This guide is meant to answer any and all questions relating to Kickers in Goal Line Blitz. Additionally, what I think to be an ideal build plan for a slowbuilt Kicker will be laid out here, though there are obviously deviations from all build plans (which I will note) depending on how you like to build players and at what point in their career you want them to be effective. If there's anything that you feel I should add to the original post, please comment and let me know.
===
General Questions
Q: What is the role of a Kicker in GLB?
A: Kickers are responsible for handling all kickoffs, extra points, and field goals in the sim. They are also usually the last line of defense on kickoffs for making the tackle on the returner.
Q: Are there fake field goal/extra point plays in the sim?
A: No, not yet.
Q: What about onside kicks?
A: Nope.
Q: How much do Kickers cost?
A: 100 Flex Points for the initial creation, and 100 Flex Points for every boost. They're a great cheap investment if you like managing a lot of players or just have a little extra flex to throw around. Custom Equipment is the same cost as any other player, 300 FP for the Special Ability Tree, 100 FP for each +1 attribute.
Q: Why didn't my Kicker get very much XP last game?
A: Kicker XP is highly variable compared to other positions because there's a much larger chance you will not get as many plays as the rest of the team. Kickers get an automatic start of 25 XP per game if they play at least one play, regardless of level. If you find yourself not getting very many plays (usually when your team is not very good and thus not scoring much) ask your owner to put you on another depth chart so you get more plays (punt team is usually the standard).
Q: Why did my Kicker get so much XP last game?
A: Kickers can also get a lot more XP than other positions, but only if they get a considerably high number of plays at the natural Kicker position, as the maximum XP is capped if you're playing a different position.
Q: What's the best initial roll for a Kicker?
A:
8 in Stamina, Blocking, Tackling, Catching, Carrying, Punting
10 in Strength, Vision, Agility, Speed, Jumping, Throwing
41 points split between Kicking and Confidence
Q: What's the highest Kicking roll?
A: So far it's been reported that 28 is the highest roll for Kicking and 26 for Confidence, though it's likely that higher is possible.
Q: What are the natural gains per level for a Kicker
A:
Prior to level 22, you will have 2 SP distributed between your major attributes and 1 SP distributed between your minor attributes every time you level up.
1 Point each to Kicking and Confidence
0.16 Points each to Strength, Speed, Agility, Jumping, Vision, Throwing
These amounts reduce at level 22 to 1.5 SP distributed among the majors and 0.75 SP among the minors, thus:
0.75 Points each to Kicking and Confidence
0.12 Points each to Strength, Speed, Agility, Jumping, Vision, Throwing
These amounts reduce again at level 30 to 75% of the previous amounts, thus:
0.56 Points each to Kicking and Confidence
0.09 Points each to Strength, Speed, Agility, Jumping, Vision, Throwing
And finally they decrease again at level 38 to 75% of the previous amounts, thus:
0.42 Points each to Kicking and Confidence
0.07 Points each to Strength, Speed, Agility, Jumping, Vision, Throwing
Q: Throwing and Jumping? Really?
A: Yes. It's been hinted that Jumping helps with Punting mechanics, and some believe it also helps with Kicking mechanics. Nobody is really sure why Throwing is there, just like Tackling is a minor skill for an Offensive Linemen. Don't invest any SP or training time in it.
Q: What are the formulas for the Kickers Scouting Report bars?
A: These are all using BASE attributes, no equipment.
Overall: (1/7)Strength + (1/7)Agility + (1/7)Vision + (1/7)Confidence + (1/7)Kicking + (1/14)Speed + (1/14)Tackling + (1/14)Throwing + (1/14)Punting
Kicking: (5/9)Kicking + (2/9)Confidence + (1/9)Agility + (1/9)Vision
Tackling = (6/17)Tackling + (4/17) Strength + (3/17) Agility + (2/17) Vision + (1/17) Confidence + (1/17) Weight/5
===
Performance Questions
Q: Why do my kickoffs suck?
