User Pass
Home Sign Up Contact Log In
TJ Spikes
offline
Link
 
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 07:28:45
 
TJ Spikes
offline
Link
 
TE Blocker

Bonus SA: 1st Step, Cut Block, Shock Block

Height: Optional Weight: Maximum for +2 Strength and Blocking.

Big 3: Blocking, Strength, Agility

Starting Build: 25 (27) Blocking, 16 (18) Strength

* Note: Strength and Blocking are interchangeable.

Congratulations. You are paying twice as much to build an o-lineman. You should talk your owner/GM into letting you build a Dual Threat instead

If you do the standard starting method, your caps are: 4-cap Blocking, 8-cap Strength, 8-cap Agility, 1-cap Vision, 2-cap Speed, 1-cap Stamina, 1-cap Confidence

It'll end up something like this...

Player Value Calculator
Player Value = 1321.97

Player Build
Position: te_blocker
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1488
Training Points: 0
SP: 68

Training Status:
strength : 0%
speed : 0%
agility : 2%
jumping : 44%
stamina : 3%
vision : 2%
confidence : 2%
blocking : 1%
throwing : 0%
catching : 0%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 97.32 (155)
speed : 63
agility : 95.37
jumping : 9
stamina : 52
vision : 53.38
confidence : 52.38
blocking : 95.32
throwing : 8
catching : 26
carrying : 8
tackling : 8
kicking : 8
punting : 8

There's plenty of SPs to go around at the end

Top SA Tree: | 5 | 5 | 4 | 7 | 2 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Additional SA Tree: | 8 | 1st Step

AEQ is wide open for options. 15% Hold Block, +6 1st Step (14 total), +6 Get Low (14 total), +6 Run Block (12 total) is probably the most interesting combo. Stacking all HB% gear is probably just as good, but insanely boring and expensive.

Vision looks low, but remember the blocking TE is mostly for run blocking, because receiving TEs will be on the field for most passing situations. If more speed is required, then drop down to 7 caps for strength and agility.

The hardest part of the blocking TE is the patience required, and maybe not trying to do anything else out of boredom.

Edited by TJ Spikes on Dec 29, 2012 15:57:53
 
TJ Spikes
offline
Link
 
TE Receiver

Bonus SA: 1st Step, Catch Fake

Height: optional Weight: Minimum for +2 Speed

Big 3: Speed, Catching, Agility

Starting Build: 25 Speed (27), 16 Catching

This is a Speedster build, you start out with 27 in Speed, you'll need to buy +10% enhancement to start with, then train 3 times and then buy the 20%. By Day 48 you'll be able to buy 1 SP and cap Speed at 49. Keep pounding Speed, and on Day -1 you be able to 2-cap Speed at 61.20. Now for this build, you will want to continue to pound away at Speed on intense training.

Day 9/10: You'll 3-cap Speed at 68.40. Keep Training Intense Speed.

Day 17/18: You'll cap 4-Cap Speed at 73.60. Keep Training Intense Speed.

Day 23/24: You'll 5-cap Speed at 77.40. Keep Training Intense Speed.

Day 31/32: Just in time for the playoffs, you'll 6-cap Speed at 80.60. You'll have 80+ BTs saved up and now we set up 4-way multi-training. Unlock Speed, Catching, and Agility multi-training, and the buy the 20% enhancements for Catching and Agility. You can also get the 10% enhancement for Stamina. Set training to Speed/Catching/Agility with Stamina as the swing.

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

Around Day 47, depending on when your training rolls over, you'll be able to 7-cap Speed at 84 before you boost. Congratz, after a long season you are finally done with Speed.
Then you can boost 3 times and really work those ALGs.

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

Player Build
Position: te_receiver
Season: 2
Day: 48
Boosts: 6
Level: 19
XP: 0
VA XP: 0
VA: 0
Bonus Tokens: 53
Training Points: 2
SP: 18

Training Status:
strength : 0%
speed : 9%
agility : 18%
jumping : 0%
stamina : 58%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 87%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 13.94
speed : 85.2
agility : 20.2
jumping : 10
stamina : 19.94
vision : 19.2
confidence : 8
blocking : 13.94
throwing : 8
catching : 26.2
carrying : 17.2
tackling : 8
kicking : 8
punting : 8

Don't boost yet.

