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Originally posted by Sonic
Reminds meof a Dark Rouge WR: http://glb.warriorgeneral.com/game/player.pl?player_id=4467066


No offense, but that one didn't produce.
 
Sonic
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Originally posted by Larry Roadgrader
No offense, but that one didn't produce.


What do you mean by produce? Does a dots build guarantee how well they'll perform? I find a lot of times that how a WR plays is not completely down to the build, but how it's used. I noticed that Dave is an assistant OC on his WRers team which I'd imagine helps a lot for how it's to be used. I do love that build though.

I found the dot I was trying to find, but unfortunately he's retired and I don't know if there is a way to see the build now: http://glb.warriorgeneral.com/game/player.pl?player_id=4488647
 
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Originally posted by Larry Roadgrader
That's a really impressive WR! Can you share your current thoughts about the Not Fumble Chance piece?


The % avoid fumble piece was an experiment to see if it helped reduce KLs. I'm not sure if it is the carrying he has, or the AEQ, but I rarely see that dot get a ball knocked loose. He makes catches in traffic all of the time, so he is a prime target. I don't regret the % avoid fumble.
 
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Originally posted by Sonic
I find a lot of times that how a WR plays is not completely down to the build, but how it's used. I noticed that Dave is an assistant OC on his WRers team which I'd imagine helps a lot for how it's to be used.


I don't actively game plan for that team, but I had some back and forth discussions with the OC about what he wanted in a slot WR. I built him a player that could do what he wanted, and he is using the hell out of my dot.

Are you confident enough in any of your WRs to throw on 3rd and inches? 1st and Goal, inside the 1?
http://glb.warriorgeneral.com/game/replay.pl?game_id=2853726&pbp_id=1519704
http://glb.warriorgeneral.com/game/replay.pl?game_id=2845953&pbp_id=1111454
http://glb.warriorgeneral.com/game/replay.pl?game_id=2845953&pbp_id=1112687
http://glb.warriorgeneral.com/game/replay.pl?game_id=2845942&pbp_id=1044558
 
drewd21
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Originally posted by Larry Roadgrader
That's a really impressive WR!


Edited by drewd21 on Feb 13, 2017 06:14:50
 
Sonic
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Originally posted by Dave Mr Majors
I don't actively game plan for that team, but I had some back and forth discussions with the OC about what he wanted in a slot WR. I built him a player that could do what he wanted, and he is using the hell out of my dot.

Are you confident enough in any of your WRs to throw on 3rd and inches? 1st and Goal, inside the 1?
http://glb.warriorgeneral.com/game/replay.pl?game_id=2853726&pbp_id=1519704
http://glb.warriorgeneral.com/game/replay.pl?game_id=2845953&pbp_id=1111454
http://glb.warriorgeneral.com/game/replay.pl?game_id=2845953&pbp_id=1112687
http://glb.warriorgeneral.com/game/replay.pl?game_id=2845942&pbp_id=1044558


I really like your WR, and not surprised by how well it's been performing. You're a very good builder.

I think the WR-er's I've made have largely been built seperate from a team structure, and so have never had any real sort of direction to be built in but mine (well at least until the final stages when I'm looking for a team). My current WR is probably the best one I've built but it still has its flaws. I'd like to think this WR would do ok, but I think SA's and VA's could be tweaked, probably along with skills, for future builds. That's the thing I like about building, trying to fit concepts into performance. Don't think I quite have your flair for that there Dave.

Incidentally, my WR build is open if you want to have a look: http://glb.warriorgeneral.com/game/player.pl?player_id=4648570&playoffs=0
Edited by Sonic on Feb 13, 2017 06:40:26
 
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Originally posted by Dave Mr Majors
The % avoid fumble piece was an experiment to see if it helped reduce KLs. I'm not sure if it is the carrying he has, or the AEQ, but I rarely see that dot get a ball knocked loose. He makes catches in traffic all of the time, so he is a prime target. I don't regret the % avoid fumble.


Thank you for the response--that's an interesting approach!
 
buckets99
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stamina helps you please the ladies.
 
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Originally posted by Sonic
Incidentally, my WR build is open if you want to have a look: http://glb.warriorgeneral.com/game/player.pl?player_id=4648570&playoffs=0


Very solid dot there. I'm assuming it is a 3 AEQ build, and as long as you end up with your last AEQ and CE bonuses split across % fake chance and Juke, you will have a monster.
 
Sonic
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Originally posted by Dave Mr Majors
Very solid dot there. I'm assuming it is a 3 AEQ build, and as long as you end up with your last AEQ and CE bonuses split across % fake chance and Juke, you will have a monster.


I feel the dot is too vanilla instead of monster but this season will show more, one way or another. Incidentally, this will be the dot's first season not in Casual as the team currently on swap over from Casual to the Full Leagues.

That's part of that tweaking thing, were I'm looking to double stack % fake, but investing in Juke (just because you can't put skill points into % fake). I've been adjusting skill point investment the later I got into this build just to get more SA's. And yes, 3 AEq.
 
