There's basically three ways to build a FB. Offensive, blocking and balanced. Each build has much in common, with the main deviation coming in the form of SA, VA and possibly one attribute taking a heavier focus over another attribute (90% of the time it's carrying over blocking or vice versa).
Offensive Build
Philosophy: The offensive build, forgoes the blocking attribute in favor of the carrying attribute. They also focus all SAs and VAs on making them more effective runners and/or receivers. This build's primary role is to get his hands on the ball and make plays.
Pros: Can be a very powerful runner, even more powerful than a power HB, due to being able to reach much higher player weight (yes it can make a noticeable difference).
Cons: One dimensional and will be hard pressed to find an owner willing to play them over a power HB (due primarily to perceptions and not ability).
Blocking Build
Philosophy: The blocking build, forgoes the carrying attribute in favor of the blocking attribute. They also focus all SAs and VAs on making them more effective blockers. This build's primary role is to open holes for the ball carrier as well as help pass block on occasion.
Pros: A good blocking FB is worth his weight in gold to the success of a running game. Also makes for a beastly special teams blocker.
Cons: Don't expect a lot of praise for good play or to ever get the ball, a very selfless role on a team. Not much of a ball carrier either, can do the 2-3 yards and a cloud of dust thing, but I wouldn't bother using a blocking FB to carry the rock (due to the low reward and high risk fumble chance).
Balanced Build
Philosophy: The balanced build, is the jack of all trades, master of none. They sacrifice specialization to be versatile. They lose out on top end potency in some attributes, in exchange for being able to hop around to different roles... saving an owner roster space and makes it easier to distribute playing time.
Pros: Can do anything needed, just not as well as a specialist build. Can block well enough (especially useful as a pass protector in the HB2 slot or by keeping FB1 fresh). Can run the rock well enough (won't shoulder a team's offense very well, but can do their part). Can catch the ball out of the backfield from either position.
Cons: Will never match a specialist in their role, but a specialist will never match their versatility.
General Note: Keep player weight in mind when rolling your FB... the higher the better IMHO.
Attributes
Strength: The key component to any FB build, the higher you can take it the better (without sacrificing other attributes).
Speed: Very important to every FB build, you're going to want at least 70 at your player's peak (68 cap + a few points from EQ at a minimum)
Agility: More important for a blocking build, but having 68 cap is probably your goal for any build (73 cap or more for blocking builds).
Blocking: A blocking build will want at least 60 cap (68 cap is probably your aim though), a balanced build can survive with 48 cap and an offensive build can get away with never touching it.
Carrying: An offensive build will want at least 68 cap, a balanced build can survive with 60 cap and a blocking build can get away with it somewhere in the 30's.
Confidence: Eventually it should be taken to the 49 cap for all builds, but you can get by with just training it, while working on other attributes.
Stamina: Eventually it should be taken to the 49 cap for all builds (offensive and balanced builds might want it a bit higher depending on their workload).
Vision: Eventually it should be taken to the 49 cap for all builds (blocking builds might want it to 60 cap if possible).
Catching: Something you want in the 30's range, via training, once other areas are solid. Purely offensive builds may want to try and hit the 49 cap, if possible.
Special Abilities
Hands: Worthless beyond getting other SAs higher.
Lead Block: Very useful for a blocking build.
Spot Blitz: Pass blocking SA, limited usefulness, not worth taking too high IMHO.
Strong Arm: Pass blocking SA, limited usefulness, not worth taking too high IMHO.
Pancake: Can be game changing, but can also be quite worthless at times.
Cover Up: Good for helping limit fumbles, added benefit of it being required to get other SAs higher.
Sticky Hands: Not great by any stretch, but it's required for power thru, so you'll have it to at least 4.
Power Thru: The bread and butter of an offensive build, 8+ mandatory IMHO.
Quick Cut: Very underrated SA, good for all builds.
Dive4Yds: Can be good if you get a lot of carries, otherwise don't bother taking it IMHO.
