Never built b-4....#1 attribute Speed or Agility or Catching.....all equip for #1 ?
Forum > FAQ's, Player Guides and Newbie Help > Possession WR
WiSeIVIaN
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My possession WR will endgame something like this... People have different views on possession guys. Some want 140-150 spd guys with catching that's just a little higher. Me personally I think if you're gonna be too slow to get away from people you need to win the catch-vs-pd battle bigtime, so I elect to pump catching then jumping with spd 3rd and equip split between speed and catching. The WR below I'm doing lolcats quad-sack of cb% AE and CE, but the rest looks pretty nice imo...
http://glb.warriorgeneral.com/game/player.pl?player_id=4546809&playoffs=0
Player Value = 1362 with 3 AE
Attributes:
strength : 31
speed : 87 (+23) = 110
agility : 70.38
jumping : 94.38
stamina : 59
vision : 62.38
confidence : 32
blocking : 27
throwing : 8
catching : 100.38 (+32) = 132
carrying : 50.38
tackling : 8
kicking : 8
punting : 8
27.75% catch ball
9 Route Run
9 Sticky Hands
9 Jump Catch
2 Brace 4 Impact
==========
http://glb.warriorgeneral.com/game/player.pl?player_id=4546809&playoffs=0
Player Value = 1362 with 3 AE
Attributes:
strength : 31
speed : 87 (+23) = 110
agility : 70.38
jumping : 94.38
stamina : 59
vision : 62.38
confidence : 32
blocking : 27
throwing : 8
catching : 100.38 (+32) = 132
carrying : 50.38
tackling : 8
kicking : 8
punting : 8
27.75% catch ball
9 Route Run
9 Sticky Hands
9 Jump Catch
2 Brace 4 Impact
==========
Sellars
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http://glb.warriorgeneral.com/game/player.pl?player_id=4288659
Older guy but played under Tomcic in WL for his lvl 79 life, not sure if optimal since he put a ton into SA's but it did work. Playing WR3 with VA bonus didn't hurt either
Older guy but played under Tomcic in WL for his lvl 79 life, not sure if optimal since he put a ton into SA's but it did work. Playing WR3 with VA bonus didn't hurt either
DarkRogue
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Originally posted by WiSeIVIaN
My possession WR will endgame something like this... People have different views on possession guys. Some want 140-150 spd guys with catching that's just a little higher. Me personally I think if you're gonna be too slow to get away from people you need to win the catch-vs-pd battle bigtime, so I elect to pump catching then jumping with spd 3rd and equip split between speed and catching. The WR below I'm doing lolcats quad-sack of cb% AE and CE, but the rest looks pretty nice imo...
http://glb.warriorgeneral.com/game/player.pl?player_id=4546809&playoffs=0
Player Value = 1362 with 3 AE
Attributes:
strength : 31
speed : 87 (+23) = 110
agility : 70.38
jumping : 94.38
stamina : 59
vision : 62.38
confidence : 32
blocking : 27
throwing : 8
catching : 100.38 (+32) = 132
carrying : 50.38
tackling : 8
kicking : 8
punting : 8
27.75% catch ball
9 Route Run
9 Sticky Hands
9 Jump Catch
2 Brace 4 Impact
==========
I'm pretty sure people like more speed because they're concerned about slow guys messing up their progressions... Not that anyone really passes much these days anyway.
My possession WR will endgame something like this... People have different views on possession guys. Some want 140-150 spd guys with catching that's just a little higher. Me personally I think if you're gonna be too slow to get away from people you need to win the catch-vs-pd battle bigtime, so I elect to pump catching then jumping with spd 3rd and equip split between speed and catching. The WR below I'm doing lolcats quad-sack of cb% AE and CE, but the rest looks pretty nice imo...
http://glb.warriorgeneral.com/game/player.pl?player_id=4546809&playoffs=0
Player Value = 1362 with 3 AE
Attributes:
strength : 31
speed : 87 (+23) = 110
agility : 70.38
jumping : 94.38
stamina : 59
vision : 62.38
confidence : 32
blocking : 27
throwing : 8
catching : 100.38 (+32) = 132
carrying : 50.38
tackling : 8
kicking : 8
punting : 8
27.75% catch ball
9 Route Run
9 Sticky Hands
9 Jump Catch
2 Brace 4 Impact
==========
I'm pretty sure people like more speed because they're concerned about slow guys messing up their progressions... Not that anyone really passes much these days anyway.
