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Forum > Position Talk > D Line Club > Octowned's Run Supporting LDE Guide
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Octowned
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Octowned's Run Stopping LDE Guide


This build outline uses a solid training and cap-order strategy to achieve the target build. It is not meant to be a ridiculous speed/agility pass rusher, brute strength guy, etc., but an all around "good strategy" to building a successful LDE. I'm sure you can get better agility value, speed value, etc., by using a different route. So write your own



1) Roll your attributes for all 8s.
-Nothing else really matters, but this build plan would do best with as low of tackling as possible. Look for a heavy weight if you have the patience.

2) Train Strength + Tackling until strength is ~25
-No speed/agility? I said this was a run stopping LDE guide, and strength has poor pairs. I think it is imperative to do this early.

3) Cap Strength to 49.00
approximate level: 5
-Sure, brag about how you can do it at level 3. Have fun losing long-run value!

4) Traing Tackling + Agility until tackling is ~30

5) Cap Tackling to 49.00
approximate level: 9
-Again, you can do it at 7, good for you. Don't.

6) Train Agility + Speed until agility is ~30

7) Cap Agility to 49.00
approximate level: 13

8) Train Speed + Stamina until speed is ~33

9) Cap Strength to 61.50
approximate level: 16

10) Cap Agility to 61.50
approximate level: 20

11) Cap Agility to 68.00
approximate level: 23

12) Cap Strength to 68.00
approximate level: 25

13) Train Vision + Confidence

14) Cap Speed to 49.00
approximate level: 27

15) Cap Speed to 61.50
approximate level: 30

16) Cap Speed to 68.00
approximate level: 33

17) Train Stamina + Jumping

18) Cap Vision to 49.00
19) Cap Confidence to 49.00
approximate level: 40

20) Shop using normal training on blocking


Level 40 build without equipment:
Agility: 77
Strength: 77
Speed: 71
Tackling: 60
Vision: 50
Confidence: 50
Stamina: 35
Jumping: 25
Blocking: 20


---Remaining options: work on SAs. First Step, Change Direction, Shed Block are your best options. Going to 8-8-8 costs 8 more levels. Tunnel Vision is an option if you're getting a good pass rush, but that isn't what this build is fore.

---Because this build "peaks" at level 50, and it appears a players career can last up through about level 65, if you are more far-sighted, consider an extra cap on agility and strength, or even taking tackling to 60 on it's own instead of letting gains do it for you, or taking vision to 60.

---For a more experimental edge, the SAs Wall, Strong Base and Diving Tackle could theoretically help this build, however are unproven to do so in practice.

---VA options: Jump the snap, heavyweight, sure tackler, etc., all that good stuff. The game will have evolved so much by the time you get this build to level 40 that I feel silly commenting on that right now. You can figure it out.

---Equipment opinion: If you want to pass rush, you should focus on agility. I'm making this with a run stopping mindset, so I'd split it strength/agility. Level 40 equipment + custom = 30 points, so this puts you at 92 strength / 92 agility. You can obviously adjust and have a build like 97 agility / 87 strength, or as high as 107 agility / 77 strength, or even switch that! See how the sim is going when you get to level 40. Be sure to combine your VAs with equipment.

((If you opt for 107 strength, go for heavyweight, etc. Realize you will be stronger than nearly every OT you face!!! Bull rushing hasn't been proven in the past, but this is for stopping the run, not bull rushing the QB.))



I believe this strategy outlines a solid routine for achieving the build I set out to obtain. It mixes training strategy with cap-ordering to achieve a polished final product that never has an "oh crap, now what do I train" moment. If you want to start switching caps around, realize you should come up with an entirely new training strategy as well.

-Octowned
 
britdevine316
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Any guide where you aren't maxing your first attribute to at least 75 = fail

If you insist on crappy STR based DE's, at least give them 5:1 STR to start, then 5:1 Speed, then 4:1 agility
Last edited Apr 15, 2009 23:38:41
 
DrMaoMao
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I started a DE with a similar build plan in mind. Good to know I have a written guide to follow as well.
 
Bacon Nator
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Originally posted by britdevine316
Any guide where you aren't maxing your first attribute to at least 75 = fail

If you insist on crappy STR based DE's, at least give them 5:1 STR to start, then 5:1 Speed, then 4:1 agility


Are you saying this just for DE's or all builds? Cause spending 5:1 for players who have like 5-6 majors seems like major overkill, I can see doing this for P/K/C/DT's, where they have only 2-3 majors, but going 5:1 for a WR/HB seems like you're neglecting your other attributes too much
 
britdevine316
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I would go to 80 natural for my 1st attribute with QB's, HB's WR's,OL,DT,NT,CB,K,P, probably 82-85 for WR's with Speed

This is assuming I dont care about my performance the first 4 seasons of my players career and and building him to have a great last 5+ seasons.

You can gain over 10 levels worth of SP's due to automatic leveling by level 21 if you stack one attribute to 80+ early.
Last edited Apr 16, 2009 13:19:11
 
Octowned
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I wrote my guide to be fine at level 40, not the last season of your career by going to 80. Plus, seesawing is proven to get more value than rush-capping your first attribute.

To each, their own, though! Write your own
 
whatje
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i don't understand why to NOT cap something at level 3 or 4 if you can
 
Kayoh
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Players only get 350 SP or so throughout their career. Getting an attribute to 80 via SPs seems like a complete and utter waste unless it's a WR and the attribute in question is Speed.
 
Octowned
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Originally posted by whatje
i don't understand why to NOT cap something at level 3 or 4 if you can


If you can train more than +1 from level 3 to 5, it is irrelevant when you capped it. I'd say capping at 5 is optimal, because it offers extra training time on the attribute.

You should always train until natural gains are more valuable than training, then cap. Rushing to caps irregardless of what the attributes value is wastes a lot of long-term training value, and is not ideal.

---

Example:

level 3: 19 + 30 SP = 49 + 0 SP. then at level 5, 50 + 10 SP = 55.

level 3: 19 + 30 SP, train +2 by the time you get to level 5... then at level 5, 22 (incl +0.5*2) + 40 SP = 49 + 13 SP = 55 + 1 SP

Sure, you didn't get to train your NEXT attribute as long... but you're actually BETTER OFF having longer to train it. You want to run out of good training as late as possible in your career. Plus, you have an extra SP in the bank, which will help you get to the NEXT cap faster.

---


train train train train train!
 
Kayoh
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You don't have 30 SP by level 3.
 
whatje
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if you train something up to level 5, it seems likely you'd pass 30 in it at which point its not as good of a return on your training. also, the ability to train other skills seems more valuable to me, though i don't feel like doin the math to vet this atm. if you REALLY wanted to train say, speed & agi, you could 48 cap speed and continue to train both and still have a pretty good return. if you feel like doin the math that'd be great cause i'm feeling lazy
 
L_O
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Originally posted by Kayoh
You don't have 30 SP by level 3.


Yeah you do... 15 to start + 5 + 5 +5 = 30
 
FatNasty
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In logic, the jalapeno pepper ("~") means "non." What does it mean here?
 
tautology
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Originally posted by L_O
Originally posted by Kayoh

You don't have 30 SP by level 3.


Yeah you do... 15 to start + 5 + 5 +5 = 30


I wish my players used that math
 
Kayoh
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Originally posted by tautology
Originally posted by L_O

Originally posted by Kayoh


You don't have 30 SP by level 3.


Yeah you do... 15 to start + 5 + 5 +5 = 30


I wish my players used that math

15 SPs at level 1
level up to 2, +5
level up to 3, +5

dumbass
 
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