A: Probably a combination of many things. Low Strength, Big Boot, Kicking, or Agility could all be factors. Also, the Booming Kick VA doesn't guarantee that you'll kick touchbacks, just gives you a better chance.
Q: Why did I miss a ## yard FG?
A: Again, probably a combination of things. Depending on how long the kick is, maybe Strength or Big Boot. Depending on how many plays you've had so far in the game, maybe Confidence or Stamina. Or maybe the sim just decided it didn't want you to make that FG. It happens to everyone.
Q: Why did I only make 27/28 XPs last game!?! OMG I missed 1 and my team only won by 224 points instead of 225!!11
A: Everyone misses XPs occasionally. Nobody quite knows why, as the misses seem pretty random, but it's most likely that the sim is just programmed to have a higher rate of missed XPs than you'd expect in real life. There's obviously a bigger chance of a miss in a game where you kick many more times, as more chances = more opportunities for failure.
Q: Has anyone ever built a Kicker/Punter hybrid player?
A: Yes, I'm sure someone has. It's not very effective though, because you just end up spending more SP in an attribute where you'll get no natural gains, and you'll be significantly less effective compared to a pure Kicker or Punter. Plus, it's 100 Flex to create either, so who really cares?
Q: I saw a thread about an OT/LB/TE/STD/GLBT kicking XPs at the same or better percentages than a Kicker. What's the use of Kickers if they aren't even better than others playing the wrong position?
A: Let me see them kick a touchback. Or make a 50+ yard FG to win a game. As a real answer, it's probably just far too small of a sample size. Again, it's 100 Flex. Who cares?
Q: Does the sim tell you how you missed a FG or XP? (Short, Wide, etc)
A: Not yet. People have been asking for it for many seasons now and it's not been added, so it's likely not happening anytime soon.
===
Build Questions
Ahh, now we're in the meat and potatoes of this thread, the build plan. Again, this is purely opinion as build preference varies from person to person, but I believe this to be a very strong plan which will eventually create a Kicker who is capable of performing and excelling in the Pro leagues. This is a quite extended plan as well, as I personally believe it's worth it to sacrifice multiple seasons at the beginning of your career so that you can have higher attributes during the final years of your career. This is a cap-based slowbuild strategy and it helps if you know how that works. This plan also assumes that you will boost your player every season. Prior to level 29, wait until the last day of the season to boost for maximum training time. After level 29 you can boost at the beginning of the season with no loss of XP. I'd advise against boosting from 22 to 25 for Veteran XP, as it doesn't make a huge difference in Kickers.
First of all, you'll want to roll all 8s in Stamina, Blocking, Tackling, Catching, Carrying, Punting. It also helps if you have much higher Kicking than Confidence.
In every case, you'll want to fill your training bar between 95-99% before putting SP into the attribute to take it to the 48-cap. Later on in the career, when you're happy with the attribute number, you can train that attribute on Normal and the bar will roll over, giving you 1 point in the attribute at a very high cap. 1 point might not seem like much, but when you're at the point where it costs 8 or 9 to go up 1, you'll love this little trick.
1. Kicking to 48-cap while training Kicking/Strength on intense
2. Kicking to 68-cap while training Confidence/Vision on intense
3. Confidence to 48-cap while training Confidence/Vision on intense
4. Confidence to 68-cap while training Agility/Vision on intense
5. Kicking to 73-cap while training Agility/Vision on intense - You should actually get here on natural gains while boosting up Confidence
6. Confidence to 73-cap while training Agility/Vision on intense
7. Kicking to 77-cap (or higher)* while training Agility/Vision on intense - You might actually get here on natural gains while boosting up Confidence
8. Vision to 48-cap while training Speed/Agility on intense
9. Agility to 48-cap while training Speed/Agility on intense
10. Vision to 60-cap while training Strength/Jumping on intense or Strength on normal for shopping tokens (look for an Automatic or Big Boot piece so you don't have to waste as much SP on SAs**)
11. Agility to 60-cap while training Strength/Jumping on intense or Strength on normal for shopping tokens
12. Strength to 60-cap while training Speed/Stamina on intense
13. Spend in SAs, 10-10-10*** after Custom/Advanced Equipment (again the Automatic or Big Boot piece helps a lot in saving SP), train Speed/Stamina on intense for rest of career.