WR Possession
Bonus SA: Cover Up, Hurdle, Dive 4 Yards
Height: Max for +2 Jumping. Weight: Optional
Big 3: Jumping, Catching, Speed
Starting Build: 25 (27) Jumping, 16 Catching
Because you start out with 27 in Jumping, you'll only need to buy +10% enhancement to start with. By Day 48 you'll be able to buy 1 SP and cap Jumping at 49. Keep pounding Jumping, and on Day 0 you be able to 2-cap Jumping at 61.20. That same day, you'll be able to buy Jumping Multi-training, and start training Catching on the swing attribute. Because you skimped on your Jumping enhancement, you can also buy the Catching enhancement at +20% at the same time. Then on Day 2 go ahead and pick up the +20% enhancement for Jumping. Eventually, you'll want the 30% enhancement for Jumping, Catching and Speed but there's no big rush. Day 40+ is the best time.
Day 9/10: You'll 3-cap Jumping. Congratz you are done with Jumping
Day 19/20: You'll cap Catching, use BTs if you have to. Maintain your double training for now.
Day 31/32: Just in time for the playoffs, you'll 2-cap Catching at 60.60. Now you have enough BTs saved up to unlock Catching and Speed multi-training, and buy the Speed 20% enhancement and also the Carry 10% enhancement. Set up your training Speed/Jumping/Catching with Carry on the swing.
Hang on to your Boosts, no matter what your playoff chances are.
Around Day 40, depending on when your training rolls over, you be able to boost twice and 3-cap Catching at 68.80. Then you can boost again and hold onto those SPs.
Here's where we're at so far...
Player Build
Position: wr_possession_receiver
Season: 2
Day: 48
Boosts: 6
Level: 19
XP: 0
VA XP: 0
VA: 0
Bonus Tokens: 30
Training Points: 4
SP: 7
Training Status:
strength : 0%
speed : 71%
agility : 0%
jumping : 12%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 43%
carrying : 33%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 6
speed : 21.94
agility : 15.2
jumping : 75.2
stamina : 15.94
vision : 19.2
confidence : 15.94
blocking : 6
throwing : 8
catching : 69.2
carrying : 21.2
tackling : 8
kicking : 8
punting : 8
Don't boost yet.
Day 5/6: You can 4-cap Catching at 73.60.
Day 10: You'll hit L22, Boost once, and 5-cap Catching at 77.60, then boost 2 more times to get your VXP started.
and here's where we're at...
Player Build
Position: wr_possession_receiver
Season: 3
Day: 10
Boosts: 9
Level: 25
XP: 0
VA XP: 0
VA: 2
Bonus Tokens: 90
Training Points: 2
SP: 13
Training Status:
strength : 0%
speed : 77%
agility : 0%
jumping : 72%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 24%
carrying : 77%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 6
speed : 28.6
agility : 17.2
jumping : 77.2
stamina : 17.6
vision : 21.2
confidence : 17.6
blocking : 6
throwing : 8
catching : 78.2
carrying : 27.2
tackling : 8
kicking : 8
punting : 8
and here's the finished product...
Player Value Calculator
Player Value = 1339.97
Player Build
Position: wr_possession_receiver
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1204
Training Points: 0
SP: 53
Training Status:
strength : 9%
speed : 3%
agility : 43%
jumping : 3%
stamina : 21%
vision : 0%
confidence : 8%
blocking : 34%
throwing : 0%
catching : 1%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 50
speed : 91
agility : 76.38
jumping : 94.32 (+26 =120)
stamina : 50
vision : 50.38
confidence : 40
blocking : 8
throwing : 8
catching : 95.32 (+29=124)
carrying : 67.37
tackling : 8
kicking : 8
punting : 8
Top SA Tree: | 3 | 6 | 6 | 6 | 3 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Additional SA Tree: | 4 | Cover Up
For the EQ, I'd do 15% Catch and do the CEQ bonus for 21% Catch. Sticky Hands would get a +6 for 13 Total, and then you have a free-bee, maybe 1HC for a total of 10, or you could stack another Catch % piece to get you over 25%.
Why the extreme Jumping?
Originally posted by
Question -- Does a QB take into effect a receivers height/ability to jump in determining where to throw the ball ?
Answer -- Yes, he knows the player's max catch height.