Day 3/4: At L20 you can cap Catching.

Day 10: You'll hit L22. Boost once and 2-cap Catching then boost twice to get your VXP rolling.

Player Build
Position: te_receiver
Season: 3
Day: 10
Boosts: 9
Level: 25
XP: 0
VA XP: 0
VA: 2
Bonus Tokens: 113
Training Points: 0
SP: 12

Training Status:
strength : 0%
speed : 54%
agility : 17%
jumping : 0%
stamina : 19%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 11%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 15.6
speed : 87.2
agility : 27.2
jumping : 10
stamina : 26.6
vision : 21.2
confidence : 8
blocking : 15.6
throwing : 8
catching : 61.2
carrying : 19.2
tackling : 8
kicking : 8
punting : 8

That's the end of the beginning. From there it's just a matter of picking your caps, and keeping your swing attribute working for you. Again, this is a speedster-type TE very similar to the scat FB http://goallineblitz.com/game/forum_thread.pl?thread_id=5018977&page=1#46630531. Because the TE doesn't get the SAs for faking, we don't even bother trying. We're using raw speed to create match-up problems for the defense. In order to get that kind of speed with a TE, you have to do a lot of Speed training on Normal on the back half of the build, when it's only 4% a pop. What I found works the best, is to start Light training early, like around age 120. So it's very important to watch that swing attribute, and get out a little earlier than normal. You Try to get it somewhere in the high 20s and when it has a high % on it.
Other tips 1) always invest the 6 BTs to pick up the 10% enhancement. 2) If you cap Stamina first, you can get by with just a 1 cap. 3) Don't train Vision at all--it's a major and will grow pretty well on it's own; 1-cap it around age 160.

We're going to have to steer away from max efficiency for this build, and we'll be doing Light training on the attributes we still need that don't get ALGs--Jumping and a little Confidence if we have time.

Play your cards right and you can get something like...

Player Value Calculator
Player Value = 1284.97

Player Build
Position: te_receiver
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1599
Training Points: 0
SP: 48

Training Status:
strength : 1%
speed : 3%
agility : 2%
jumping : 2%
stamina : 4%
vision : 0%
confidence : 7%
blocking : 0%
throwing : 0%
catching : 0%
carrying : 1%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 54
speed : 103.32 (161)
agility : 75.37
jumping : 62
stamina : 55
vision : 53.38
confidence : 40
blocking : 24
throwing : 8
catching : 88.32
carrying : 67.38
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

You should probably try to budget your BTs so that you can spend the 35 to pick up both Catch Fake and 1st Step, which is why I went a little high on this one.

In this case, with 48 SPs I'd do

Top SA Tree: | 0 | 0 | 0 | 0 | 0 |
Bottom SA Tree: | 4 (11) | 4 (11) | 4 (5) | 2 (3) | 0 (1) |
Additional SA Tree: | 6 (12) | 7 |

It's 4 AEQ so you do 15% Catch, +6 Route Run, +6 Sticky Hands, and +6 1st Step. CEQ would get you to 21% Catch.

Edited by TJ Spikes on Dec 30, 2012 09:16:56
Edited by TJ Spikes on Dec 30, 2012 09:03:02
Edited by TJ Spikes on Dec 30, 2012 06:56:12
Edited by TJ Spikes on Dec 29, 2012 21:14:51
 
TJ Spikes
offline
Link
 
TE Dual Threat

Bonus SA: 1st Step

Height: Max. Weight: Max for +2 Strength

Big 3: Strength, Blocking, Jumping

Starting Build: 25 (27) Strength, 16 (18) Blocking

Because you start out with 27 in Strength, you'll only need to buy +10% enhancement to start with. By Day 48 you'll be able to buy 1 SP and cap Strength at 49. Keep pounding Strength, and on Day 0 you be able to 2-cap Strength at 61.20. That same day, you'll be able to buy Strength Multi-training, and start training Blocking on the swing attribute. Because you skimped on your Strength enhancement, you can also buy the Blocking enhancement at +20% at the same time. Then on Day 2 go ahead and pick up the +20% enhancement for Strength. Also, if you haven't noticed you have a Stamina of 4--set your equipment into Stamina, at least for a while.