I would not necessarily only change training combinations at those exact times. If I got to the low to mid 30s on any attribute that I'm going to cap while training, I'd likely switch away from it to the next one, because training value is quite low between 32-48 or so. You'll likely only run into this on Agility, Vision, and maybe Confidence if you got a pretty high roll for that. You could also train attributes after taking them to the 48-cap, as there's some good value in training there. Just don't forget the fill-bar trick to get yourself an extra point later on.
* I only stop at the 77-cap in this build plan because most people will not want to spend SP at this high of a cap. Personally, I'd probably take it at least 1 or 2 more caps to get the maximum value out of the natural gains in Kicking.
** See section below on SAs
*** SAs: Most people agree that Calm Nerves and Big Boot help, and do basically as they say on their descriptions. Automatic is a little bit of a mystery though. There are people with high levels of Automatic who don't see significant differences between their performance and the performance of players with little to no investment in Automatic. It's up to you whether you want to invest in this SA. I personally do, because there's not much else to spend SP in near the end of the career. I would NOT purchase an AE piece with Calm Nerves, because it's not costly to invest in, compared to Automatic which costs double the SP. I might buy one for Big Boot, but only if I was going to avoid Automatic.
When your kicking gets high enough naturally, like the 10:1 or 11:1 cap, you should train it on normal once to push the bar over and get yourself a free SP at such a high value. You should do the same with Confidence too, but at a bit lower of a cap (6:1 or 7:1 probably).
The point of doing the see-saw on Kicking/Confidence after awhile is because they each get huge natural gains every level (1 point each before level 22). You're best off taking advantage of that early and pumping them very high, that's what sets great Kickers apart from normal Kickers. Strength is overrated, and really only saved for last because you're stuck training it with Jumping which is lame to use early. That's part of the reason why you train it with Kicking first, to get it up a little bit and not have to waste any more training time on Jumping than necessary. The Agility/Vision extended training is incredibly helpful here, you shouldn't have to spend very much SP on them at all to get them to the first cap.
All equipment should be in Kicking. The only exception to this is if you find a piece of Advanced Equipment with an SA you want and it has +2 or +3 in another useful attribute (Confidence, Strength, Vision, Agility). Even then you should put all the upgrade points into Kicking.
Suggested VAs (in order I would invest in them): Booming Kick, Clutch, Heart of a Champion (only if you're on a perennial playoff team), Hometown Hero, Big Heart, Swagger
===
Alternative build directions
- Take Strength to 68-cap instead of Agility to 60-cap
- Take Agility and Vision to 68-cap and Strength to 48-cap
- Continue pumping Kicking and Confidence until level 38 to take advantage of the natural gains as much as possible. This would be an incredibly extended plan though, and by the time you're useful enough in high level games, you'd only have a season or two left before player decline.
===
Q: Why do you take Agility so high?
A: Agility seems to help in all facets of kicking. I've seen very similar builds, only differentiated by Agility, and the higher Agility build out-performs the other by miles. If you don't believe it, you don't have to do it, but I've yet to see a great high level Kicker without Agility at least to the first cap.
Q: Won't higher Strength help me kick longer FGs/Touchbacks?
A: Short answer: Yes. Long answer: Yes.... but is 68+ Strength really necessary? If you just take it to 60, but augment it with Big Boot/Booming Kick, you should be just fine. I'm not against Strength as much as some people are, but I do agree with them that it's not as helpful as it may seem. There's plenty of good examples of Kickers with 50 Strength performing just as well as kickers with 70 Strength. If you'd like, you can always dump SP into it after you're done spending in SAs, though I'd personally do Agility or Vision.
Q: Why do you train Jumping/Speed? Are those even useful for a Kicker?