-
Question -- Do QBs aim their passes vertically? (high or low) And if so, do they take into account the height, jumping ability, positioning and SAs like jump catch and diving catch on the receiver and defender when aiming the pass?
Answer -- They will aim high if need be (defender in the way or the WR can't reach the ball otherwise or something). Low aim is never on purpose. In general they aim for the letters though.
-
Question -- Is there, for lack of a better phrasing, a "jumping threshold" with the deflect roll?
Answer -- Yes, all players have a max jumping height, which is dependent on the player's height and jumping skill. If he can't reach the ball, he can't interact with it.
-
Question -- When catching the ball in traffic as an offensive receiver, how are these three attributes weighted in relation to each other? Strength, Agility, jumping
Answer -- jumping > Agility > Strength
So basically the idea is to have a 6'6 WR with very high Jumping. That's how the WR gets open... the QB can aim high which might even be high enough so that the defender can't even get a shot at it. Then even if the defender does have a shot, the WR has a huge catching radius combined with great Catching ability so he should win the rolls to catch the ball in traffic.
Bonus SA: Cover Up, Hurdle, Dive 4 Yards
Height: Max for +2 Jumping. Weight: Optional
Big 3: Jumping, Catching, Speed
Starting Build: 25 (27) Jumping, 16 Catching
Because you start out with 27 in Jumping, you'll only need to buy +10% enhancement to start with. By Day 48 you'll be able to buy 1 SP and cap Jumping at 49. Keep pounding Jumping, and on Day 0 you be able to 2-cap Jumping at 61.20. That same day, you'll be able to buy Jumping Multi-training, and start training Catching on the swing attribute. Because you skimped on your Jumping enhancement, you can also buy the Catching enhancement at +20% at the same time. Then on Day 2 go ahead and pick up the +20% enhancement for Jumping. Eventually, you'll want the 30% enhancement for Jumping, Catching and Speed but there's no big rush. Day 40+ is the best time.
Day 9/10: You'll 3-cap Jumping. Congratz you are done with Jumping
Day 19/20: You'll cap Catching, use BTs if you have to. Maintain your double training for now.
Day 31/32: Just in time for the playoffs, you'll 2-cap Catching at 60.60. Now you have enough BTs saved up to unlock Catching and Speed multi-training, and buy the Speed 20% enhancement and also the Carry 10% enhancement. Set up your training Speed/Jumping/Catching with Carry on the swing.
Hang on to your Boosts, no matter what your playoff chances are.
Around Day 40, depending on when your training rolls over, you be able to boost twice and 3-cap Catching at 68.80. Then you can boost again and hold onto those SPs.
Here's where we're at so far...
Player Build
Position: wr_possession_receiver
Season: 2
Day: 48
Boosts: 6
Level: 19
XP: 0
VA XP: 0
VA: 0
Bonus Tokens: 30
Training Points: 4
SP: 7
Training Status:
strength : 0%
speed : 71%
agility : 0%
jumping : 12%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 43%
carrying : 33%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 6
speed : 21.94
agility : 15.2
jumping : 75.2
stamina : 15.94
vision : 19.2
confidence : 15.94
blocking : 6
throwing : 8
catching : 69.2
carrying : 21.2
tackling : 8
kicking : 8
punting : 8
Don't boost yet.
Day 5/6: You can 4-cap Catching at 73.60.
Day 10: You'll hit L22, Boost once, and 5-cap Catching at 77.60, then boost 2 more times to get your VXP started.
and here's where we're at...
Player Build
Position: wr_possession_receiver
Season: 3
Day: 10
Boosts: 9
Level: 25
XP: 0
VA XP: 0
VA: 2
Bonus Tokens: 90
Training Points: 2
SP: 13
Training Status:
strength : 0%
speed : 77%
agility : 0%
jumping : 72%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 24%
carrying : 77%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 6
speed : 28.6
agility : 17.2
jumping : 77.2
stamina : 17.6
vision : 21.2
confidence : 17.6
blocking : 6
throwing : 8
catching : 78.2
carrying : 27.2
tackling : 8
kicking : 8
punting : 8
and here's the finished product...
