What attribute should I focus on first, second, third and fourth, If I plan on slowbuilding my CB
Djinnt
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Depends what archetype you use.
These are the archetypes:
Man Specialist
(CB) 5'8" - 6'3", 170-210 Lbs
Major Agility Jumping Speed Vision (+.5)
Minor Catching Confidence Stamina Tackling (+.25)
Bonus SA's (CB) - Shutdown Coverage
Penalty SA's (CB) - Closing Speed
Zone Specialist
(CB) 5'8" - 6'3", 170-210 Lbs
Major Agility Speed Tackling Vision (+.5)
Minor Catching Confidence Jumping Stamina (+.25)
Bonus SA's - Super Vision
Penalty SA's (CB) - Shutdown Coverage
Hard Hitter
(CB) 5'10" - 6'3", 190-210 Lbs
Major Speed Strength Tackling Vision (+.5)
Minor Agility Confidence Jumping Stamina (+.25)
Bonus SA's (CB) - Closing Speed
Penalty SA's - Change Direction
Combo Secondary
(CB) 5'8" - 6'3", 170-210 Lbs
Major Agility Speed Strength Tackling (+.5)
Minor Confidence Jumping Stamina Vision (+.25)
Bonus SA's - None
Penalty SA's - None
Look at the majors. Those are likely to be the four primary attributes (with some exceptions)
The order should be decided by two factors.
1. Which attribute should you take the highest?
2. What's the best training pattern so that you can raise majors first?
The likely archetype you would choose is a Man Specialist CB, the most common type.
In that case your majors are Agility, Jumping, Speed, and Vision.
In my opinion you'll want speed and agility the highest, with vision just behind and jumping behind that.
Luckily there is the training pattern speed-agility-vision-jumping because you can train speed/agility, agility/vision, and vision/jumping.
Since opinions vary, I'll provide a range.
You'll want to raise speed initially to 68-73, then agility to 68-73, then vision to 73, and finally jumping to 68.
Don't invest in SAs until around level 40, when you start to actually need them and by then it's fairly safe to do without ruining ALG value.
These are the archetypes:
Man Specialist
(CB) 5'8" - 6'3", 170-210 Lbs
Major Agility Jumping Speed Vision (+.5)
Minor Catching Confidence Stamina Tackling (+.25)
Bonus SA's (CB) - Shutdown Coverage
Penalty SA's (CB) - Closing Speed
Zone Specialist
(CB) 5'8" - 6'3", 170-210 Lbs
Major Agility Speed Tackling Vision (+.5)
Minor Catching Confidence Jumping Stamina (+.25)
Bonus SA's - Super Vision
Penalty SA's (CB) - Shutdown Coverage
Hard Hitter
(CB) 5'10" - 6'3", 190-210 Lbs
Major Speed Strength Tackling Vision (+.5)
Minor Agility Confidence Jumping Stamina (+.25)
Bonus SA's (CB) - Closing Speed
Penalty SA's - Change Direction
Combo Secondary
(CB) 5'8" - 6'3", 170-210 Lbs
Major Agility Speed Strength Tackling (+.5)
Minor Confidence Jumping Stamina Vision (+.25)
Bonus SA's - None
Penalty SA's - None
Look at the majors. Those are likely to be the four primary attributes (with some exceptions)
The order should be decided by two factors.
1. Which attribute should you take the highest?
2. What's the best training pattern so that you can raise majors first?
The likely archetype you would choose is a Man Specialist CB, the most common type.
In that case your majors are Agility, Jumping, Speed, and Vision.
In my opinion you'll want speed and agility the highest, with vision just behind and jumping behind that.
Luckily there is the training pattern speed-agility-vision-jumping because you can train speed/agility, agility/vision, and vision/jumping.
Since opinions vary, I'll provide a range.
You'll want to raise speed initially to 68-73, then agility to 68-73, then vision to 73, and finally jumping to 68.
Don't invest in SAs until around level 40, when you start to actually need them and by then it's fairly safe to do without ruining ALG value.