A: I mostly just train them because they're the most useful combinations available with other attributes that I want to train. If you'd rather train Tackling/Strength instead of Jumping/Strength, feel free to, I just don't like investing in tackling since it's rare that a Kicker will make the tackle on a kickoff. As far as them being useful for a Kicker, nobody is really sure on that. Speed seems more useful than Jumping, and I've even seen some builds with Speed capped, though I would personally never do it. Speed likely helps with kicking mechanics, but not as much as Agility.
Q: How high should I take Stamina?
A: I would never worry about Stamina for a Kicker. After you're done training all your main attributes, Speed/Stamina is really the only worthy combination left to train, thus you'll have a long time to work on it. Honestly, Stamina likely plays a very small role in Kicking. Even if your energy is drained near the end of a game, I wouldn't do anything drastic and spend SP or train Stamina before anything else. If you're really getting that tired in a game, your team probably won anyways, so what does it matter?
Q: Are there any out of position SAs that would be good to search for in Advanced Equipment?
A: No, not really. If you really care about tackling on kickoffs, I guess you could look for something like Diving Tackle, but it's not really worth it.
Q: How long is this plan supposed to take?
A: A pretty long time. It's impossible to gauge the level you'll be at when it's completed because of the varying amounts of XP and varying lengths of offseasons, but I'd guess by around level 45 or so you'd be at the point where you're adding into SAs. It also depends on how high you take Kicking in Step 7, so it could take even longer (or shorter, if you decide to stop at 73-cap). This plan is meant to be extended; that's the only way you're going to be able to take full advantage of the natural gains in Kicking/Confidence and it's what I feel to be the best way to build a player to compete in high leveled leagues. If you'd like a shorter plan, you can skip steps 5, 6, and 7. The natural gains in Kicking/Confidence will still help you out a lot, though you won't be able to achieve nearly as high of values as if you'd take them to higher caps, which is what I believe sets builds apart.
===
I think that's about everything I need to address at the moment. If there's anything I missed in this, please let me know so I can add it in. Hopefully this can get stickied and people will actually read it before posting the same questions over and over in this forum.
===
General Questions
Q: What is the role of a Kicker in GLB?
A: Kickers are responsible for handling all kickoffs, extra points, and field goals in the sim. They are also usually the last line of defense on kickoffs for making the tackle on the returner.
Q: Are there fake field goal/extra point plays in the sim?
A: No, not yet.
Q: What about onside kicks?
A: Nope.
Q: How much do Kickers cost?
A: 100 Flex Points for the initial creation, and 100 Flex Points for every boost. They're a great cheap investment if you like managing a lot of players or just have a little extra flex to throw around. Custom Equipment is the same cost as any other player, 300 FP for the Special Ability Tree, 100 FP for each +1 attribute.
Q: Why didn't my Kicker get very much XP last game?
A: Kicker XP is highly variable compared to other positions because there's a much larger chance you will not get as many plays as the rest of the team. Kickers get an automatic start of 25 XP per game if they play at least one play, regardless of level. If you find yourself not getting very many plays (usually when your team is not very good and thus not scoring much) ask your owner to put you on another depth chart so you get more plays (punt team is usually the standard).
Q: Why did my Kicker get so much XP last game?
A: Kickers can also get a lot more XP than other positions, but only if they get a considerably high number of plays at the natural Kicker position, as the maximum XP is capped if you're playing a different position.
Q: What's the best initial roll for a Kicker?
A:
8 in Stamina, Blocking, Tackling, Catching, Carrying, Punting
10 in Strength, Vision, Agility, Speed, Jumping, Throwing
41 points split between Kicking and Confidence
Q: What's the highest Kicking roll?
A: So far it's been reported that 28 is the highest roll for Kicking and 26 for Confidence, though it's likely that higher is possible.
Q: What are the natural gains per level for a Kicker
A:
Prior to level 22, you will have 2 SP distributed between your major attributes and 1 SP distributed between your minor attributes every time you level up.