Player Value Calculator
Player Value = 1339.97
Player Build
Position: wr_possession_receiver
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1204
Training Points: 0
SP: 53
Training Status:
strength : 9%
speed : 3%
agility : 43%
jumping : 3%
stamina : 21%
vision : 0%
confidence : 8%
blocking : 34%
throwing : 0%
catching : 1%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 50
speed : 91
agility : 76.38
jumping : 94.32 (+26 =120)
stamina : 50
vision : 50.38
confidence : 40
blocking : 8
throwing : 8
catching : 95.32 (+29=124)
carrying : 67.37
tackling : 8
kicking : 8
punting : 8
Top SA Tree: | 3 | 6 | 6 | 6 | 3 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Additional SA Tree: | 4 | Cover Up
For the EQ, I'd do 15% Catch and do the CEQ bonus for 21% Catch. Sticky Hands would get a +6 for 13 Total, and then you have a free-bee, maybe 1HC for a total of 10, or you could stack another Catch % piece to get you over 25%.
Why the extreme Jumping?
Originally posted by
Question -- Does a QB take into effect a receivers height/ability to jump in determining where to throw the ball ?
Answer -- Yes, he knows the player's max catch height.
-
Question -- Do QBs aim their passes vertically? (high or low) And if so, do they take into account the height, jumping ability, positioning and SAs like jump catch and diving catch on the receiver and defender when aiming the pass?
Answer -- They will aim high if need be (defender in the way or the WR can't reach the ball otherwise or something). Low aim is never on purpose. In general they aim for the letters though.
-
Question -- Is there, for lack of a better phrasing, a "jumping threshold" with the deflect roll?
Answer -- Yes, all players have a max jumping height, which is dependent on the player's height and jumping skill. If he can't reach the ball, he can't interact with it.
-
Question -- When catching the ball in traffic as an offensive receiver, how are these three attributes weighted in relation to each other? Strength, Agility, jumping
Answer -- jumping > Agility > Strength
So basically the idea is to have a 6'6 WR with very high Jumping. That's how the WR gets open... the QB can aim high which might even be high enough so that the defender can't even get a shot at it. Then even if the defender does have a shot, the WR has a huge catching radius combined with great Catching ability so he should win the rolls to catch the ball in traffic.
WiSeIVIaN
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Catching is bigger than jumping in the anti pd roll per bort. No way even catch jump is optimal imo.
TJ Spikes
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all possession WRs are not a good idea for the average player
possession WRs require micromanaging from a good OC
the problem they face is getting targets
the game is hard coded so that defender proximity is a billion times more important than WR catching ability when the QB is deciding who to throw to
if you aren't open, the QB isn't going to throw it to you (without the fore mentioned micromanaging)
yes it is true that they can be devastating and defense breaking, but so can a good speed WR -- and the speed WR doesn't require a massive amount of effort on the part of the OC to try to force targets
==
the other side of the coin, is that the offense style has more to do with WR production than player builds do
you can throw a substandard WR into a pass happy system, and he'll out-produce the greatest WR in the universe on a run heavy team
==
If you have your heart set on a possession-type guy, and you have a decent OC, do a TE.
They're cheaper, and they're easily manageable on the depth chart with custom slots
Make yourself a 6'8 red zone target where the loss of speed doesn't mean as much
possession WRs require micromanaging from a good OC
the problem they face is getting targets
the game is hard coded so that defender proximity is a billion times more important than WR catching ability when the QB is deciding who to throw to
if you aren't open, the QB isn't going to throw it to you (without the fore mentioned micromanaging)
yes it is true that they can be devastating and defense breaking, but so can a good speed WR -- and the speed WR doesn't require a massive amount of effort on the part of the OC to try to force targets
==
the other side of the coin, is that the offense style has more to do with WR production than player builds do
you can throw a substandard WR into a pass happy system, and he'll out-produce the greatest WR in the universe on a run heavy team
==
If you have your heart set on a possession-type guy, and you have a decent OC, do a TE.
They're cheaper, and they're easily manageable on the depth chart with custom slots
Make yourself a 6'8 red zone target where the loss of speed doesn't mean as much
Originally posted by Team Nucleus
WR Possession
Bonus SA: Cover Up, Hurdle, Dive 4 Yards
Height: Max for +2 Jumping. Weight: Optional
Big 3: Jumping, Catching, Speed
Starting Build: 25 (27) Jumping, 16 Catching
Because you start out with 27 in Jumping, you'll only need to buy +10% enhancement to start with. By Day 48 you'll be able to buy 1 SP and cap Jumping at 49. Keep pounding Jumping, and on Day 0 you be able to 2-cap Jumping at 61.20. That same day, you'll be able to buy Jumping Multi-training, and start training Catching on the swing attribute. Because you skimped on your Jumping enhancement, you can also buy the Catching enhancement at +20% at the same time. Then on Day 2 go ahead and pick up the +20% enhancement for Jumping. Eventually, you'll want the 30% enhancement for Jumping, Catching and Speed but there's no big rush. Day 40+ is the best time.