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

Day 19/20: You'll cap Blocking at 49 even. Maintain your double training for now.

Day 31/32: Just in time for the playoffs, you'll 2-cap Blocking at 60.60. Now you have enough BTs saved up to unlock Blocking and Jumping multi-training, and buy the Speed 20% enhancement and also the Catching 10% enhancement. Set up your training Strength/Jumping/Blocking with Catching 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 Blocking at 68.80. Then you can boost again and hold onto those SPs.

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

Player Build
Position: te_dual_threat
Season: 2
Day: 48
Boosts: 6
Level: 19
XP: 0
VA XP: 0
VA: 0
Bonus Tokens: 55
Training Points: 0
SP: 7

Training Status:
strength : 45%
speed : 0%
agility : 0%
jumping : 63%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 82%
throwing : 0%
catching : 42%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 75.2
speed : 13.94
agility : 15.2
jumping : 21.94
stamina : 4
vision : 19.2
confidence : 15.94
blocking : 69.2
throwing : 8
catching : 21.2
carrying : 8
tackling : 8
kicking : 8
punting : 8

Don't boost yet.

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

Day 10: You'll hit L22, Boost once, and 5-cap Blocking at 77.60, Congratz you are finished with Blocking Boost 2 more times to get your VXP started--and you can get 4 more stamina with your EQ

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

Player Build
Position: te_dual_threat
Season: 3
Day: 10
Boosts: 9
Level: 25
XP: 0
VA XP: 0
VA: 2
Bonus Tokens: 103
Training Points: 6
SP: 13

Training Status:
strength : 97%
speed : 0%
agility : 0%
jumping : 40%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 45%
throwing : 0%
catching : 1%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 77.2
speed : 15.6
agility : 17.2
jumping : 27.6
stamina : 4
vision : 21.2
confidence : 17.6
blocking : 78.2
throwing : 8
catching : 27.2
carrying : 8
tackling : 8
kicking : 8
punting : 8

For the rest of the build you work on making yourself a possession receiver. Ideally you'd like to end with Jumping in the high 80s and Catching in the low 80s at least. To get there, 6-cap Jumping, 5-cap Catching. Then you stack your AEQ in such a way that you end up with about 100 Jumping and hopefully about 120 Catching. Don't forget that you're 6'8 and 280 pounds.

Also this build is just 3 AEQ because you need a lot of help with attributes.

If you get some luck with training and watch your percentages...

Player Value Calculator
Player Value = 1317.98

Player Build
Position: te_dual_threat
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1257
Training Points: 0
SP: 36

Training Status:
strength : 1%
speed : 7%
agility : 2%
jumping : 1%
stamina : 8%
vision : 0%
confidence : 1%
blocking : 1%
throwing : 0%
catching : 2%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 93.32
speed : 63
agility : 52.38
jumping : 89 (102)
stamina : 50
vision : 49.38
confidence : 40
blocking : 94.32
throwing : 8
catching : 81.38 (123)
carrying : 32
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 |

To get the most out of the SAs I'd do
Top SA Tree: | 0 | 0 | 0 | 0 | 0 |
Bottom SA Tree: | 4 | 8 | 1 | 0 | 0 |
Additional SA Tree: | 5 |

or if you wanted to be a better blocker
Top SA Tree: | 2 | 2 | 4 | 8 | 0 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Additional SA Tree: | 4 |

1st Step is important in both aspects of the build. Momentum is a big factor when it come to blocking, but it will also help run better receiving routes.
AEQ would be 15% Catch, 15% Hold Block and +6 1st Step.