1 Point each to Kicking and Confidence
0.16 Points each to Strength, Speed, Agility, Jumping, Vision, Throwing
These amounts reduce at level 22 to 1.5 SP distributed among the majors and 0.75 SP among the minors, thus:
0.75 Points each to Kicking and Confidence
0.12 Points each to Strength, Speed, Agility, Jumping, Vision, Throwing
These amounts reduce again at level 30 to 75% of the previous amounts, thus:
0.56 Points each to Kicking and Confidence
0.09 Points each to Strength, Speed, Agility, Jumping, Vision, Throwing
And finally they decrease again at level 38 to 75% of the previous amounts, thus:
0.42 Points each to Kicking and Confidence
0.07 Points each to Strength, Speed, Agility, Jumping, Vision, Throwing
Q: Throwing and Jumping? Really?
A: Yes. It's been hinted that Jumping helps with Punting mechanics, and some believe it also helps with Kicking mechanics. Nobody is really sure why Throwing is there, just like Tackling is a minor skill for an Offensive Linemen. Don't invest any SP or training time in it.
Q: What are the formulas for the Kickers Scouting Report bars?
A: These are all using BASE attributes, no equipment.
Overall: (1/7)Strength + (1/7)Agility + (1/7)Vision + (1/7)Confidence + (1/7)Kicking + (1/14)Speed + (1/14)Tackling + (1/14)Throwing + (1/14)Punting
Kicking: (5/9)Kicking + (2/9)Confidence + (1/9)Agility + (1/9)Vision
Tackling = (6/17)Tackling + (4/17) Strength + (3/17) Agility + (2/17) Vision + (1/17) Confidence + (1/17) Weight/5
===
Performance Questions
Q: Why do my kickoffs suck?
A: Probably a combination of many things. Low Strength, Big Boot, Kicking, or Agility could all be factors. Also, the Booming Kick VA doesn't guarantee that you'll kick touchbacks, just gives you a better chance.
Q: Why did I miss a ## yard FG?
A: Again, probably a combination of things. Depending on how long the kick is, maybe Strength or Big Boot. Depending on how many plays you've had so far in the game, maybe Confidence or Stamina. Or maybe the sim just decided it didn't want you to make that FG. It happens to everyone.
Q: Why did I only make 27/28 XPs last game!?! OMG I missed 1 and my team only won by 224 points instead of 225!!11
A: Everyone misses XPs occasionally. Nobody quite knows why, as the misses seem pretty random, but it's most likely that the sim is just programmed to have a higher rate of missed XPs than you'd expect in real life. There's obviously a bigger chance of a miss in a game where you kick many more times, as more chances = more opportunities for failure.
Q: Has anyone ever built a Kicker/Punter hybrid player?
A: Yes, I'm sure someone has. It's not very effective though, because you just end up spending more SP in an attribute where you'll get no natural gains, and you'll be significantly less effective compared to a pure Kicker or Punter. Plus, it's 100 Flex to create either, so who really cares?
Q: I saw a thread about an OT/LB/TE/STD/GLBT kicking XPs at the same or better percentages than a Kicker. What's the use of Kickers if they aren't even better than others playing the wrong position?
A: Let me see them kick a touchback. Or make a 50+ yard FG to win a game. As a real answer, it's probably just far too small of a sample size. Again, it's 100 Flex. Who cares?
Q: Does the sim tell you how you missed a FG or XP? (Short, Wide, etc)
A: Not yet. People have been asking for it for many seasons now and it's not been added, so it's likely not happening anytime soon.
===
Build Questions
Ahh, now we're in the meat and potatoes of this thread, the build plan. Again, this is purely opinion as build preference varies from person to person, but I believe this to be a very strong plan which will eventually create a Kicker who is capable of performing and excelling in the Pro leagues. This is a quite extended plan as well, as I personally believe it's worth it to sacrifice multiple seasons at the beginning of your career so that you can have higher attributes during the final years of your career. This is a cap-based slowbuild strategy and it helps if you know how that works. This plan also assumes that you will boost your player every season. Prior to level 29, wait until the last day of the season to boost for maximum training time. After level 29 you can boost at the beginning of the season with no loss of XP. I'd advise against boosting from 22 to 25 for Veteran XP, as it doesn't make a huge difference in Kickers.
