Anyone else try this yet? I jumped on it kind of late, but it looks like it has been paying dividends. It's not a build strictly for numbers but moreso to make your ENTIRE defense better. Since I already owned a MLB when I finally got a team, it was easy to alter my build because I cared more about winning than how many tackles he got. Walbert started this season as a level 11 MLB with 3/2 in Aura of Intimidation/Defense General. As soon as I hit 13 (after game 3), I boosted to 16 and pushed to 5/5 Aura/Def Gen. Here are some splits (all wins); the numbers go:
1st half - 2nd half - Total
...................PD.......INT........3 & Out...Pts Allowed.....Final Score
Game 1...7-7-14...1-1-2...2-3-5........3-3-6...........17-6
Game 2...5-5-10...0-1-1...3-3-6........0-3-3...........23-3
Game 3...7-4-11...0-2-2...0-4-4........10-0-10.........13-10
Game 4...5-5-10...0-2-2...1-4-5........10-0-10.........16-10
Game 5...2-8-10...0-1-1...2-1-3........7-3-10..........16-10
Some background on these numbers:
- Level capped league, so everyone had the exact same resources/time starting off; no gutted teams.
- Two of the teams are each 4-1 (only loss to us), two are a combined 5-5, and one is 1-4, so mixed competition.
- The 3 & outs do not include drives ended by turnovers.
- The defense is composed of a subpar D-line, stellar LB's, and a decent secondary (their avg level vs the rest of the league). Our LOLB is the leading tackler.
Notes on individual situations:
- Only 3 touchdown's allowed all season; none in the second half, and one was the result of a pick from our own 20 yard line.
- Only 9 points allowed in the second half all season; two FG's were a result of the offense's turnovers.
- In Game 3, both picks came in the fourth: the first was around the 11:00 mark and returned for a TD, while the second happened around the 5:30 minute mark with the opponent driving to our own 35 yd line.
- In Game 4, both offenses opened up with a total of 107 combined passing attempts, so every player on both sides had a TON of plays. 5 defensive starters had 70+ plays, and two others had 60. No points were allowed in the second half.
- In Game 5, we threw a pick from our own 38 yard line at about the 8:00 mark. The opponent drove and had 6 plays inside our 20, and 3 plays from 5.5 yards and in; they only scored a FG.
What I'm trying to show is how our defense generally tends to perform stronger in the second half when it matters the most, and when lineups start seeing a lot of backups. Aura of Intimidation works to break morale of offensive players throughout the game, while Defense General works to keep your players up and your starters in. A five game breakdown is not a large sample size by any stretch, but I'll probably continue updating this as the season goes on; I'm curious as to how the numbers will continue to play out. Definitely let me know if anyone has any other stats they're interested in following(if you're interested in this build at all!).
Its definitely easier to build this player if he's the MLB of your own team though; note that to emphasize these auras, your physical attributes take a huge hit and your numbers will suffer. As you grow, the emphasis should be on speed/vision/agility, probably in that order but with a very equitable ratio. On each play, you just want to be close enough to every player you want to affect, on both sides of the ball. Note Aura of Intimidation does not specify it has to be YOU making the hit! Also, strength/tackling should take a huge backseat in order to do this build properly; wrap-up is your friend.
Question though... Def General says "all defenders around him" and also "entire secondary." Does it benefit your D-line as well or just your secondary?.
Let me know what you think; I remember reading one of the early alpha testers having a "walking aura" as his MLB, but I can't remember the post for the life of me.
1st half - 2nd half - Total
...................PD.......INT........3 & Out...Pts Allowed.....Final Score
Game 1...7-7-14...1-1-2...2-3-5........3-3-6...........17-6
Game 2...5-5-10...0-1-1...3-3-6........0-3-3...........23-3
Game 3...7-4-11...0-2-2...0-4-4........10-0-10.........13-10
Game 4...5-5-10...0-2-2...1-4-5........10-0-10.........16-10
Game 5...2-8-10...0-1-1...2-1-3........7-3-10..........16-10
Some background on these numbers:
- Level capped league, so everyone had the exact same resources/time starting off; no gutted teams.
- Two of the teams are each 4-1 (only loss to us), two are a combined 5-5, and one is 1-4, so mixed competition.
- The 3 & outs do not include drives ended by turnovers.
- The defense is composed of a subpar D-line, stellar LB's, and a decent secondary (their avg level vs the rest of the league). Our LOLB is the leading tackler.
Notes on individual situations:
- Only 3 touchdown's allowed all season; none in the second half, and one was the result of a pick from our own 20 yard line.
- Only 9 points allowed in the second half all season; two FG's were a result of the offense's turnovers.
- In Game 3, both picks came in the fourth: the first was around the 11:00 mark and returned for a TD, while the second happened around the 5:30 minute mark with the opponent driving to our own 35 yd line.
- In Game 4, both offenses opened up with a total of 107 combined passing attempts, so every player on both sides had a TON of plays. 5 defensive starters had 70+ plays, and two others had 60. No points were allowed in the second half.
- In Game 5, we threw a pick from our own 38 yard line at about the 8:00 mark. The opponent drove and had 6 plays inside our 20, and 3 plays from 5.5 yards and in; they only scored a FG.
What I'm trying to show is how our defense generally tends to perform stronger in the second half when it matters the most, and when lineups start seeing a lot of backups. Aura of Intimidation works to break morale of offensive players throughout the game, while Defense General works to keep your players up and your starters in. A five game breakdown is not a large sample size by any stretch, but I'll probably continue updating this as the season goes on; I'm curious as to how the numbers will continue to play out. Definitely let me know if anyone has any other stats they're interested in following(if you're interested in this build at all!).
Its definitely easier to build this player if he's the MLB of your own team though; note that to emphasize these auras, your physical attributes take a huge hit and your numbers will suffer. As you grow, the emphasis should be on speed/vision/agility, probably in that order but with a very equitable ratio. On each play, you just want to be close enough to every player you want to affect, on both sides of the ball. Note Aura of Intimidation does not specify it has to be YOU making the hit! Also, strength/tackling should take a huge backseat in order to do this build properly; wrap-up is your friend.
Question though... Def General says "all defenders around him" and also "entire secondary." Does it benefit your D-line as well or just your secondary?.
Let me know what you think; I remember reading one of the early alpha testers having a "walking aura" as his MLB, but I can't remember the post for the life of me.
Last edited Jun 20, 2008 21:20:21






