Equipment
I like to balance my EQ to a degree, focusing on a couple key attributes. It really depends on your build and what areas you lack... for example, if you already break tackles on a consistent basis, is extra strength really going to be the biggest benefit? This may change based on your competition too, moving up a bracket might have you facing defenders who aren't as easy to bowl over. My advice is pretty simple with EQ... I use it to hide weaknesses and/or enhance strengths. If you can work an extra piece or two of EQ, this makes you even more versatile and allows you to change your build on the fly, specific to what kind of opponents you'll face. Almost every single player I own has two pieces of CE for this very reason.
Advanced Equipment
For an offensive build, nothing is better than +% break tackle chance bonuses. Our greatest strength is breaking tackles, anything that helps you do that only increases your effectiveness. The higher the better IMHO. For blocking builds, I would probably go for first step or quick cuts. Maneuverability is king when blocking... never underestimate the power of a pinball blocker in a tangle of defenders. For balanced builds, I would probably go for one of each type.
Veteran Abilities
Bruiser: A must have for the offensive build and to a degree the balanced build.
Short yd Monster: Very good ability for offensive and balanced builds, you will get hit behind the line of scrimmage quite a bit (especially on pitches).
Scat Back: Very good ability for the offensive and balanced builds, it turns you into a viable receiving threat.
YAC Attack: Nice ability, but a bit too situational for my liking. Good to take if you already have the three abilities above here maxed out.
Special Teamer: Good to take if you get ample ST playing time (as a blocker or returner), can really help a team.
Outside Blocker: Pretty much a requirement for a blocking build, also decent on a balanced build.
Downfield Blocker: So-so ability, but it's kind of situational. Plus holding blocks isn't usually an issue.
Showboat Blocker: Situational, but can be pretty nice at times.
Goal Line Back: Meh... too situational.
Goal Line Blocker: Meh... too situational.
Blocking Back: Meh... I'd rather take pass blocker and it's still way too situational.
Tenacious: So-so, might be worth it if you have VPs to burn and no better options.
Attribute Boosters: Good for a blocking build, since they don't have a ton of options to choose from. Not so good on an offensive/balanced build, due to lots of alternative choices.
Clutch: Might be good, but not enough information to make a decent judgment.
Red Zone Freak: Situational, but can be very helpful when it does work.
Offensive Build
Philosophy: The offensive build, forgoes the blocking attribute in favor of the carrying attribute. They also focus all SAs and VAs on making them more effective runners and/or receivers. This build's primary role is to get his hands on the ball and make plays.
Pros: Can be a very powerful runner, even more powerful than a power HB, due to being able to reach much higher player weight (yes it can make a noticeable difference).
Cons: One dimensional and will be hard pressed to find an owner willing to play them over a power HB (due primarily to perceptions and not ability).
Blocking Build
Philosophy: The blocking build, forgoes the carrying attribute in favor of the blocking attribute. They also focus all SAs and VAs on making them more effective blockers. This build's primary role is to open holes for the ball carrier as well as help pass block on occasion.
Pros: A good blocking FB is worth his weight in gold to the success of a running game. Also makes for a beastly special teams blocker.
Cons: Don't expect a lot of praise for good play or to ever get the ball, a very selfless role on a team. Not much of a ball carrier either, can do the 2-3 yards and a cloud of dust thing, but I wouldn't bother using a blocking FB to carry the rock (due to the low reward and high risk fumble chance).
Balanced Build
Philosophy: The balanced build, is the jack of all trades, master of none. They sacrifice specialization to be versatile. They lose out on top end potency in some attributes, in exchange for being able to hop around to different roles... saving an owner roster space and makes it easier to distribute playing time.
Pros: Can do anything needed, just not as well as a specialist build. Can block well enough (especially useful as a pass protector in the HB2 slot or by keeping FB1 fresh). Can run the rock well enough (won't shoulder a team's offense very well, but can do their part). Can catch the ball out of the backfield from either position.
Cons: Will never match a specialist in their role, but a specialist will never match their versatility.
General Note: Keep player weight in mind when rolling your FB... the higher the better IMHO.
Attributes
Strength: The key component to any FB build, the higher you can take it the better (without sacrificing other attributes).
Speed: Very important to every FB build, you're going to want at least 70 at your player's peak (68 cap + a few points from EQ at a minimum)
Agility: More important for a blocking build, but having 68 cap is probably your goal for any build (73 cap or more for blocking builds).
