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bigbean
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is there a guide to show which of the 4 major attributes for each position/archetype is more important?

for example, with a zone CB should you do speed first then agility or speed then vision etc
 
InRomoWeTrust
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No, because it all depends on what you want to do with the build. There's no set "this than this than this". Also, just because an attribute is a 'major' does not mean it is necessarily a top attribute for that position. A 'major' just reflects automatic level gains, and tbh many were created with balancing in mind. When archetypes were created, it wasn't just a matter of selecting the most important attributes. Every archetype had to have value or users would all congregate to the same ones.

I do have a very subjective guide that's not all that outdated that may be of help. I'll throw it in this post. I never really finished it in terms of perfection and it's not meant to be a ranking order. Sometimes just happened that way by virtue of my thought process.

Originally posted by InRomoWeTrust
Quarterback

Pocket Passer - Throwing, Vision, Confidence, Strength
Must-have AEQ - +% Pass Quality, +% Pass Distance

Deep Passer - Throwing, Vision, Strength, Confidence
Must-have AEQ - +% Pass Quality, +% Pass Distance

Scrambler (for intended rushing) - Agility, Speed, Carrying
Must-have AEQ - +% Fake and/or +% Break Tackle

Scrambler (for intended hybrid) - Throwing, Vision, Agility, Speed
Must-have AEQ - Consider have two sets of EQ (one for gameplans highlighting passing, the other for gameplans that are mostly rushing). Focus AEQ in one specialization (rushing or passing).

Halfback

Power - Strength, Carrying, Agility, Speed
Must-have AEQ - +% Break Tackle

Elusive - Speed, Agility, Carrying
Must-have AEQ - +% Fake

Scat Back - Speed, Agility, Carrying, Catching
Must-have AEQ - +% Fake, +% Catch Ball

Combo - Highly suggest not using. The combo archetype uses 5 majors as opposed to 4. This loss of ALGs is much worse than dealing with a penalized SA. Using this archetype requires a very specific objective that the other archetypes cannot accomplish.

Fullback

Running - Strength, Carrying, Agility, Speed
Must-have AEQ - +% Break Tackle

Blocking - Strength, Blocking, Agility, Speed
Must-have AEQ - +% Hold Block

Scat Back - Speed, Agility, Catching, Carrying
Must-have AEQ - +% Catch Ball, +% Fake

Combo - Highly suggest not using. The combo archetype uses 5 majors as opposed to 4. This loss of ALGs is much worse than dealing with a penalized SA. Using this archetype requires a very specific objective that the other archetypes cannot accomplish.

Wide Receiver

Speedster - Speed, Agility, Catching
Must-have AEQ - +% Catch Ball, +% Fake (assuming investment into Head Fake, Juke, and/or Catch Fake SAs)

Possession - Catching, Jumping, Agility, Speed
Must-have AEQ - +% Catch Ball

Power - Catching, Strength, Agility, Carrying, Speed
Must-have AEQ - +% Catch Ball, +% Break Tackle

Tight End

Blocker - Strength, Blocking, Agility, Speed
Must-have AEQ - +% Hold Block

Receiver - Speed, Agility, Catching
Must-have AEQ - +% Catch Ball, +% Fake (assuming investment into Head Fake, Juke, and/or Catch Fake SAs)

Combo - Strength, Blocking, Agility, Catching, Speed
Must-have AEQ - +% Catch Ball, +% Hold Block

Offensive Line

Pass Blocking - Blocking, Agility, Strength
Must-have AEQ - +% Hold Block

Run Blocking - Strength, Blocking, Agility
Must-have AEQ - +% Hold Block
Originally posted by InRomoWeTrust
Defensive Line

Strength DL - Strength, Agility, Tackling, Speed
Must-have AEQ - +% Break Block, +% Make Tackle

Speed DL - Agility Speed, Tackling, Strength
Must-have AEQ - +% Break Block, +% Make Tackle

Combo DL - Strength, Speed, Tackling, Agility
Must-have AEQ - +% Break Block, +% Make Tackle

