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Forum > Position Talk > HB Club > Elusive HBs: Ranking The Attributes
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Nuge20
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~THE ATTRIBUTES~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Speed - Clearly the #1 attribute for an elusive HB, the only other attribute that is close to it is agility but no matter how many people you juke you still need to be able to take the ball to the house and not get caught from behind

2) Agility - You need to be able to make people fall and agility helps with that. If you dont fake people out you will not be successful as an elusive back

3) Carrying - Helps with jukes and moves in general, also prevents fumbles. Most underrated attribute for elusive backs despite proof that it helps immensely (fwiw Tea Baggins is known to have high carrying)

4) Vision - Vision is a very useful attribute for elusive HBs to have, especially if a HB wants to run on super elusive. Being able to see where you want to go and what defenders you need to avoid helps trigger elusive SAs and moves in general.

5) Catching - Alright its not necessary for a HB but most elusive halfbacks are becoming useful as scat backs as well. As we have seen from the past couple seasons many of the league MVPs have been elusive scat backs who compile 2000 yards receiving and 2000 yards rushing.

6) Confidence - Every player needs some confidence in GLB, it helps prevent morale loss when your HB fumbles or gets stuffed for a loss (trust me it will happen, elusives get TFL'd quite often).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~THE SPECIAL ABILITIES~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

1) Quick Cut - This attribute is vital for speed backs, and helpful for agility/balanced elusive backs. It can allow for a player to make cuts that are not possible with only a high value in the agility attribute

2) Juke - This is vital for success at higher levels when your HB is not able to get head fake to fire as often and needs to make people miss in order to accrue yardage. It can lead to runs and receptions of 50+ yards on a regular basis with a well built HB.

3) Head Fake - More effective for lower levels but it can still pack a punch in the pro leagues. If an HB has enough in base attributes head fake will continue firing against high level opponents. It is slightly less effective than juke however the combo of juke and head fake is deadly.

4) Spin - This ability becomes more effective when an elusive HB also has some strength and has high carrying. Unlike the other SAs the HB actually breaks a tackle as opposed to avoiding tackles all together. When the spin SA fires the defender stays on the ground longer than if they are juked or head faked.

5) Stiff Arm - If your elusive back is close to being a combo back stiff arm can be useful. With high carrying, agility, and some strength this SA can help break the tackles that you are unable to avoid. An AEQ piece with Stiff Arm could be a good investment

6) First Step - The ability is fairly useless however it can help you get out of the back field quickly. HBs are usually moving so it only works while you are receiving the hand off.

7) Cover Up - Helpful in avoiding fumbles if you need a quick fix however it is not a very good SA overall

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~THE VETERAN ABILITIES~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

1) Quick Feet - Very Useful VA for elusive HBs, with it maxed you get a 30% bonus to juke/head fake/spin which can be extremely useful, especially if you already avoid tackles well. By far the best VA for most elusive backs, but it needs to be coupled with decent levels of juke and head fake.

2) Scat Back - It gives a great bonus to speed and agility when your HB is going out for a pass and it gives a bonus to catching the pass as well. The receiving HB is the most consistent and explosive weapon in most offenses so with this VA you can make the HB pass almost impossible to stop.

3) Clever Instincts - Obviously this works best for lower level HBs playing in higher leagues. It can provide good bonuses for players playing against similar levels due to the fact that most of the time there will be higher leveled players on the defense, maybe not all of them but some usually will be higher. Also it provides a larger bonus than Quick Feet and can be combined with Quick feet to get a 75% bonus to fakes 0_0.

4) Slippery - This VA works best with high carrying HBs who also have a decent amount of strength to break tackles. It can help with breaking tackles with both Spin and Stiff Arm, SAs that can be useful for elusive HBs. However it can be fairly useless if your HB only breaks 10 tackles per season because it will not increase this number by much.
Edited by Nuge20 on Aug 12, 2009 19:50:29
Edited by Nuge20 on Aug 12, 2009 19:50:18
Edited by Nuge20 on Aug 12, 2009 19:49:59
Edited by Nuge20 on Aug 12, 2009 19:49:42
Edited by Nuge20 on Jul 9, 2009 09:30:49
 
Chetro
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Good write up, but I think slippery should be higher, stiff arm should be lower, and spin should be higher depending on build.


I'm also a bigger fan of agility than speed, but I know I'm likely alone on that one. It's worked for me though.
 
Nuge20
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Originally posted by Chetro
Good write up, but I think slippery should be higher, stiff arm should be lower, and spin should be higher depending on build.


I'm also a bigger fan of agility than speed, but I know I'm likely alone on that one. It's worked for me though.


I like agility as well, one of my HBs has over 100 agility, the other 2 are more speed oriented. I have found that speed is more effective though. Also Stiff Arm is better than first step IMO, and it cant go lower than where it is. I agree that spin could be higher on a comboish build but this is more for pure elusive builders (same goes for slippery).
 
wormser1971
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Nice!!!
 
merenoise
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Very nice Nuge. Pretty close to what I look for in a speed/elusive back.
 
DL24
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Very well written. Although I would rank Jumping above Confidence for a true Elusive Back, and Juke above Quick Cut.
 
Bukowski
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Originally posted by DL24
Very well written. Although I would rank Jumping above Confidence for a true Elusive Back, and Juke above Quick Cut.


Jumping over Confidence? What are you talking about?
 
Nuge20
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Originally posted by DL24
Very well written. Although I would rank Jumping above Confidence for a true Elusive Back, and Juke above Quick Cut.


jumping is good for receiving and it helps avoid diving tackles but im not sure about ranking it above confidence
 
blln4lyf
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Nice, but Dooley doesn't have 70+ vision.
Edited by blln4lyf on Jun 28, 2009 16:37:54
 
PsychoMan
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Originally posted by blln4lyf
Nice, but Dooley doesn't have 70+ vision.


 
Gart888
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Originally posted by PsychoMan001
Originally posted by blln4lyf

Nice, but Dooley doesn't have 70+ vision.




 
MRIGUY
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yeah he probably only has 69 in it...
 
Kayoh
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"Elusive" backs are not "Speed" backs. Elusive backs are actually a very rare commodity on GLB. Everybody has a speed back now a days. And that's exactly what you're describing here. A Speed back.

Elusive back would have Agility>Speed, plus the #1 SA would be Spin, followed by Juke, Head Fake, Quick Cut, Cover Up, and Stiff Arm last. You got the VAs down, though.
 
Nuge20
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Originally posted by Gart888
Originally posted by PsychoMan001

Originally posted by blln4lyf


Nice, but Dooley doesn't have 70+ vision.






wat...I knowz this from teh thingy wit the screen shot from season 7 or 8
 
Nuge20
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Originally posted by Kayoh
"Elusive" backs are not "Speed" backs. Elusive backs are actually a very rare commodity on GLB. Everybody has a speed back now a days. And that's exactly what you're describing here. A Speed back.

Elusive back would have Agility>Speed, plus the #1 SA would be Spin, followed by Juke, Head Fake, Quick Cut, Cover Up, and Stiff Arm last. You got the VAs down, though.


I have found that Agility>Speed does not work for me at least. I still have one HB with 71 speed and 103 agility, but he hasnt had a chance to be good yet (terrible team).
 
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