So with 90+ Strength and Blocking the Dual Threat TE is a really good blocker. With some VA support he's even better. He's also a great short range target. So not only is the Dual Threat much more fun to build and play, He also creates problems for opposing defensive coordinators.



Edited by TJ Spikes on Dec 30, 2012 14:12:35
Edited by TJ Spikes on Dec 30, 2012 14:04:52
Edited by TJ Spikes on Dec 30, 2012 14:04:05
 
TJ Spikes
offline
Link
 
TE Power Receiver

Last (and probably least) we have the Power TE. Here's what GLB has to say...
Originally posted by
A power receiver tight end is larger and stronger, focused on breaking tackles and holding on to the ball. He is not especially fast or much of a jumper, but he is difficult to handle. Power receiver TEs also make competent run blockers.


There's a bunch of problems facing Power receivers of all types though.

Originally posted by
Bruiser
Few can match this player's power. Each level of Bruiser gives a +3% bonus to breaking tackles when using at least 50% Power running style and within 8 yards of the line of scrimmage.

At 8.01 yards away from the line of scrimmage they lose their VA support. Compare that to...
Originally posted by
Quick Feet
This player is hard to keep up with. Each level of Quick Feet gives a +2% bonus to the success rate of the Head Fake, Spin, and Juke special abilities.
Slippery
This player slips out of tackles with ease. Each level of Slippery gives a +2% bonus to breaking tackles when using at least 50% Elusive running style.
Prerequisites: 50 agility

So the Power receiver gets a 45% chance bonus when he's within the 8 yard limitatioon. The Elusive receiver gets 60% all over the field.

on top of that
Originally posted by
Question -- If you're on 99 elusive does Spin get a bigger bonus than being on 51 elusive? Or is it just kind of a flat bonus as long as you're on the elusive side?
Answer -- yes, bigger bonus to spin on 99 elusive than on 51.

compared to...
Originally posted by
Question -- ... The bonus' from the slider to spin, like QF, that stack on a guy who uses slippery has no equal comparison in the PB world.
Answer -- i've seen suggestions to make the power side of the slider give a bonus to power through. I'm not completely opposed to that idea, since it's sorta odd to have a bonus for one side but not the other, but boy would it be a balancing act.

So the Elusive tactic gives a bonus to breaking tackles, while the Power tactic does not.

Then there's the whole issue of why receivers in general aren't good at breaking tackles. When you think about a running back, generally speaking he's running at the defense. When a receiver is running a route, he's moving away from the defense. When he catches the ball, he has to slow down a little and the defender comes flying at him at full speed. That speed and direction difference is what we call momentum. Receivers have low momentum, and therefore have a much harder time breaking tackles.

Then there's the build complexity issue. The RB needs Speed, Carry, Agility and or Strength to be good at his job. A receiver needs Speed, Catching, Agility, and Jumping to be good at his job. When the receiver tries to do more than catch, he has to invest in more attributes which dilutes his build quality. Carry is very important to breaking tackles, in general, and Strength is required for Power builds in addition to everything else. There's just not enough SPs to go around.

also
Originally posted by
Question -- The Power Thru SA description says that size (I would assume weight) and strength are factors in Power Thru SA firing. How important is weight in that equation? Would a lightweight (elusive type) HB's Power Thru ability be severely limited by his weight, even if he had high strength? Are agility & carrying major contributors to Power Thru broken tackles? In comparison, we know that Spin requires high agility & carrying, that strength is much less important, and presumably that weight is not a factor. Is the same to be assumed for Power Thru? That high strength & carrying are required, agility is a lesser requirement, and weight IS a factor? Also, why does Power Thru seem to not fire as often as Spin? HBs can Spin several times on a single run, but much less often do you see a HB get consecutive Power Thru broken tackles on a single run. Is location from the line of scrimmage a factor in Power Thru firing?
Answer -- When it's talking about size, it's referring to the fact that larger players just tend to have better break tackle rolls in general, which is amplified by Power Through. The skill's chance of working is lower than spin due to the fact that it is more powerful, doesn't change your vector, and doesn't have the same penalties to consecutive tackle breaks as spin.