First of all, you'll want to roll all 8s in Stamina, Blocking, Tackling, Catching, Carrying, Punting. It also helps if you have much higher Kicking than Confidence.
In every case, you'll want to fill your training bar between 95-99% before putting SP into the attribute to take it to the 48-cap. Later on in the career, when you're happy with the attribute number, you can train that attribute on Normal and the bar will roll over, giving you 1 point in the attribute at a very high cap. 1 point might not seem like much, but when you're at the point where it costs 8 or 9 to go up 1, you'll love this little trick.
1. Kicking to 48-cap while training Kicking/Strength on intense
2. Kicking to 68-cap while training Confidence/Vision on intense
3. Confidence to 48-cap while training Confidence/Vision on intense
4. Confidence to 68-cap while training Agility/Vision on intense
5. Kicking to 73-cap while training Agility/Vision on intense - You should actually get here on natural gains while boosting up Confidence
6. Confidence to 73-cap while training Agility/Vision on intense
7. Kicking to 77-cap (or higher)* while training Agility/Vision on intense - You might actually get here on natural gains while boosting up Confidence
8. Vision to 48-cap while training Speed/Agility on intense
9. Agility to 48-cap while training Speed/Agility on intense
10. Vision to 60-cap while training Strength/Jumping on intense or Strength on normal for shopping tokens (look for an Automatic or Big Boot piece so you don't have to waste as much SP on SAs**)
11. Agility to 60-cap while training Strength/Jumping on intense or Strength on normal for shopping tokens
12. Strength to 60-cap while training Speed/Stamina on intense
13. Spend in SAs, 10-10-10*** after Custom/Advanced Equipment (again the Automatic or Big Boot piece helps a lot in saving SP), train Speed/Stamina on intense for rest of career.
I would not necessarily only change training combinations at those exact times. If I got to the low to mid 30s on any attribute that I'm going to cap while training, I'd likely switch away from it to the next one, because training value is quite low between 32-48 or so. You'll likely only run into this on Agility, Vision, and maybe Confidence if you got a pretty high roll for that. You could also train attributes after taking them to the 48-cap, as there's some good value in training there. Just don't forget the fill-bar trick to get yourself an extra point later on.
* I only stop at the 77-cap in this build plan because most people will not want to spend SP at this high of a cap. Personally, I'd probably take it at least 1 or 2 more caps to get the maximum value out of the natural gains in Kicking.
** See section below on SAs
*** SAs: Most people agree that Calm Nerves and Big Boot help, and do basically as they say on their descriptions. Automatic is a little bit of a mystery though. There are people with high levels of Automatic who don't see significant differences between their performance and the performance of players with little to no investment in Automatic. It's up to you whether you want to invest in this SA. I personally do, because there's not much else to spend SP in near the end of the career. I would NOT purchase an AE piece with Calm Nerves, because it's not costly to invest in, compared to Automatic which costs double the SP. I might buy one for Big Boot, but only if I was going to avoid Automatic.
When your kicking gets high enough naturally, like the 10:1 or 11:1 cap, you should train it on normal once to push the bar over and get yourself a free SP at such a high value. You should do the same with Confidence too, but at a bit lower of a cap (6:1 or 7:1 probably).
The point of doing the see-saw on Kicking/Confidence after awhile is because they each get huge natural gains every level (1 point each before level 22). You're best off taking advantage of that early and pumping them very high, that's what sets great Kickers apart from normal Kickers. Strength is overrated, and really only saved for last because you're stuck training it with Jumping which is lame to use early. That's part of the reason why you train it with Kicking first, to get it up a little bit and not have to waste any more training time on Jumping than necessary. The Agility/Vision extended training is incredibly helpful here, you shouldn't have to spend very much SP on them at all to get them to the first cap.
All equipment should be in Kicking. The only exception to this is if you find a piece of Advanced Equipment with an SA you want and it has +2 or +3 in another useful attribute (Confidence, Strength, Vision, Agility). Even then you should put all the upgrade points into Kicking.
