TE Power ReceiverLast (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 agilitySo 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.
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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: 69XP: 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: 1345Training Points: 0
SP: 59Training 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.