so heavier is better for breaking tackles but...
Originally posted by
Question -- You have mentioned several times that weight has some sort of mitigating or limiting effect on dot veloctiy. Could you tell us if this factor is "smooth" and linear in relationship, or are there "weight brackets" of some sort that form a step-function in the weight-to-speed attribute factoring for dot-velocity purposes?
Answer -- Weight affects velocity. It's linear. Each pound makes a difference plus or minus.

it also makes you slower, which means you'll have a harder time getting separation to make catches, and also any hope of breaking off long YAC goes out the window. You might break 5 tackles but only go an extra 5 yards.

Then, on top of all of that, there's the game balance issue. Think of how amazingly over-powered it would be to have a receiver that could catch the 30+ pass and then regularly break tackles. It'd almost be an automatic touchdown every time. Even if the build did work, how long would it last before getting hit with the nerf bat? Not long.

Trying to make a Power Receiver of any type with the hopes of breaking a ton of tackles is just an exercise in futility.

However, if all of that doesn't dissuade you, and you really want to try it... here's the best approach.

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

Bonus SA: Spin, Power Thru, Catch Fake

Height: Minimum for +2 Agility Weight: Max

Big 3: Agility, Carry, Catching

Starting Build: 25 (27) Agility, 16 Carry

Even though you start out with 27 in Agility, 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 Agility at 49. Keep pounding Agility. On Day -4 you'll be able to buy Agility Multi-training, and start training Carry on the swing attribute.--you'll can also buy the Carry 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 Carry. 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 Agility at 68.40. Congratz you are done with Agility

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

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

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

Any time after 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.

Player Build
Position: te_power_receiver
Season: 2
Day: 48
Boosts: 6
Level: 19
XP: 0
VA XP: 0
VA: 0
Bonus Tokens: 55
Training Points: 0
SP: 7

Training Status:
strength : 9%
speed : 0%
agility : 50%
jumping : 0%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 81%
carrying : 92%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 23.2
speed : 13.94
agility : 75.2
jumping : 6
stamina : 15.94
vision : 6
confidence : 17.2
blocking : 17.94
throwing : 8
catching : 21.2
carrying : 69.2
tackling : 8
kicking : 8
punting : 8

Don't boost yet.

Day 2/3: You can 4-cap Carry

Day 9/10: When you Hit L22, you can boost once and 5-cap Carry, and you're done with it Then boost twice again and hold those SPs.

Day 15/16: You can buy 1 SP with BTs, and cap Catching.

From here on out, it's walking a tightrope...

Player Build
Position: te_power_receiver
Season: 3
Day: 15
Boosts: 9
Level: 26
XP: 750
VA XP: 750
VA: 2
Bonus Tokens: 112
Training Points: 0
SP: 0

Training Status:
strength : 90% **
speed : 0%
agility : 22%
jumping : 0%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 33%
carrying : 75%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 29.5 **
speed : 15.85
agility : 78.5
jumping : 6
stamina : 17.85
vision : 6
confidence : 19.5
blocking : 19.85
throwing : 8
catching : 48.5
carrying : 78.5
tackling : 8
kicking : 8
punting : 8

This is a great time to get out of the Strength training and onto the Speed training. That's the sort of micromanagement this build requires. It's a pain in the ass, for something that doesn't work especially well. But if you really want it, it is possible. Towards the end of the build, your Vision will still be sitting there doing nothing. You have to break from convention. After you prep all your attributes for their final roll over, you have to use all the remaining training sessions to bring up that Vision. You have to do a very heavy dose of Light, and fine tune with Normal, use an intense or 2 if necessary--you have to get it into the 40s even though it shoots your efficiency all to hell. It's a 3 AEQ build so you do have some time to get in some multi-training with it, but around age 200 you have to do the math and go to work. Forget confidence, forget jumping.

Here's what we're looking at closing this sucker out, around age 240...

