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Forum > Position Talk > HB Club > Elusive SA Effectiveness: Experimental Builds
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cptafw163
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Originally posted by a12872344
well u could train both of them wouldnt that save sp?


It would take me 10 times of training on intense to gain one point...that basically means thw ehole season.

I am training carrying and confidence right now. Sometimes i swich it up and train carrying and strength...my player gets a bit demoralized because he is so weak.
 
a12872344
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haha thats wat im doing right now
my teams owner wanted me to get carrying to 30 then cap vision and i was like y would i need to cap vision then i saw your player and now i get y
 
venom4789
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i have a interesting build going, it is very early into the build however. i am slow building. to the point were i bench the player and let him train only so he gains no exp from games.i will do this till he is level six. then i will release him and sign him to a Dleague team so he can get playing time for a year. after he is level six and released i will be putting all his skill points into special abilities. working on spin for him. as well as using all bonus intense training skill points towards it too. will putting all points into the elusive tree, i will be only training speed and agility on intese. i know you need high agility to use the skills but i want to get them built up immeaditly so i can see the difference in how the may help.
 
a12872344
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so u mean super slow building?
 
venom4789
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yeah guess thats it. but i will use all my skill points on SA till level 7 then i will start using them on regular stats
 
Viscount
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Super slow building to level 6 will take 1 and a half seasons. Putting all your skill points into the SAs early gives you no benefit at all, but putting your SP into the attributes first will benefit you due to the bonus to attributes once they're soft capped. When super slow building you can soft cap a major attribute by level 3 if done properly.
 
Tito716
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Lancelot Link - Level 31 (5 unspent SP)

Strength: 50.41 Blocking: 15.47
Speed: 91.07 Tackling: 8
Agility: 61.07 Throwing: 15.47
Jumping: 15.47 Catching: 15.47
Stamina: 31.4 Carrying: 50.96
Vision: 28.01 Kicking: 8
Confidence: 30.77 Punting: 8

2,2,1,1,1 (Custom)
0,0,0,0,0

~~~~~~

Got Promoted. 19 carries for 137.5 yards and a TD in the season opener against a returning playoff team.

http://goallineblitz.com/game/replay.pl?game_id=225520&pbp_id=1161186

Good thing we still managed to lose 37-34
 
Dachpappe
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I have build an elusive HB: http://goallineblitz.com/game/player.pl?player_id=623703

Right now he's at
Speed: 74.94
Agility: 62.98

Elusive Back Abilities
10
3
3
3
3

That includes CE. I rather find the Quick Cut not very successfull beyond 7. Right now I am planing on adding Juke and/or Spin and I have a question, that is unanswered after reading through various other "guides".

Juke:
"The player will make a quick move one direction, and then go the other way. This fake can badly throw off defenders, especially those who have low agility and vision. This is more effective than a head fake, but takes more agility to pull off successfully. This skill is important for all players who carry the ball a lot. Even an extra split second of reaction time can mean the difference between a tackle and a big gain. Additional Levels: Increases the chance the defender will be fooled by the fake."

Spin:
"The Spin ability allows the player to spin out of the way of a tackler. This skill relies on agility to perform successfully. Additional Levels: Increases the chance of spinning successfully, and increases the bonus to avoiding tackles by spinning."

Both descriptions state, that you need more agility to perform successfully. Now my question is: Does equipment counts towards SA? Would it makes sense to shift equipment from speed to agility in order to "activate" the Juke or Spin SA? Or does it only take your "natural" agility level into account?
Last edited Nov 14, 2008 05:34:54
 
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