Day 9/10: You'll 3-cap Jumping. Congratz you are done with Jumping
Day 19/20: You'll cap Catching, use BTs if you have to. Maintain your double training for now.
Day 31/32: Just in time for the playoffs, you'll 2-cap Catching at 60.60. Now you have enough BTs saved up to unlock Catching and Speed multi-training, and buy the Speed 20% enhancement and also the Carry 10% enhancement. Set up your training Speed/Jumping/Catching with Carry on the swing.
Hang on to your Boosts, no matter what your playoff chances are.
Around Day 40, depending on when your training rolls over, you be able to boost twice and 3-cap Catching at 68.80. Then you can boost again and hold onto those SPs.
Here's where we're at so far...
Player Build
Position: wr_possession_receiver
Season: 2
Day: 48
Boosts: 6
Level: 19
XP: 0
VA XP: 0
VA: 0
Bonus Tokens: 30
Training Points: 4
SP: 7
Training Status:
strength : 0%
speed : 71%
agility : 0%
jumping : 12%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 43%
carrying : 33%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 6
speed : 21.94
agility : 15.2
jumping : 75.2
stamina : 15.94
vision : 19.2
confidence : 15.94
blocking : 6
throwing : 8
catching : 69.2
carrying : 21.2
tackling : 8
kicking : 8
punting : 8
Don't boost yet.
Day 5/6: You can 4-cap Catching at 73.60.
Day 10: You'll hit L22, Boost once, and 5-cap Catching at 77.60, then boost 2 more times to get your VXP started.
and here's where we're at...
Player Build
Position: wr_possession_receiver
Season: 3
Day: 10
Boosts: 9
Level: 25
XP: 0
VA XP: 0
VA: 2
Bonus Tokens: 90
Training Points: 2
SP: 13
Training Status:
strength : 0%
speed : 77%
agility : 0%
jumping : 72%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 24%
carrying : 77%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 6
speed : 28.6
agility : 17.2
jumping : 77.2
stamina : 17.6
vision : 21.2
confidence : 17.6
blocking : 6
throwing : 8
catching : 78.2
carrying : 27.2
tackling : 8
kicking : 8
punting : 8
and here's the finished product...
Player Value Calculator
Player Value = 1339.97
Player Build
Position: wr_possession_receiver
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1204
Training Points: 0
SP: 53
Training Status:
strength : 9%
speed : 3%
agility : 43%
jumping : 3%
stamina : 21%
vision : 0%
confidence : 8%
blocking : 34%
throwing : 0%
catching : 1%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 50
speed : 91
agility : 76.38
jumping : 94.32 (+26 =120)
stamina : 50
vision : 50.38
confidence : 40
blocking : 8
throwing : 8
catching : 95.32 (+29=124)
carrying : 67.37
tackling : 8
kicking : 8
punting : 8
Top SA Tree: | 3 | 6 | 6 | 6 | 3 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Additional SA Tree: | 4 | Cover Up
For the EQ, I'd do 15% Catch and do the CEQ bonus for 21% Catch. Sticky Hands would get a +6 for 13 Total, and then you have a free-bee, maybe 1HC for a total of 10, or you could stack another Catch % piece to get you over 25%.
Why the extreme Jumping?
Originally posted by
Question -- Does a QB take into effect a receivers height/ability to jump in determining where to throw the ball ?
Answer -- Yes, he knows the player's max catch height.
-
Question -- Do QBs aim their passes vertically? (high or low) And if so, do they take into account the height, jumping ability, positioning and SAs like jump catch and diving catch on the receiver and defender when aiming the pass?
Answer -- They will aim high if need be (defender in the way or the WR can't reach the ball otherwise or something). Low aim is never on purpose. In general they aim for the letters though.
-
Question -- Is there, for lack of a better phrasing, a "jumping threshold" with the deflect roll?
Answer -- Yes, all players have a max jumping height, which is dependent on the player's height and jumping skill. If he can't reach the ball, he can't interact with it.
