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Forum > Position Talk > Safety Club > Viability of a hard hitter SS at Pro/WL level?
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DrMaoMao
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I'm trying to set up some builds for my young team, and I need some help at the safety position since I'm not too familiar with its intricacies. My question is: can a hard hitting SS be a viable build at the highest levels of this game?

take the following estimated build for example:
125 Spd
85 Agi
80 Vis
80 Tkl
75 Str
50 Sta
50 Con
50 jum
SAs: 4-8-1-1-2(6)
4-4-4-8-8
8 HH
AEQ: PD%, FF%, AF%, CS
VAs: jackhammer, helmet crash, intimidation, power tackler, ball hawk

Thoughts?

fwiw, I haven't run it through the player builder yet, so I don't know if I can hit all those SA targets.
 
Homage
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why no DvG?

I'd lose Intimidation and grab DvG to 10.

Also, your agility doesn't need to be that high. You're not covering WR's most likely and additionally, it's not even a major for a HH Safety. Both the HH SS on my team do pretty well. One's a little more coverage based (mine) while the other is just a pure wrecking ball. Both have already forced a couple fumbles in CPL. Can't really help you out with WL though. No clue on that.

http://goallineblitz.com/game/player.pl?player_id=1400704

He's the backup SS hence the Special Teamer etc.
 
SunshineMan89
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I would probably sacrifice some Agility to try and run w/higher Speed/Strength.
 
DrMaoMao
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so you guys think I should dump the agility piece I have planned and use it for speed or strength instead? That would give him either 135 spd or 85 strength with around 75 agility.

I picked Intimidator for growl, but you're right. I should probably go DvG. I was just trying to maximize this player's FF and morale reducing factors.

also, I wonder if I should drop PD% and pick a MT% piece instead
 
Homage
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Originally posted by mrmaomao
so you guys think I should dump the agility piece I have planned and use it for speed or strength instead? That would give him either 135 spd or 85 strength with around 75 agility.

I picked Intimidator for growl, but you're right. I should probably go DvG. I was just trying to maximize this player's FF and morale reducing factors.

also, I wonder if I should drop PD% and pick a MT% piece instead


I would do all of this... yes.
 
Djinnt
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I had a long post written up but I decided to just do this instead...

Here's what I'd do


120 Spd
70 Agi
80 Vis
85 Tkl
60 Jum
80 Str
60 Sta
50 Con

SAs: 1-1-1-2-4(10)
9-6-9-9-3(10)
8 First Step
AEQ: MT%, FF%, MH, CS
VAs: textbook tackler, david vs goliath, helmet crash, power tackler, ball hawk
 
Underdawg08
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Personally I think agility works wonders for a hard hitter, but that's just me. I'd go less speed and moar agility. But I am no pro
 
Homage
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Originally posted by UnderDogs
Personally I think agility works wonders for a hard hitter, but that's just me. I'd go less speed and moar agility. But I am no pro

Nothing to see here... move along now.

 
Djinnt
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Originally posted by Homage
One's a little more coverage based (mine) while the other is just a pure wrecking ball.


lol that's a good way to describe him
 
Underdawg08
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Earthquake and wind
 
DrMaoMao
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Originally posted by Djinnt
I had a long post written up but I decided to just do this instead...

Here's what I'd do


120 Spd
70 Agi
80 Vis
85 Tkl
60 Jum
80 Str
60 Sta
50 Con

SAs: 1-1-1-2-4(10)
9-6-9-9-3(10)
8 First Step
AEQ: MT%, FF%, MH, CS
VAs: textbook tackler, david vs goliath, helmet crash, power tackler, ball hawk


why the 2nd cap jumping? wouldn't you want your hard hitter to be bad at PD'ing, so that he can be there right in time to monster hgit or knock loose the receiver?

also, speed seems a bit low, since momentum plays such a big factor in forcing fumbles/KL

and why the high growl? I didn't think anyone used it other than to get to big hit and monster hit, especially with how lol morale is right now. other than the last two seasons, I can't think of another season in which morale played a significant role. and why first step over head hunter? aren't we trying to create a fumble forcing machine?
 
Djinnt
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Originally posted by mrmaomao
why the 2nd cap jumping? wouldn't you want your hard hitter to be bad at PD'ing, so that he can be there right in time to monster hgit or knock loose the receiver?

also, speed seems a bit low, since momentum plays such a big factor in forcing fumbles/KL

and why the high growl? I didn't think anyone used it other than to get to big hit and monster hit, especially with how lol morale is right now. other than the last two seasons, I can't think of another season in which morale played a significant role. and why first step over head hunter? aren't we trying to create a fumble forcing machine?