Linebacker

Coverage - Speed, Agility, Vision, Jumping
Must-have AEQ - +% Make Tackle, +% Deflect Ball, +% Avoid Fake

Blitzing - Speed, Agility, Strength, Tackling
Must-have AEQ - +% Break Block, +% Force Fumble, +% Make Tackle

Hard Hitting - Strength, Tackling, Agility, Speed, Vision
Must-have AEQ - +% Make Tackle, +% Force Fumble

Combo - Highly suggest not using. The combo archetype uses 5 majors as opposed to 4. This loss of ALGs is much worse than dealing with a penalized SA. Using this archetype requires a very specific objective that the other archetypes cannot accomplish.

Secondary

Man Specialist - Speed, Agility, Vision, Jumping
Must-have AEQ - +% Make Tackle, +% Deflect Ball, +% Avoid Fake

Zone Specialist - Speed, Agility, Vision, Tackling, Jumping
Must-have AEQ - +% Make Tackle, +% Deflect Ball, +% Avoid Fake

Hard Hitter - Speed, Strength, Tackling, Vision, Agility
Must-have AEQ - +% Make Tackle, +% Force Fumble, +% Deflect Ball

Combo - Speed, Agility, Strength, Tackling, Vision
Must-have AEQ - +% Make Tackle, +% Force Fumble, +% Deflect Ball

Special Teams

Boomer (kicker) - Kicking, Strength, Confidence, Vision
Must-have AEQ - Kicking SAs

Technician (kicker) - Kicking, Vision, Confidence, Strength
Must-have AEQ - Kicking SAs

Boomer (punter) - Punting, Strength, Confidence, Vision
Must-have AEQ - Punting SAs

Technician (punter) - Punting, Vision, Confidence, Strength
Must-have AEQ - Punting SAs

Special Teams Only Player (STOP) - Highly suggest not using. The ST'er archetype uses 5 majors as opposed to 4. This loss of ALGs is much worse than dealing with no ALGs on a particular attribute. If choosing to build a ST'er, utilize a 4 major position. Using this archetype requires a very specific objective that the other archetypes cannot accomplish.

Returner - Highly suggest not using. The returner archetype uses 5 majors as opposed to 4. If choosing to build a returner, utilize a 4 major position (HB). Using this archetype requires a very specific objective that the other archetypes cannot accomplish.
Originally posted by InRomoWeTrust
After choosing a position, selecting an archetype can be difficult. Choose an archetype that will provide majors (and correspondingly ALGs) that reflect attributes in which you would like to raise to high marks.

Always remember that every archetype and "role" in GLB generally requires 3 to 5 attributes being brought to high marks. These attributes require significant focus and the user should always try to take the "most important" attribute to marks of, at minimum, 95+ raw (no EQ) or above.

The following listing is a subjective opinion on which attributes should be your main focus with each archetype. Also included are AEQ pieces that are highly suggested. Please note that suggested AEQ are recommended to be stacked (two/three pieces) when the roll reflects a primary action for the position (e.g. o-line and hold block or d-line and break block).


Edited by InRomoWeTrust on Oct 31, 2012 14:35:12
 
bigbean
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great thanks. it looks like most of them are the 'orders' i've generally assigned when building so far. i guess it would be boring if there was a set way as all players would end up the same...
 
InRomoWeTrust
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Originally posted by bigbean
i guess it would be boring if there was a set way as all players would end up the same...


Kinda happens that way naturally, because in reality we play a copycat game. We see one dot having success and we try and mimic their behavior with similar attributes, equipment, SAs, VAs, etc.

A good best practice is to peak onto some WL team rosters for open builds. A lot of agents will openly share their builds to the public.
Edited by InRomoWeTrust on Oct 31, 2012 14:42:26
 
FlukeSDS
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Almost everything a noob could ask for in one informative post.

Thanks Romo!

http://imgur.com/gallery/MbaQr
 
jaraxle
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If this was made by InEliWeTrust I would put abit more stock into. Being a Cowboys fan Romo just makes me sad
 


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