-
Question -- When catching the ball in traffic as an offensive receiver, how are these three attributes weighted in relation to each other? Strength, Agility, jumping
Answer -- jumping > Agility > Strength
So basically the idea is to have a 6'6 WR with very high Jumping. That's how the WR gets open... the QB can aim high which might even be high enough so that the defender can't even get a shot at it. Then even if the defender does have a shot, the WR has a huge catching radius combined with great Catching ability so he should win the rolls to catch the ball in traffic.
wow

WR Possession
Bonus SA: Cover Up, Hurdle, Dive 4 Yards
Height: Max for +2 Jumping. Weight: Optional
Big 3: Jumping, Catching, Speed
Starting Build: 25 (27) Jumping, 16 Catching
Because you start out with 27 in Jumping, you'll only need to buy +10% enhancement to start with. By Day 48 you'll be able to buy 1 SP and cap Jumping at 49. Keep pounding Jumping, and on Day 0 you be able to 2-cap Jumping at 61.20. That same day, you'll be able to buy Jumping Multi-training, and start training Catching on the swing attribute. Because you skimped on your Jumping enhancement, you can also buy the Catching enhancement at +20% at the same time. Then on Day 2 go ahead and pick up the +20% enhancement for Jumping. Eventually, you'll want the 30% enhancement for Jumping, Catching and Speed but there's no big rush. Day 40+ is the best time.
Day 9/10: You'll 3-cap Jumping. Congratz you are done with Jumping
Day 19/20: You'll cap Catching, use BTs if you have to. Maintain your double training for now.
Day 31/32: Just in time for the playoffs, you'll 2-cap Catching at 60.60. Now you have enough BTs saved up to unlock Catching and Speed multi-training, and buy the Speed 20% enhancement and also the Carry 10% enhancement. Set up your training Speed/Jumping/Catching with Carry on the swing.
Hang on to your Boosts, no matter what your playoff chances are.
Around Day 40, depending on when your training rolls over, you be able to boost twice and 3-cap Catching at 68.80. Then you can boost again and hold onto those SPs.
Here's where we're at so far...
Player Build
Position: wr_possession_receiver
Season: 2
Day: 48
Boosts: 6
Level: 19
XP: 0
VA XP: 0
VA: 0
Bonus Tokens: 30
Training Points: 4
SP: 7
Training Status:
strength : 0%
speed : 71%
agility : 0%
jumping : 12%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 43%
carrying : 33%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 6
speed : 21.94
agility : 15.2
jumping : 75.2
stamina : 15.94
vision : 19.2
confidence : 15.94
blocking : 6
throwing : 8
catching : 69.2
carrying : 21.2
tackling : 8
kicking : 8
punting : 8
Don't boost yet.
Day 5/6: You can 4-cap Catching at 73.60.
Day 10: You'll hit L22, Boost once, and 5-cap Catching at 77.60, then boost 2 more times to get your VXP started.
and here's where we're at...
Player Build
Position: wr_possession_receiver
Season: 3
Day: 10
Boosts: 9
Level: 25
XP: 0
VA XP: 0
VA: 2
Bonus Tokens: 90
Training Points: 2
SP: 13
Training Status:
strength : 0%
speed : 77%
agility : 0%
jumping : 72%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 24%
carrying : 77%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 6
speed : 28.6
agility : 17.2
jumping : 77.2
stamina : 17.6
vision : 21.2
confidence : 17.6
blocking : 6
throwing : 8
catching : 78.2
carrying : 27.2
tackling : 8
kicking : 8
punting : 8
and here's the finished product...
Player Value Calculator
Player Value = 1339.97
Player Build
Position: wr_possession_receiver
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1204
Training Points: 0
SP: 53
Training Status:
strength : 9%
speed : 3%
agility : 43%
jumping : 3%
stamina : 21%
vision : 0%
confidence : 8%
blocking : 34%
throwing : 0%
catching : 1%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 50
speed : 91
agility : 76.38
jumping : 94.32 (+26 =120)
stamina : 50
vision : 50.38
confidence : 40
blocking : 8
throwing : 8
catching : 95.32 (+29=124)
carrying : 67.37
tackling : 8
kicking : 8
punting : 8
Top SA Tree: | 3 | 6 | 6 | 6 | 3 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Additional SA Tree: | 4 | Cover Up
For the EQ, I'd do 15% Catch and do the CEQ bonus for 21% Catch. Sticky Hands would get a +6 for 13 Total, and then you have a free-bee, maybe 1HC for a total of 10, or you could stack another Catch % piece to get you over 25%.
