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skeels
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I have a level 56 FS who will probably be playing in Pro next season, I was wondering how much speed he's going to need at the end of his career. He has enough for where he is now, but how much does he need at the end of his build? He's a zone safety with CD/SV eq etc.
 
Djinnt
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115+
 
The Kingpin
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Originally posted by Djinnt
115+


 
Worker 3
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current sim? 115.

when all the archetype builds start to round out? i would say closer to 130+
 
SunshineMan89
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130+ now.
 
skeels
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Well he's sitting on 115+ no problem, but I'm thinking I'll keep adding eq to it for at least the next upgrade.
 
idm03
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Originally posted by
130+ now.


 
Dick Butkiss
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What cap do you need to take speed to to hit 130 end game, and is that still something a hard hitting FS should do?
 
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depends on your EQ split, but if you out it all in speed, you would only need to take it to 72 end build... which would mean you only really need to 48 cap it as ALGs should take it to 72 by end build (if you have it as a major... i dont think HH safties have it as a major). but if you want to split your EQ, it depends on how much of a split you want.

and as to whether or not a HH safety should get it to 130+... i would go for it. going with the archetype builder, i can get HH CB with 95 agility and 115+ speed. since safeties dont really need 95 agility, you could very easily take some points out of agility and put them in speed.
 
Djinnt
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Originally posted by Dick Butkiss
What cap do you need to take speed to to hit 130 end game, and is that still something a hard hitting FS should do?


I would absolutely not ever advocate a hard hitter getting to 130 speed, unless your version of a hard hitter means somebody who can secure a tackle

My definition is a player whose focus is stacking tackling modifiers in order to play on more aggressive settings and force fumbles, knock balls loose, and generally cause disarray for the opponent through tackles.

For a hard hitter I'd rest somewhere around 110 speed in the current sim, and probably around 115 with slightly higher agility numbers in a few seasons.

There are, in my opinion, too many other desirable attributes and SAs to pursue with your SP and equipment for a hard hitter. (Aside from speed - )Tackling, strength, vision, agility, jumping, stamina, and confidence are all very important, and I also advocate getting as many SAs as you can if you're doing it right: monster hit, big hit (optionally), growl, wrap-up tackle, diving tackle(optionally), aura of intimidation, gang tackle (depending on whether you think it's any good) for the bonuses to tackling;
and of course first step, zone focus and super vision all have major bonuses to the position as well. It's really a lot of factors to consider for min-maxing while trying to aim for super high speed at the same time.

Again, it all depends on your definition of hard hitter, how you're intending the player to be used, etc..
 
Worker 3
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well you can get:
strength : 75.6
blocking : 10
speed : 117.6 (+34)
tackling : 82.59
agility : 95.49 (+24)
throwing : 10
jumping : 60.49
catching : 10
stamina : 54.49
carrying : 10
vision : 80.59
kicking : 10
confidence : 49.49
punting : 10

Top SA Tree: | 8 | 4 | 8 | 2 | 4 |
Bottom SA Tree: | 3 | 6 | 0 | 0 | 0 |
Additional: 8 Jackhammer

this for a HH CB... so if you were to take 10 out of agility and put it in speed (127), and then take 5 points from agility and put it in strength, that would land you at 127/80/80/80/82 speed/agility/vision/strength/tackling. that CB build also uses only 96 SPs in SAs... a HH FS will need more (for example, just filling out the top FS tree to 8-8-4-8-0 and getting 8 ZS will run you 84 SP, leaving you with 12. if you also want JH, BH and CS to 8+, you will need another 47 SPs assuming you have a piece of AEQ in CS and only have to bring it to 4.

but i think 120 speed should be obtainable, and 130 is definitely a reach, but its something you can aim for.
 
Dick Butkiss
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So if I've taken him to 74 natural speed, I should probably be ok, adjusting for EQ then. My plan has been once I was happy with speed, cap strength to 68 then tackling to 60 while training agility, then put points into vision, stamina, and confidence, in that order. I'm building him as a run stopping/crushing second tackler/blitzer, so I'm not planning on doing much of anything with jumping or coverage SA's, although I may look for a +SV piece of AEQ. Eventually I want to have very high strength, big hit, and head hunter. Can you find monster hit on AEQ, or would I need to get that as a bonus SA to make full use of head hunter?
 
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you can find monster hit in EQ, although i think i would probably just make it as i think its only 15 BTs. and you can probably make HH work just fine without MH, but having MH will only make it (HH) better, in much the same way that having both juke and HF will make OFF better.
 
Djinnt
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monster hit is infinitely better than big hit imo
 
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it is, but since it isnt in the tree, that makes it harder to get, especially depending on the other extra SAs you want (part of the reason im all for custom SA trees, or at least archetypes getting getting at least slightly different SA trees than the other archetypes of the same position... but thats a different issue entirely.) but if you want MH, ZS, and HH, you are going to need at least 2 of them as extra SAs (probably ZS and HH as they would cost more in AE). and then if you want CS to 8+ (im not safety expert, but i can imagine that even HH safeties would benefit largely from that.) without costing you an arm and a leg, that makes things even more confusing as then you are gonna need about 2 pieces of MH and a piece of CS, leaving you with only 1 spot for a FF% piece. or you could spend a crap ton of BTs to get MH as another extra SA and use only 1 AE for CS and then you have 3 spots for FF% or avoid fake% or whatever you want... how would you go about it, djinnt?
 
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