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Forum > Position Talk > D Line Club > run stuffing DT at lvl 17
dubya_a
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any advice?

Ht/Wt: 6'4", 360lbs

Next Level: 664/1000

Attributes
Physical Attributes
Strength: 82 (+17)
Speed: 13.28
Agility: 37
Jumping: 8
Stamina: 27.28 (+1)
Vision: 35
Confidence: 15.28

Football Skills
Blocking: 8
Catching: 8
Tackling: 58
Throwing: 8
Carrying: 8
Kicking: 8
Punting: 8

Special Abilities
Pass Rusher Abilities
The Glare: 0
Shed Blocks: 0
Swat Ball: 0
Strong Base: 0
Big Sack: 0

Run Stuffer Abilities
Wall: 1
Break Through: 1
Snarl: 1
Big Hit: 1
D-Line General: 1

Additional Abilities
Gang Tackle: 1
 
jml21283
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You screwed up already by not taking strength to at least 81 first and foremost. You can easily recover at 17, but you can easily retire as well. Thats what I would do and take strength to at lest 81
 
dubya_a
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Originally posted by jml21283
You screwed up already by not taking strength to at least 81 first and foremost. You can easily recover at 17, but you can easily retire as well. Thats what I would do and take strength to at lest 81

What's the point of this game if making a reasonably-rounded character is "screwed up"
 
jml21283
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Originally posted by dubya_a

What's the point of this game if making a reasonably-rounded character is "screwed up"


First and foremost, I'm not the guy to ask that question. Second "reasonably-rounded" dots are called Jack of Spade DT or something along those lines. Even then, their duty is to take Str to atleast 77. The way ALG's work and the way interior O-lineman build, you won't have the strength to hang with them if you don't concentrate on Str first and foremost.
As far as that part of this game is concerned there is no debating that. The debate comes in how high you take Str and how which attr you mult-train while doing so. For a run stuffer, 81 is the bare min, although quite a few take it higher than that.
Lastly, there is two ways to go about building your dot. You can circle cap, which is what you seem to be doing, you just needed to take str a little higher. Basically you go and soft cap all your majors and cap them in circular fashion. The benefit is depending on your position, you will be better than most of the competition at the earlier levels but weaker at the end game. Or, you can build your dot by concentrating on one attribute at a time and taking it to certain level. So for example for a run stuffing DT...you would take Str to 81 Agi 81 Tak 81 Speed 77 Vis 71. Something like that. The pros and cons are just the opposite, you might suffer a bit in the beginning of the dots career, but you of maximized your build at the end game. There are build guides to help you do the math for you, I'm not sure what they are as I usually do the math in my head while construct my build plan

Edited by jml21283 on Jan 20, 2011 01:43:33
 
Rage Kinard
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Originally posted by dubya_a

What's the point of this game if making a reasonably-rounded character is "screwed up"


Unfortunately, the way the leveling and training systems work in this game, you can't round the player out until later in the build if you want to be competitive when the player is older.
 
Hagalaz
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A serious issue that will unfortunately never be corrected...
 
Brewster
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I would agree a DT needs high STR but he also needs speed and agility and there is no reason you cant build one that will be good most of the dots career, except in the beggining I would say just because they are to darn slow. I have built a few and the key to me is the multi training. pick 3 main att's and train them for the life of the dot. I train speed agility and vision always along with another att, but I do always take STR over 81. I usually spot spending SP's on STR when they cost 8
So by lvl 42 you can have a DT with STR 85 + 30, agility 83, speed 64. vision 55 and tackling 51 and stamina 44 and 4 in FS Va.
Its not the best but it does work well
 


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