Why the extreme Jumping?
Originally posted by
Question -- Does a QB take into effect a receivers height/ability to jump in determining where to throw the ball ?
Answer -- Yes, he knows the player's max catch height.
-
Question -- Do QBs aim their passes vertically? (high or low) And if so, do they take into account the height, jumping ability, positioning and SAs like jump catch and diving catch on the receiver and defender when aiming the pass?
Answer -- They will aim high if need be (defender in the way or the WR can't reach the ball otherwise or something). Low aim is never on purpose. In general they aim for the letters though.
-
Question -- Is there, for lack of a better phrasing, a "jumping threshold" with the deflect roll?
Answer -- Yes, all players have a max jumping height, which is dependent on the player's height and jumping skill. If he can't reach the ball, he can't interact with it.
-
Question -- When catching the ball in traffic as an offensive receiver, how are these three attributes weighted in relation to each other? Strength, Agility, jumping
Answer -- jumping > Agility > Strength
So basically the idea is to have a 6'6 WR with very high Jumping. That's how the WR gets open... the QB can aim high which might even be high enough so that the defender can't even get a shot at it. Then even if the defender does have a shot, the WR has a huge catching radius combined with great Catching ability so he should win the rolls to catch the ball in traffic.
wow

jdbolick
offline
offline
Bort has rather annoyingly coded it so that jumping for the receiver counts more than jumping for the defender, which means you can get away with a lot less jumping on offense than on defense.
Originally posted by reddogrw
wow

Hi girlfriend, anything useful to add to the discussion besides *wow*
wow

Hi girlfriend, anything useful to add to the discussion besides *wow*

Edited by Team Nucleus on Mar 30, 2015 15:56:59
Originally posted by Team Nucleus
Hi girlfriend, anything useful to add to the discussion besides *wow*
he did add something more
he added the :
Hi girlfriend, anything useful to add to the discussion besides *wow*

he did add something more
he added the :

Originally posted by Bane
he did add something more
he added the :
and still not useful
he did add something more
he added the :

and still not useful

Originally posted by jdbolick
Bort has rather annoyingly coded it so that jumping for the receiver counts more than jumping for the defender, which means you can get away with a lot less jumping on offense than on defense.
I think I agree but with the caveat that certain Offensive Receiver positions are allowed more height as well (in the build) which gives them an advantage over defenders as well (especially DB's) before you even add in the jump effects.
And I would disagree with Spikes a little. I think the main issue with Possession/Power receivers is that they generally are good for two things... blocking on outside runs (when built properly) and making little dink-n-dunk catches. They're simply not a glamorous build. They don't play like Power Backs and leave a trail of bodies in their wake... and they don't break off big TD plays that Speed builds do. They just catch the ball. And, when built right, will do this extremely consistently and dependably so. At least they always have for me.
Bort has rather annoyingly coded it so that jumping for the receiver counts more than jumping for the defender, which means you can get away with a lot less jumping on offense than on defense.
I think I agree but with the caveat that certain Offensive Receiver positions are allowed more height as well (in the build) which gives them an advantage over defenders as well (especially DB's) before you even add in the jump effects.
And I would disagree with Spikes a little. I think the main issue with Possession/Power receivers is that they generally are good for two things... blocking on outside runs (when built properly) and making little dink-n-dunk catches. They're simply not a glamorous build. They don't play like Power Backs and leave a trail of bodies in their wake... and they don't break off big TD plays that Speed builds do. They just catch the ball. And, when built right, will do this extremely consistently and dependably so. At least they always have for me.
Originally posted by Team Nucleus
Originally posted by Bane
he did add something more
he added the :
and still not useful
I could just say that your build ideas suck and that you don't know how to build dots and therefore you shouldn't give ANY dot building advice
http://glb.warriorgeneral.com/game/player.pl?player_id=4532057
1302 EL for 2 AE - horrible
Originally posted by Bane
he did add something more
he added the :

and still not useful

I could just say that your build ideas suck and that you don't know how to build dots and therefore you shouldn't give ANY dot building advice
http://glb.warriorgeneral.com/game/player.pl?player_id=4532057
1302 EL for 2 AE - horrible
Edited by reddogrw on Mar 31, 2015 09:28:45
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