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Originally posted by Sonic
I feel the dot is too vanilla instead of monster but this season will show more, one way or another. Incidentally, this will be the dot's first season not in Casual as the team currently on swap over from Casual to the Full Leagues.

That's part of that tweaking thing, were I'm looking to double stack % fake, but investing in Juke (just because you can't put skill points into % fake). I've been adjusting skill point investment the later I got into this build just to get more SA's. And yes, 3 AEq.


I would encourage you to get 10 in Juke and Catch Fake...so let's look at what it will take to do that.

If you take the bottom tree to the bare minimums needed to get 9 points in Juke, that is 1 2 3 5 9, for a total of 50 SPs, but it appears that you have already dropped 5 SPs on those, so 45 SPs. Catch Fake to 10 will cost you 30 SPs. You are only getting 84 more SPs, and 75 of them were just used. Where do the other 9 SPs go? Is that enough to satisfactorily complete your build? I would imagine that you will be left with some holes. That is why I am suggesting a single % fake chance AEQ, and using CE bonuses to save you some of those 5 and 6 point SA costs. If you can round out your build with only 1 or 2 of the 3 CE bonuses, you can always use the remaining bonus(es) in % fake chance.

Good luck finishing that dot.
 
Sonic
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Originally posted by Dave Mr Majors
I would encourage you to get 10 in Juke and Catch Fake...so let's look at what it will take to do that.

If you take the bottom tree to the bare minimums needed to get 9 points in Juke, that is 1 2 3 5 9, for a total of 50 SPs, but it appears that you have already dropped 5 SPs on those, so 45 SPs. Catch Fake to 10 will cost you 30 SPs. You are only getting 84 more SPs, and 75 of them were just used. Where do the other 9 SPs go? Is that enough to satisfactorily complete your build? I would imagine that you will be left with some holes. That is why I am suggesting a single % fake chance AEQ, and using CE bonuses to save you some of those 5 and 6 point SA costs. If you can round out your build with only 1 or 2 of the 3 CE bonuses, you can always use the remaining bonus(es) in % fake chance.

Good luck finishing that dot.


Thanks Dave. I think the use of CE gear with SA's is something I haven't really explored properly because I see % gear and nothing else with it. The final plan I have is similar to what you're suggesting and the holes are ones I've been seeing.

I really should do what I've thought with SA's, add up the points needed for the SA's wanted and then see how far I have to build the skills up to and what can be achieved. And then explore options.
 
buckets99
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sorry if it seems like I am trolling, but a super huge priority for any speed based receiver, for his oc and for the team in general, should be keeping him faster than any corner he has to face, for the entire game. Otherwise he runs a couple streak routes, blocks for a couple pitches and the corner will eat his lunch while drinking his milkshake.
Edited by buckets99 on Feb 15, 2017 06:06:21
 
Theo Wizzago
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Originally posted by buckets99
sorry if it seems like I am trolling, but a super huge priority for any speed based receiver, for his oc and for the team in general, should be keeping him faster than any corner he has to face, for the entire game. Otherwise he runs a couple streak routes, blocks for a couple pitches and the corner will eat his lunch while drinking his milkshake.


True but you're forgetting a few things; #1, in the 'arms race' for speed, the eventual casualty is other important skills. I might be able to build a 200 speed WR... but he couldn't catch a cold (catching) nor his breath (stamina) and if he tried to do any maneuver (agility) he'd probably fall flat on his face so the only routes he could be any good at at all would be streaks. So, in the end, most speed arch wr's end up looking basically the same (cookie cutter builds). #2, when it comes to stamina and the damage it does, you're forgetting a few things as well. #1 is how many plays the WR in question actually plays in a game. #2 is how often he is on the field (you regain stamina when you're not playing). #3, is that while he IS losing stamina, so are the defenders so it balances out in the end.
You can build a Speed WR with only 50 stamina (allowing him to put valuable SP's into other skills) as long as the OC knows he needs to NOT be the #1 WR on the depth chart, probably using him only in certain formations and running routes best suited for that dot. So Stamina is important... just not quite as much so as you seem to be making it out to be.
 
Guppy, Inc
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Originally posted by Dave Mr Majors
I would encourage you to get 10 in Juke and Catch Fake...so let's look at what it will take to do that.

If you take the bottom tree to the bare minimums needed to get 9 points in Juke, that is 1 2 3 5 9, for a total of 50 SPs, but it appears that you have already dropped 5 SPs on those, so 45 SPs. Catch Fake to 10 will cost you 30 SPs. You are only getting 84 more SPs, and 75 of them were just used. Where do the other 9 SPs go? Is that enough to satisfactorily complete your build? I would imagine that you will be left with some holes. That is why I am suggesting a single % fake chance AEQ, and using CE bonuses to save you some of those 5 and 6 point SA costs. If you can round out your build with only 1 or 2 of the 3 CE bonuses, you can always use the remaining bonus(es) in % fake chance.

Good luck finishing that dot.


why is juke so important? dont most CBs have the vision/agility to negate this?
 
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