at 73.60.

Day 10: You'll hit L22, Boost once, and 5-cap Catching at 77.60, then boost 2 more times to get your VXP started.

and here's where we're at...

Player Build
Position: wr_possession_receiver
Season: 3
Day: 10
Boosts: 9
Level: 25
XP: 0
VA XP: 0
VA: 2
Bonus Tokens: 90
Training Points: 2
SP: 13

Training Status:
strength : 0%
speed : 77%
agility : 0%
jumping : 72%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 24%
carrying : 77%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 6
speed : 28.6
agility : 17.2
jumping : 77.2
stamina : 17.6
vision : 21.2
confidence : 17.6
blocking : 6
throwing : 8
catching : 78.2
carrying : 27.2
tackling : 8
kicking : 8
punting : 8

and here's the finished product...

Player Value Calculator
Player Value = 1339.97

Player Build
Position: wr_possession_receiver
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1204
Training Points: 0
SP: 53

Training Status:
strength : 9%
speed : 3%
agility : 43%
jumping : 3%
stamina : 21%
vision : 0%
confidence : 8%
blocking : 34%
throwing : 0%
catching : 1%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 50
speed : 91
agility : 76.38
jumping : 94.32 (+26 =120)
stamina : 50
vision : 50.38
confidence : 40
blocking : 8
throwing : 8
catching : 95.32 (+29=124)
carrying : 67.37
tackling : 8
kicking : 8
punting : 8

Top SA Tree: | 3 | 6 | 6 | 6 | 3 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Additional SA Tree: | 4 | Cover Up

For the EQ, I'd do 15% Catch and do the CEQ bonus for 21% Catch. Sticky Hands would get a +6 for 13 Total, and then you have a free-bee, maybe 1HC for a total of 10, or you could stack another Catch % piece to get you over 25%.

Why the extreme Jumping?
Originally posted by
Question -- Does a QB take into effect a receivers height/ability to jump in determining where to throw the ball ?
Answer -- Yes, he knows the player's max catch height.
-
Question -- Do QBs aim their passes vertically? (high or low) And if so, do they take into account the height, jumping ability, positioning and SAs like jump catch and diving catch on the receiver and defender when aiming the pass?
Answer -- They will aim high if need be (defender in the way or the WR can't reach the ball otherwise or something). Low aim is never on purpose. In general they aim for the letters though.
-
Question -- Is there, for lack of a better phrasing, a "jumping threshold" with the deflect roll?
Answer -- Yes, all players have a max jumping height, which is dependent on the player's height and jumping skill. If he can't reach the ball, he can't interact with it.
-
Question -- When catching the ball in traffic as an offensive receiver, how are these three attributes weighted in relation to each other? Strength, Agility, jumping
Answer -- jumping > Agility > Strength


So basically the idea is to have a 6'6 WR with very high Jumping. That's how the WR gets open... the QB can aim high which might even be high enough so that the defender can't even get a shot at it. Then even if the defender does have a shot, the WR has a huge catching radius combined with great Catching ability so he should win the rolls to catch the ball in traffic.

Edited by TJ Spikes on Feb 17, 2013 15:02:20
Edited by TJ Spikes on Dec 28, 2012 21:28:36
Edited by TJ Spikes on Dec 28, 2012 21:28:12
Edited by TJ Spikes on Dec 28, 2012 21:26:57
 
TJ Spikes
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WR Power

Bonus SA: Pancake, Run Block, Get Low

Height: Optional. Weight: Max for +2 Strength

Big 3: Strength, Catching, Speed

Starting Build: 25 (27) Strength, 16 Catching

Even though you start out with 27 in Strength, you'll need to buy +20% enhancement ASAP. So buy the 10%, Intense train 3 times, and buy the 20%. By Day 48 you'll be able to buy 1 SP and cap Strength at 49. Keep pounding Strength. On Day -4 you'll be able to buy Strength Multi-training, and start training Catching on the swing attribute.--you'll can also buy the Catching enhancement at +10% at the same time. Day 0, you can 2-cap Strength at 61.20. Then on Day 2 go ahead and pick up the +20% enhancement for Catching. If you don't follow this, then you'll probably end up having to buy a SP with BTs later.

Day 9/10: You'll 3-cap Strength at 68.40. Congratz you are done with Strength

Day 19/20: You'll cap Catching. Maintain your double training for now.

Day 31/32: Just in time for the playoffs, you'll 2-cap Catching at 60.60. Now you have enough BTs saved up to unlock Catching and Speed multi-training, and buy the Speed 20% enhancement and also the Carry 10% enhancement. Set up your training Speed/Strength/Catching with Carry on the swing.

Hang on to your Boosts, no matter what your playoff chances are.

Around Day 40, depending on when your training rolls over, you be able to boost twice and 3-cap Catching at 68.80. Then you can boost again and hold onto those SPs.

Here's where we're at so far...

Player Build
Position: wr_power_receiver
Season: 2
Day: 48
Boosts: 6
Level: 19
XP: 0
VA XP: 0
VA: 0
Bonus Tokens: 33
Training Points: 4
SP: 7

Training Status:
strength : 40%
speed : 53%
agility : 0%
jumping : 0%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 74%
carrying : 42%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 75.2
speed : 18.94
agility : 15.2
jumping : 10
stamina : 11.94
vision : 19.2
confidence : 15.94
blocking : 10
throwing : 8
catching : 69.2
carrying : 21.2
tackling : 8
kicking : 8
punting : 8

Don't boost just yet

Day 3/4: You can 4-cap Catching at 73.60.