Djinnt
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Here is a sample build at level 50, when his game play will begin to be very good, but the way it's built should be competitive the whole career basically.
Attributes:
speed : 80.97 (95 w/eq)
agility : 79.97 (95)
vision : 75.98 (78)
jumping : 68.98
catching : 19.07
stamina : 40.07
confidence : 36.07
strength : 26
tackling : 32.07
3 SP unspent, speed, jumping, strength and vision are all trained to 94-99%
I created it using the following pattern:
Start build.
Choose max height, max weight.
Put first points into speed to 25, agility to 12. (The points when you're making your build, not SP)
Train speed/agility intense.
When speed+available SP=first cap, insert SP to first cap.
Train speed/agility intense until the % for speed is in the mid-to-high 90s.
Train agility/vision intense.
When available SP is enough to hit the next speed cap, do so until 68. Make sure to reach each cap ASAP.
As you raise agility, when it gets to around 27-28 start looking at the % after each train. If it is mid-to-high 90s, move to the next training pattern (vision/jumping)
If available SP+agility=first cap, insert SP to first cap.
If you cap agility without having the training at a mid-to-high 90s %, keep training agility/vision until it gets there (high 80s is acceptable if it's taking too long)
Train vision/jumping intense.
When available SP is enough to hit the next agility cap, do so until 73. Make sure to reach each cap ASAP.
Basically follow this type of pattern with each attribute in this order.
Speed 68, agility 73, vision 73, jumping 68
You'll probably want to train jumping/stamina after you can't do vision/jumping anymore
After jumping is capped move to stamina/confidence until stamina is sick of the attention, then move to strength/tackling. Strength is important for a shutdown corner because it helps them gain position for a deflection or interception attempt. Tackling is important enough to at least train and if you want to knock balls loose during a tackle right after the catch (counts as a drop) raising it will definitely help.
A couple rules of thumb:
1. AEQ is way better than token boosts for 99 out of 100 positions/situations. You will want to save all or at least almost all of your bonus tokens from intense training on advanced equipment.
2. Intense > Normal. Normal train only when you absolutely have to. Don't do it unless every single other attribute is at 99% waiting for a late build train. Or if you need to shop way later on in your career, I guess.
3. When you are forced to train normal, save your shopping tokens (also don't normal train without shopping bonus) for later on. When you're a higher level the possible equipment you can get is far better and you can also see more options at a time. Patience is how you win out.
4. I said before, but don't invest into SAs before your major and minor attributes are finished (ie: FOREVER) or else you miss out on player growth. See that "Effective level" on your player page? The more you listen to this the higher it will be.
Dunno if I missed anything.
Here is the same build at level 74, career finality, assuming you have all eq upgrades (lv 72) and custom:
This assumes you boost every single season.
Attributes:
speed : 87.01 (95 w/eq)
agility : 86.01 (95)
vision : 82.02 (111)
jumping : 75.02
strength : 69
stamina : 50.71
confidence : 49.71
tackling : 48.71
catching : 41.71
Top SA Tree: | 9 | 3 | 10 | 3 | 10 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Deflect Ball % Fully upgraded, possibly a few more attributes from AEQ.
There would be 62 vet points, which means 4 at 15 and 1 at 2.
It would be stupid not to have football genius maxed. It takes vision to 117.
Ball hawk(BH vision super retarded?), third down stopper and jackhammer would also be good.
Attributes:
speed : 80.97 (95 w/eq)
agility : 79.97 (95)
vision : 75.98 (78)
jumping : 68.98
catching : 19.07
stamina : 40.07
confidence : 36.07
strength : 26
tackling : 32.07
3 SP unspent, speed, jumping, strength and vision are all trained to 94-99%
I created it using the following pattern:
Start build.
Choose max height, max weight.
Put first points into speed to 25, agility to 12. (The points when you're making your build, not SP)
Train speed/agility intense.
When speed+available SP=first cap, insert SP to first cap.
Train speed/agility intense until the % for speed is in the mid-to-high 90s.
Train agility/vision intense.
When available SP is enough to hit the next speed cap, do so until 68. Make sure to reach each cap ASAP.
