Forum > FAQ's, Player Guides and Newbie Help > Help Building
Gao
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I just need to know the basic like what do i train and when do i start multi training just some help been away for a long time
KingPB
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Just start capping speed for the WR and LB. Depending on how you want there builds to turn out, I would take speed to around 81-83 for the LB and the WR around 84/85.
I usually intense train my main attribute (without adding points) until about the start of the season, then I unlock Quad multi training
everyone does it different though!
I usually intense train my main attribute (without adding points) until about the start of the season, then I unlock Quad multi training
everyone does it different though!
KingPB
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Originally posted by whodey08
You should also use bonus tokens to enhance your training of speed up to 30%
I do 20%, but yeah definately this
You should also use bonus tokens to enhance your training of speed up to 30%
I do 20%, but yeah definately this
Here's a link for you too.
http://goallineblitz.com/game/forum_thread.pl?thread_id=4910991&page=1
Hope this helps.
http://goallineblitz.com/game/forum_thread.pl?thread_id=4910991&page=1
Hope this helps.
Originally posted by InRomoWeTrust
A few tidbits that might help from me:
The biggest four things to understand in GLB are:
a) As attributes rise, it costs more skill points to raise them 1.
- These are what people call "softcaps" or "caps". If someone says "take it to the next cap", they mean to spend your skill points until it costs an additional 1 SP then it did before to raise the attribute 1.
b) Maximize your training
- At lower values, training percentages are higher. As the attribute raises, it becomes less and less efficient to train that attribute UNTIL you cross the cap (with the skill now costing 2 (or whatever) skill points to raise it one, your training is now effectively worth DOUBLE (or more)).
- In general, efficient builders will spend their skill points when training has become less worthwhile.
c) Maximize your ALGs (automatic level gains)
- Each level up, your player gets points towards his majors (yellow stars) and minors (blue stars).
- By raising your most important attribute first to a high cap (think raw (no EQ) ~81 or ~83 value) and then utilizing multi-training to keep training it after you are done placing SPs in it, you can get that attribute to over 100 natural. When you add in +55 or +58 from equipment, that attribute is now creeping towards 160 in value.
d) Focus on raising your most important 3 or 4 attributes as high as you can.
- It's no secret, in GLB there are attributes that are simply necessities. Figure out what 3 or 4 attributes are goign to be crucial for your player and maximize their value. If you are building an offensive linemen, you want to raise strength, blocking, and agility all to 90+ in raw (no EQ) value.
- You can screw up a build elsewhere, but as long as you have your most important 3 or 4 attributes raised to high values and didn't royally do something stupid, you'll be ok and be productive.
Originally posted by InRomoWeTrust
Season 0 boosting...boost on D48, end season level 4.000
Season 1 boosting...boost on D48, end season level 19.000
Season 2 boosting...boost as soon as you hit level 22 (approx day 10) to start veteran point accumulation. End season level 32.000
Season 3 boosting...boost on D0 to level 35 in order to increase daily veteran XP. End season level 42.625
Season 4+ boosting...boost at your convenience
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).
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
Concerning equipment, you're going to want to shoot for either 3 or 4 pieces of AEQ. To get 4 pieces of AEQ, you'll need to stop multi-training earlier than you would if you want 3 pieces. So there's a simple trade-off to be made. In most cases, 4 pieces of AEQ only tends to be superior if you are focused on raising one singular attribute up to super high values (think 165+). Most 3 AEQ builds will be superior due to the ability to prolong multi-training on your most important attributes.
For your end build, you'll want your AEQ to look something like the following (assuming 3 AEQ):
+3 primary attribute +% roll
+3 primary attribute +% roll
+3 primary attribute +% roll or +SA
You always want to get that +3 in your primary (most important) attribute.
So, how do we go about collecting our AEQ? There are two options:
1) Shopping
2) Building
Shopping offers the advantage of a potential cost (BTs) savings but there's implied risk with it. You may spend more bonus tokens looking for a particular piece of AEQ than it would have cost to build it.
The simplest method is to use shopping for your first two pieces. By shopping around level 35, you can typically pickup two pieces that fit your planned 'set'. Remember, each piece of AEQ has a prefix (the first part, +attribute) and a suffix (the last part, +% or +SA). If a piece of AEQ in the 'store' is missing a prefix or suffix, you'll be able to add that missing part with bonus tokens. These 'missing part' pieces can be extremely valuable. If you are shopping and you see a +5% in a roll that is used in your position, you probably should buy it without blinking.