Player Build
Position: te_power_receiver
Season: 8
Day: 0
Boosts: 22
Level: 69
XP: 625
VA XP: 275
VA: 59
Bonus Tokens: 1011
Training Points: 0
SP: 3

Training Status:
strength : 98%
speed : 98%
agility : 97%
jumping : 0%
stamina : 90%
vision : 46%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 97%
carrying : 99%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 71.67
speed : 77.6
agility : 90.62
jumping : 6
stamina : 33.6
vision : 36
confidence : 27.68
blocking : 26.6
throwing : 8
catching : 86.65
carrying : 91.62
tackling : 8
kicking : 8
punting : 8

So all our attributes are tidied-up and now we have to fine tune the BTs while getting in as much Vision as we can. We have to buy Spin, Power Thru, and Catch Fake for additional SAs. So that's another 105 BTs to tack onto out BT goal. By now you should have some shopping done and hopefully have saved yourself a few BTs. I'm shooting for about 1300 BTs.

So here we are at the Age 280, last season roll over. Boost the last 3 times to eak out every last little ALG and then, cap all those attributes. I got Vision into the 40s and I'll push it to 49 and then roll the training.

Player Build
Position: te_power_receiver
Season: 9
Day: -8
Boosts: 27
Level: 76
XP: 0
VA XP: 275
VA: 72
Bonus Tokens: 1297
Training Points: 0
SP: 48

Training Status:
strength : 98%
speed : 98%
agility : 97%
jumping : 0%
stamina : 90%
vision : 94%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 97%
carrying : 99%
tackling : 0%
kicking : 0%
punting : 0%

Attributes:
strength : 72.86
speed : 78.58
agility : 91.81
jumping : 6
stamina : 49.58
vision : 42
confidence : 28.87
blocking : 27.58
throwing : 8
catching : 87.84
carrying : 92.81
tackling : 8
kicking : 8
punting : 8

and boom goes the dynamite

Player Value Calculator
Player Value = 1314.94

Player Build
Position: te_power_receiver
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1345
Training Points: 0
SP: 59

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

Attributes:
strength : 74.37
speed : 80 (135)
agility : 93.32
jumping : 6
stamina : 51
vision : 50
confidence : 29.38
blocking : 28
throwing : 8
catching : 89.35
carrying : 94.32
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 | 0 | 0 |

The AEQ must be 15% Catch, 15% Break Tackle, 15% Fake. Then you use CEQ to go up to 21% BT.

With the measly SPs that are left over...
Top SA Tree: | 0 | 0 | 0 | 0 | 0 |
Bottom SA Tree: | 2 | 0 | 0 | 0 | 0 |
Additional SA Tree: | 9 | 7 | 7 |

Catch Fake is the most important, it's the only tool this build has to get open. 7 Spin and Break Thru will have to do with the 21% BT backing it up. Any spare SPs go to Route Running. 135 Speed will look like slow motion. At least with a good Catch Fake, and an occasional Pump Fake from the QB, a little boost while running the route could make the difference.



Edited by TJ Spikes on Jan 1, 2013 14:30:11
Edited by TJ Spikes on Jan 1, 2013 14:29:51
Edited by TJ Spikes on Dec 30, 2012 20:08:44
Edited by TJ Spikes on Dec 30, 2012 19:51:55
Edited by TJ Spikes on Dec 30, 2012 19:51:13
 
TJ Spikes
offline
Link
 
reserved for commentary
 
TJ Spikes
offline
Link
 


Edited by TJ Spikes on Mar 16, 2013 08:59:40
 
Makntak
Earth Rocker
offline
Link
 
Originally posted by TJ Spikes



?

 
All Meat
offline
Link
 
I've applied this information to my 2 te's and I've seen improvement in their builds.
 
TJ Spikes
offline
Link
 
Originally posted by All Meat
I've applied this information to my 2 te's and I've seen improvement in their builds.


well that's good to hear
 
TJ Spikes
offline
Link
 
Originally posted by Makntak

?



I was quoting for copy/paste purposes and i accidentally hit Post
 


You are not logged in. Please log in if you want to post a reply.