As you raise agility, when it gets to around 27-28 start looking at the % after each train. If it is mid-to-high 90s, move to the next training pattern (vision/jumping)
If available SP+agility=first cap, insert SP to first cap.
If you cap agility without having the training at a mid-to-high 90s %, keep training agility/vision until it gets there (high 80s is acceptable if it's taking too long)
Train vision/jumping intense.
When available SP is enough to hit the next agility cap, do so until 73. Make sure to reach each cap ASAP.
Basically follow this type of pattern with each attribute in this order.
Speed 68, agility 73, vision 73, jumping 68
You'll probably want to train jumping/stamina after you can't do vision/jumping anymore
After jumping is capped move to stamina/confidence until stamina is sick of the attention, then move to strength/tackling. Strength is important for a shutdown corner because it helps them gain position for a deflection or interception attempt. Tackling is important enough to at least train and if you want to knock balls loose during a tackle right after the catch (counts as a drop) raising it will definitely help.
A couple rules of thumb:
1. AEQ is way better than token boosts for 99 out of 100 positions/situations. You will want to save all or at least almost all of your bonus tokens from intense training on advanced equipment.
2. Intense > Normal. Normal train only when you absolutely have to. Don't do it unless every single other attribute is at 99% waiting for a late build train. Or if you need to shop way later on in your career, I guess.
3. When you are forced to train normal, save your shopping tokens (also don't normal train without shopping bonus) for later on. When you're a higher level the possible equipment you can get is far better and you can also see more options at a time. Patience is how you win out.
4. I said before, but don't invest into SAs before your major and minor attributes are finished (ie: FOREVER) or else you miss out on player growth. See that "Effective level" on your player page? The more you listen to this the higher it will be.
Dunno if I missed anything.
Here is the same build at level 74, career finality, assuming you have all eq upgrades (lv 72) and custom:
This assumes you boost every single season.
Attributes:
speed : 87.01 (95 w/eq)
agility : 86.01 (95)
vision : 82.02 (111)
jumping : 75.02
strength : 69
stamina : 50.71
confidence : 49.71
tackling : 48.71
catching : 41.71
Top SA Tree: | 9 | 3 | 10 | 3 | 10 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Deflect Ball % Fully upgraded, possibly a few more attributes from AEQ.
There would be 62 vet points, which means 4 at 15 and 1 at 2.
It would be stupid not to have football genius maxed. It takes vision to 117.
Ball hawk(BH vision super retarded?), third down stopper and jackhammer would also be good.
Edited by Djinnt on Mar 3, 2010 03:02:18
Edited by Djinnt on Mar 2, 2010 04:01:27
andrewtabs
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Originally posted by marshawnBEASTMODE
What is the first cap?
http://www.glbwiki.com/index.php?title=Softcap
What is the first cap?
http://www.glbwiki.com/index.php?title=Softcap
Djinnt
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Originally posted by marshawnBEASTMODE
What is the first cap?
Honestly I don't know why it doesn't explain caps in the new "training your player" tutorial
Also important
Automatic level gains are as they sound, bonuses your character receives every time they level. 2 points are divided among the position's majors, and 1 point divided among its minors. So a class with 4 majors gets .5 points to each of their major attributes and .25 for each of their 4 minors each level up. The number lessens at intervals as you level making the earlier part of your career the most important build-wise. You want to push one to three (depending on position) of those attributes as high as you can before the automatic level gains lessen significantly, so that by the end of your career those attributes will be very high.
What is the first cap?
Honestly I don't know why it doesn't explain caps in the new "training your player" tutorial
Also important
Automatic level gains are as they sound, bonuses your character receives every time they level. 2 points are divided among the position's majors, and 1 point divided among its minors. So a class with 4 majors gets .5 points to each of their major attributes and .25 for each of their 4 minors each level up. The number lessens at intervals as you level making the earlier part of your career the most important build-wise. You want to push one to three (depending on position) of those attributes as high as you can before the automatic level gains lessen significantly, so that by the end of your career those attributes will be very high.
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