Day 10: You'll hit L22. Boost once and 5-cap Catching at 77.60. Congratz you are done with Catching Boost 2 more times to get your VXP rolling in.

and that's the end of the beginning

Player Build
Position: wr_power_receiver
Season: 3
Day: 10
Boosts: 9
Level: 25
XP: 0
VA XP: 0
VA: 2
Bonus Tokens: 93
Training Points: 2
SP: 13

Training Status:
strength : 5%
speed : 11%
agility : 0%
jumping : 0%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 51%
carrying : 82%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 78.2
speed : 26.6
agility : 17.2
jumping : 10
stamina : 13.6
vision : 21.2
confidence : 17.6
blocking : 10
throwing : 8
catching : 78.2
carrying : 27.2
tackling : 8
kicking : 8
punting : 8

From here, take Speed to the 6-cap, 80.82 around age 120 late in the season. If you do Carry next then you can get away with a 2-cap. Try to end with confidence at 40 so OTK becomes available, and try to get a 1-cap in Jumping. Because Vision is a major, you won't need to train it at all, just cap it when it gets around 30ish. Other than that, just watch your swing attribute, and switch it out when it gets around 30. The 10% enhancements will help you get through them faster and are worth the investment, this is only a 3 AEQ build anyway.


Player Value Calculator
Player Value = 1321.97

Player Build
Position: wr_power_receiver
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1201
Training Points: 0
SP: 56

Training Status:
strength : 1%
speed : 1%
agility : 0%
jumping : 0%
stamina : 5%
vision : 0%
confidence : 8%
blocking : 0%
throwing : 0%
catching : 0%
carrying : 5%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 93.32
speed : 91
agility : 76.38
jumping : 50
stamina : 52
vision : 50.38
confidence : 40
blocking : 10
throwing : 8
catching : 94.32 (149)
carrying : 67.37
tackling : 8
kicking : 8
punting : 8

Top SA Tree: | 0 | 0 | 0 | 0 | 0 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Additional SA Tree: | 0 |

with 56 SPs I'd go

Top SA Tree: | 6 | 6 | 0 | 0 | 0 |
Bottom SA Tree: | 3 | 6 | 0 | 0 | 0 |
Additional SA Tree: | 7 | Pancake

AEQ would be 15% Catch, +6 Sticky Hands, +6 Route Running. CEQ would go towards 21% Catch ball.

Now, you always hear that Power WRs are dead. This is partially true. The mechanics of the game don't allow for strength based WRs to break a lot of tackles. There's momentum issues and the power tackle breakers are nerfed down field.

The Strength-based WR is a blocker on the outside. WRs have amazing blocking ability without having to invest in blocking at all. The Power WR takes that to a whole new level, as he can neutralize multiple defenders on outside runs. His High strength will Pancake most CBs allowing him to get after the next would-be tackler. On passing plays, the Power WR becomes an amazing short yardage target. When everyone is covered, the Power WR has the best raw catching ability and he'll be able to out-roll most single coverage to make the catch.

==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==

There is a version of the Power WR that has nothing to do with "power".

If you are looking to try a tackle-breaker, forget about high strength. Spin is the way to go. See here http://goallineblitz.com/game/forum_thread.pl?thread_id=5018979&page=1#46630553
However, in all fairness, this concept could just as well be done with a Speedster or even the Possession WR.

The Big 3 would be Agility, Carry and Speed. You'd go Minimum height for the +2 agility. It's a 4 AEQ build, but that's more for the help with SAs because it's very SA intensive.

The build should end up looking something like...

Player Value Calculator
Player Value = 1291.97

Player Build
Position: wr_power_receiver
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1550
Training Points: 0
SP: 0

Training Status:
strength : 8%
speed : 0%
agility : 0%
jumping : 4%
stamina : 7%
vision : 6%
confidence : 38%
blocking : 0%
throwing : 0%
catching : 0%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 39
speed : 92 (147)
agility : 94.32
jumping : 13
stamina : 50.38
vision : 51.38
confidence : 26
blocking : 6
throwing : 8
catching : 84.37
carrying : 94.32
tackling : 8
kicking : 8
punting : 8

Top SA Tree: | 6 | 0 | 0 | 0 | 0 |
Bottom SA Tree: | 2 | 4 | 7 | 5 | 3 |
Additional SA Tree: | 5 | Catch Fake

the AEQ would be, 15% Catch, 15% Break Tackle, +6 Juke (10 total), +6 Spin (12 total). You'd probably want to stack 6% more on your break tackle, but you could also go for 12% fake. You could also forget about Catch Fake, and Route Running, and then you could drop the Spin piece to give yourself another % piece to play with. 11 Spin isn't too shabby.

The high Agility and Carry are essential for making Spin fire. The 147 Speed isn't exactly earth shattering, which is why this build could and maybe should be done out of the Speedster, but then it would have lower chances of breaking the tackles due to the lower agility and carry. The side effect of this build is that high agility goes a long way towards getting open with fakes as well--this build would make the most of the Creative Route Running tactic. But as you can see, 30ish strength really isn't a "power" receiver.


Edited by TJ Spikes on Jan 10, 2013 06:34:19
Edited by TJ Spikes on Jan 3, 2013 10:37:57
Edited by TJ Spikes on Dec 29, 2012 12:32:46
Edited by TJ Spikes on Dec 29, 2012 12:05:17
Edited by TJ Spikes on Dec 29, 2012 12:03:21
 
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