Important note: If a piece is +1 attribute +5%, it's still not a good buy. You cannot upgrade that base +1 prefix to a base +3.
Once you have purchase your first two AEQ pieces, your last piece can be a little difficult. While you are able to swap 'body parts' on a piece of AEQ for a small BT cost, this can add to the expense and you go back to that flirtation with possibly costing yourself more BTs than it would have been to just make the piece.. Sometimes it's just easier to build your last piece, especially if the +SA that you desire is of low cost (15-30 BTs).
A few tidbits that might help from me:
The biggest four things to understand in GLB are:
a) As attributes rise, it costs more skill points to raise them 1.
- These are what people call "softcaps" or "caps". If someone says "take it to the next cap", they mean to spend your skill points until it costs an additional 1 SP then it did before to raise the attribute 1.
b) Maximize your training
- At lower values, training percentages are higher. As the attribute raises, it becomes less and less efficient to train that attribute UNTIL you cross the cap (with the skill now costing 2 (or whatever) skill points to raise it one, your training is now effectively worth DOUBLE (or more)).
- In general, efficient builders will spend their skill points when training has become less worthwhile.
c) Maximize your ALGs (automatic level gains)
- Each level up, your player gets points towards his majors (yellow stars) and minors (blue stars).
- By raising your most important attribute first to a high cap (think raw (no EQ) ~81 or ~83 value) and then utilizing multi-training to keep training it after you are done placing SPs in it, you can get that attribute to over 100 natural. When you add in +55 or +58 from equipment, that attribute is now creeping towards 160 in value.
d) Focus on raising your most important 3 or 4 attributes as high as you can.
- It's no secret, in GLB there are attributes that are simply necessities. Figure out what 3 or 4 attributes are goign to be crucial for your player and maximize their value. If you are building an offensive linemen, you want to raise strength, blocking, and agility all to 90+ in raw (no EQ) value.
- You can screw up a build elsewhere, but as long as you have your most important 3 or 4 attributes raised to high values and didn't royally do something stupid, you'll be ok and be productive.
Originally posted by InRomoWeTrust
Season 0 boosting...boost on D48, end season level 4.000
Season 1 boosting...boost on D48, end season level 19.000
Season 2 boosting...boost as soon as you hit level 22 (approx day 10) to start veteran point accumulation. End season level 32.000
Season 3 boosting...boost on D0 to level 35 in order to increase daily veteran XP. End season level 42.625
Season 4+ boosting...boost at your convenience
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).
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
Concerning equipment, you're going to want to shoot for either 3 or 4 pieces of AEQ. To get 4 pieces of AEQ, you'll need to stop multi-training earlier than you would if you want 3 pieces. So there's a simple trade-off to be made. In most cases, 4 pieces of AEQ only tends to be superior if you are focused on raising one singular attribute up to super high values (think 165+). Most 3 AEQ builds will be superior due to the ability to prolong multi-training on your most important attributes.
For your end build, you'll want your AEQ to look something like the following (assuming 3 AEQ):
+3 primary attribute +% roll
+3 primary attribute +% roll
+3 primary attribute +% roll or +SA
You always want to get that +3 in your primary (most important) attribute.
So, how do we go about collecting our AEQ? There are two options:
1) Shopping
2) Building
Shopping offers the advantage of a potential cost (BTs) savings but there's implied risk with it. You may spend more bonus tokens looking for a particular piece of AEQ than it would have cost to build it.
The simplest method is to use shopping for your first two pieces. By shopping around level 35, you can typically pickup two pieces that fit your planned 'set'. Remember, each piece of AEQ has a prefix (the first part, +attribute) and a suffix (the last part, +% or +SA). If a piece of AEQ in the 'store' is missing a prefix or suffix, you'll be able to add that missing part with bonus tokens. These 'missing part' pieces can be extremely valuable. If you are shopping and you see a +5% in a roll that is used in your position, you probably should buy it without blinking.
Important note: If a piece is +1 attribute +5%, it's still not a good buy. You cannot upgrade that base +1 prefix to a base +3.
Once you have purchase your first two AEQ pieces, your last piece can be a little difficult. While you are able to swap 'body parts' on a piece of AEQ for a small BT cost, this can add to the expense and you go back to that flirtation with possibly costing yourself more BTs than it would have been to just make the piece.. Sometimes it's just easier to build your last piece, especially if the +SA that you desire is of low cost (15-30 BTs).
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