Diving tackles make up anywhere from a fifth to half of your tackles. Higher jumping = better chance to make a diving tackle, and also a slightly larger tackling radius when you attempt them. It's not a make or break ability but it's important. As far as being in line for the KL/Ffum instead of a PD, that has more to do with tactics and luck. I typically play pretty loose, and I don't use PD tactics (but, of note is that my SS doesn't play much man coverage so I can get away with it)

Speed at 120 is plenty. With that amount you're faster than most players you'll encounter. You also have the advantage of being down field the majority of the time. My SS runs with 115 and it's been fine so far in Pro. It's been more than fine getting there.

High growl because morale is a huge factor in forcing fumbles, whether it seems like it or not. In my own build I also put a few points into intimidation (not 15, just a few) in order to increase the chance of growl triggering. It works independently of monster or big hit, and so both can trigger for the same tackle making the likelihood of stacking modifiers against your opponent greater.

No head hunter because I don't have any faith in it yet. I think that you need to run in from too far of a distance, and you have to rely on the rest of your team not making it there first. It's just an unlikely scenario and I like stacking odds against my opponents for the regular circumstance so that they are stacked the majority of the time. I played with head hunter for a while and didn't see any cases where my SS made an attempt where it would trigger. Maybe if you have a DC that is trying to make it trigger for you it'd be better, but that seems like a lot of work. I chose first step as my bonus SA because first step is extremely valuable for any player in zone.
 
tautology
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Originally posted by Djinnt


Diving tackles make up anywhere from a fifth to half of your tackles. Higher jumping = better chance to make a diving tackle, and also a slightly larger tackling radius when you attempt them.

Speed at 120 is plenty. With that amount you're faster than most players you'll encounter.



Diving tackles account for a lot of your tackles....if you are not very fast.

As for 120 Speed being faster than most players you encounter....that might be true in AA, but it's a ridiculous statement against decent Pro or any WL team. WRs, TEs and HBs will all be significantly faster than that.

I do think you can get away with 120 speed if your DC knows what he's doing, but it is definitely making his job challenging...and you will need to hope that your FF/KL skills make it worthwhile.

 
SunshineMan89
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Originally posted by Djinnt
Diving tackles make up anywhere from a fifth to half of your tackles. Higher jumping = better chance to make a diving tackle, and also a slightly larger tackling radius when you attempt them. It's not a make or break ability but it's important. As far as being in line for the KL/Ffum instead of a PD, that has more to do with tactics and luck. I typically play pretty loose, and I don't use PD tactics (but, of note is that my SS doesn't play much man coverage so I can get away with it)

Speed at 120 is plenty. With that amount you're faster than most players you'll encounter. You also have the advantage of being down field the majority of the time. My SS runs with 115 and it's been fine so far in Pro. It's been more than fine getting there.

High growl because morale is a huge factor in forcing fumbles, whether it seems like it or not. In my own build I also put a few points into intimidation (not 15, just a few) in order to increase the chance of growl triggering. It works independently of monster or big hit, and so both can trigger for the same tackle making the likelihood of stacking modifiers against your opponent greater.

No head hunter because I don't have any faith in it yet. I think that you need to run in from too far of a distance, and you have to rely on the rest of your team not making it there first. It's just an unlikely scenario and I like stacking odds against my opponents for the regular circumstance so that they are stacked the majority of the time. I played with head hunter for a while and didn't see any cases where my SS made an attempt where it would trigger. Maybe if you have a DC that is trying to make it trigger for you it'd be better, but that seems like a lot of work. I chose first step as my bonus SA because first step is extremely valuable for any player in zone.


I like your build projection for the most part, but I would want at least 135+ speed. 120 is too slow for current players when most top WRs are at 140+. I would say that if you have less than 135 or so for a SS built today you're probably going to be just about unusable in coverage and you're going to have to back up so that you'll never play third downs, because any non-lineman is going to be running past you.

I like high jumping as well, but I'm not sold on Growl--it's not that Helmet Crash type effects don't help forcing fumbles, it's just that I'm not convinced from experiment people have done that Growl does anything, and certainly not convinced enough to make a large SP investment there when speed is being left so low.
 
Djinnt
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By all means, if you think you know the best way, good luck.
 
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