Blocking: A blocking build will want at least 60 cap (68 cap is probably your aim though), a balanced build can survive with 48 cap and an offensive build can get away with never touching it.
Carrying: An offensive build will want at least 68 cap, a balanced build can survive with 60 cap and a blocking build can get away with it somewhere in the 30's.
Confidence: Eventually it should be taken to the 49 cap for all builds, but you can get by with just training it, while working on other attributes.
Stamina: Eventually it should be taken to the 49 cap for all builds (offensive and balanced builds might want it a bit higher depending on their workload).
Vision: Eventually it should be taken to the 49 cap for all builds (blocking builds might want it to 60 cap if possible).
Catching: Something you want in the 30's range, via training, once other areas are solid. Purely offensive builds may want to try and hit the 49 cap, if possible.
Special Abilities
Hands: Worthless beyond getting other SAs higher.
Lead Block: Very useful for a blocking build.
Spot Blitz: Pass blocking SA, limited usefulness, not worth taking too high IMHO.
Strong Arm: Pass blocking SA, limited usefulness, not worth taking too high IMHO.
Pancake: Can be game changing, but can also be quite worthless at times.
Cover Up: Good for helping limit fumbles, added benefit of it being required to get other SAs higher.
Sticky Hands: Not great by any stretch, but it's required for power thru, so you'll have it to at least 4.
Power Thru: The bread and butter of an offensive build, 8+ mandatory IMHO.
Quick Cut: Very underrated SA, good for all builds.
Dive4Yds: Can be good if you get a lot of carries, otherwise don't bother taking it IMHO.
Equipment
I like to balance my EQ to a degree, focusing on a couple key attributes. It really depends on your build and what areas you lack... for example, if you already break tackles on a consistent basis, is extra strength really going to be the biggest benefit? This may change based on your competition too, moving up a bracket might have you facing defenders who aren't as easy to bowl over. My advice is pretty simple with EQ... I use it to hide weaknesses and/or enhance strengths. If you can work an extra piece or two of EQ, this makes you even more versatile and allows you to change your build on the fly, specific to what kind of opponents you'll face. Almost every single player I own has two pieces of CE for this very reason.
Advanced Equipment
For an offensive build, nothing is better than +% break tackle chance bonuses. Our greatest strength is breaking tackles, anything that helps you do that only increases your effectiveness. The higher the better IMHO. For blocking builds, I would probably go for first step or quick cuts. Maneuverability is king when blocking... never underestimate the power of a pinball blocker in a tangle of defenders. For balanced builds, I would probably go for one of each type.
Veteran Abilities
Bruiser: A must have for the offensive build and to a degree the balanced build.
Short yd Monster: Very good ability for offensive and balanced builds, you will get hit behind the line of scrimmage quite a bit (especially on pitches).
Scat Back: Very good ability for the offensive and balanced builds, it turns you into a viable receiving threat.
YAC Attack: Nice ability, but a bit too situational for my liking. Good to take if you already have the three abilities above here maxed out.
Special Teamer: Good to take if you get ample ST playing time (as a blocker or returner), can really help a team.
Outside Blocker: Pretty much a requirement for a blocking build, also decent on a balanced build.
Downfield Blocker: So-so ability, but it's kind of situational. Plus holding blocks isn't usually an issue.
Showboat Blocker: Situational, but can be pretty nice at times.
Goal Line Back: Meh... too situational.
Goal Line Blocker: Meh... too situational.
Blocking Back: Meh... I'd rather take pass blocker and it's still way too situational.
Tenacious: So-so, might be worth it if you have VPs to burn and no better options.
Attribute Boosters: Good for a blocking build, since they don't have a ton of options to choose from. Not so good on an offensive/balanced build, due to lots of alternative choices.
Clutch: Might be good, but not enough information to make a decent judgment.
Red Zone Freak: Situational, but can be very helpful when it does work.
Edited by Warlock on Sep 4, 2009 02:27:12
Edited by Warlock on Sep 4, 2009 02:26:44
Edited by Warlock on Jul 7, 2009 19:05:01
Edited by Warlock on Jul 7, 2009 15:43:15
Edited by Warlock on Jul 7, 2009 15:26:43






