Suggested VAs (in order I would invest in them): Booming Kick, Clutch, Heart of a Champion (only if you're on a perennial playoff team), Hometown Hero, Big Heart, Swagger
===
Alternative build directions
- Take Strength to 68-cap instead of Agility to 60-cap
- Take Agility and Vision to 68-cap and Strength to 48-cap
- Continue pumping Kicking and Confidence until level 38 to take advantage of the natural gains as much as possible. This would be an incredibly extended plan though, and by the time you're useful enough in high level games, you'd only have a season or two left before player decline.
===
Q: Why do you take Agility so high?
A: Agility seems to help in all facets of kicking. I've seen very similar builds, only differentiated by Agility, and the higher Agility build out-performs the other by miles. If you don't believe it, you don't have to do it, but I've yet to see a great high level Kicker without Agility at least to the first cap.
Q: Won't higher Strength help me kick longer FGs/Touchbacks?
A: Short answer: Yes. Long answer: Yes.... but is 68+ Strength really necessary? If you just take it to 60, but augment it with Big Boot/Booming Kick, you should be just fine. I'm not against Strength as much as some people are, but I do agree with them that it's not as helpful as it may seem. There's plenty of good examples of Kickers with 50 Strength performing just as well as kickers with 70 Strength. If you'd like, you can always dump SP into it after you're done spending in SAs, though I'd personally do Agility or Vision.
Q: Why do you train Jumping/Speed? Are those even useful for a Kicker?
A: I mostly just train them because they're the most useful combinations available with other attributes that I want to train. If you'd rather train Tackling/Strength instead of Jumping/Strength, feel free to, I just don't like investing in tackling since it's rare that a Kicker will make the tackle on a kickoff. As far as them being useful for a Kicker, nobody is really sure on that. Speed seems more useful than Jumping, and I've even seen some builds with Speed capped, though I would personally never do it. Speed likely helps with kicking mechanics, but not as much as Agility.
Q: How high should I take Stamina?
A: I would never worry about Stamina for a Kicker. After you're done training all your main attributes, Speed/Stamina is really the only worthy combination left to train, thus you'll have a long time to work on it. Honestly, Stamina likely plays a very small role in Kicking. Even if your energy is drained near the end of a game, I wouldn't do anything drastic and spend SP or train Stamina before anything else. If you're really getting that tired in a game, your team probably won anyways, so what does it matter?
Q: Are there any out of position SAs that would be good to search for in Advanced Equipment?
A: No, not really. If you really care about tackling on kickoffs, I guess you could look for something like Diving Tackle, but it's not really worth it.
Q: How long is this plan supposed to take?
A: A pretty long time. It's impossible to gauge the level you'll be at when it's completed because of the varying amounts of XP and varying lengths of offseasons, but I'd guess by around level 45 or so you'd be at the point where you're adding into SAs. It also depends on how high you take Kicking in Step 7, so it could take even longer (or shorter, if you decide to stop at 73-cap). This plan is meant to be extended; that's the only way you're going to be able to take full advantage of the natural gains in Kicking/Confidence and it's what I feel to be the best way to build a player to compete in high leveled leagues. If you'd like a shorter plan, you can skip steps 5, 6, and 7. The natural gains in Kicking/Confidence will still help you out a lot, though you won't be able to achieve nearly as high of values as if you'd take them to higher caps, which is what I believe sets builds apart.
===
I think that's about everything I need to address at the moment. If there's anything I missed in this, please let me know so I can add it in. Hopefully this can get stickied and people will actually read it before posting the same questions over and over in this forum.
Edited by comeasur337 on Jun 11, 2009 10:57:51
Edited by comeasur337 on Jun 10, 2009 11:13:14
Edited by comeasur337 on Jun 10, 2009 11:07:20
Edited by comeasur337 on Jun 9, 2009 12:09:48






























