Obviously your agility needs to be very high, which takes away from speed. I've seen a few high agility builds but their speeds are usually way to low to get open consistently. Is it worth making a WR that can use this tactic? If so how should he be built?
Forum > FAQ's, Player Guides and Newbie Help > Building a solid creative route running WR
WiSeIVIaN
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eek, I don't know if successful plateau WR's like this exist. In theory I'd go something like...
150 spd, 105 agi, 3x fake% (15%+15%= 22.5%), 2x catch% (15%+12%= 21%), 11 juke, 11 catch fake, 11 head fake. 11 quick cut, 80 catching I think you can do. 4AE probably would be worth it over 3AE to help you hit that catch/agi (like 103 spd/96 agi with that equip split should be doable)
You'd want to sling him in the slot so he can be isolated to his own spot. You'd need an OC who knows what he's doing and is motivated to do it.
Not sure if the above build would work but it'd be my best guess. Generally WR's suck ass with creative route running since it makes you run routes and get to hot spot breaks slower. The only player I ever had who super excelled with it was a recFB, though so much of their routes are 1-cut, so getting some wiggle to trigger other jukes was nice.
150 spd, 105 agi, 3x fake% (15%+15%= 22.5%), 2x catch% (15%+12%= 21%), 11 juke, 11 catch fake, 11 head fake. 11 quick cut, 80 catching I think you can do. 4AE probably would be worth it over 3AE to help you hit that catch/agi (like 103 spd/96 agi with that equip split should be doable)
You'd want to sling him in the slot so he can be isolated to his own spot. You'd need an OC who knows what he's doing and is motivated to do it.
Not sure if the above build would work but it'd be my best guess. Generally WR's suck ass with creative route running since it makes you run routes and get to hot spot breaks slower. The only player I ever had who super excelled with it was a recFB, though so much of their routes are 1-cut, so getting some wiggle to trigger other jukes was nice.
Dave Mr Majors
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I have a slightly different take on things than Wise. 155 speed, and 90+ agility, and 61+ vision are all that are required. Go with creative route running, and build your dot with 2x catch ball, 2x fake chance, and Juke EQ. The % catch ball or fake eq will come from your CEQ. "Build it and they will come..."
WiSeIVIaN
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Originally posted by Dave Mr Majors
I have a slightly different take on things than Wise. 155 speed, and 90+ agility, and 61+ vision are all that are required. Go with creative route running, and build your dot with 2x catch ball, 2x fake chance, and Juke EQ. The % catch ball or fake eq will come from your CEQ. "Build it and they will come..."
Fwiw 160/90 WRs suck ass with creative, so I'm not confident 5 less speed makes them good with it. I'm sure you'd get a lot of cool interest, but as an OC watching fast players stutter step slowly and not run their routes makes me want to kill myself is all.
Different perspectives is always good though of course!
I have a slightly different take on things than Wise. 155 speed, and 90+ agility, and 61+ vision are all that are required. Go with creative route running, and build your dot with 2x catch ball, 2x fake chance, and Juke EQ. The % catch ball or fake eq will come from your CEQ. "Build it and they will come..."
Fwiw 160/90 WRs suck ass with creative, so I'm not confident 5 less speed makes them good with it. I'm sure you'd get a lot of cool interest, but as an OC watching fast players stutter step slowly and not run their routes makes me want to kill myself is all.

Different perspectives is always good though of course!
Sonic
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Originally posted by Larry Roadgrader
I've had high level OCs swear off "creative" route running.
Same.
I've had high level OCs swear off "creative" route running.
Same.
onemiln09
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Originally posted by Larry Roadgrader
I've had high level OCs swear off "creative" route running.
I've had high level OCs swear off "creative" route running.
Originally posted by Larry Roadgrader
I've had high level OCs swear off "creative" route running.
Agree and mostly because the QB simply doesn't have time to wait for a receiver to get 'creative'... which comes AFTER the route is run. Any QB waiting that long (to throw a pass) is toast.
I've had high level OCs swear off "creative" route running.
Agree and mostly because the QB simply doesn't have time to wait for a receiver to get 'creative'... which comes AFTER the route is run. Any QB waiting that long (to throw a pass) is toast.
Sonic
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So basically the WR needs to have 90 vision/catching/agility to go with 150-160 speed?
Originally posted by Sonic
So basically the WR needs to have 90 vision/catching/agility to go with 150-160 speed?
Honestly? speed you have decent but remaining skills; Agility 90, Catching 100+ (or as close as you can possibly get it), vision 75 minimum but 90 is kinda a waste. Would much prefer extra effort to always go into catching/carrying.
So basically the WR needs to have 90 vision/catching/agility to go with 150-160 speed?
Honestly? speed you have decent but remaining skills; Agility 90, Catching 100+ (or as close as you can possibly get it), vision 75 minimum but 90 is kinda a waste. Would much prefer extra effort to always go into catching/carrying.
Sonic
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Originally posted by Theo Wizzago
Honestly? speed you have decent but remaining skills; Agility 90, Catching 100+ (or as close as you can possibly get it), vision 75 minimum but 90 is kinda a waste. Would much prefer extra effort to always go into catching/carrying.
Me? My Wr's usually hit 60 if they are lucky.
I was wondering if this would make the WR super creative when rynning a route?
Honestly? speed you have decent but remaining skills; Agility 90, Catching 100+ (or as close as you can possibly get it), vision 75 minimum but 90 is kinda a waste. Would much prefer extra effort to always go into catching/carrying.
Me? My Wr's usually hit 60 if they are lucky.
I was wondering if this would make the WR super creative when rynning a route?
Originally posted by Sonic
Me? My Wr's usually hit 60 if they are lucky.
I was wondering if this would make the WR super creative when rynning a route?
I think... I think it would work against it. Agility is needed to create separation on the breaks. Without it you only have a speed demon WR. Fine for deep bombs and such but crappy for heavy traffic short/medium routes. Your WR would lack the other skills needed to make catches in heavy traffic (strength, carrying, a higher catching, more jumping....). So if you're wanting too use creative route running then you need decent vision since a major requirement of the 'creative' part is seeing the open areas and getting to them openly. Hence needing decent agility and vision. I do think there's a 'sweet spot' though where more 'vision' wouldn't equal more success in being creative.
Basically that's it though. To design a WR for creative route running you gotta know 80% or so of his catches are going to be of the short/medium variety which means contested catches and hits after the catch (KL's). So speed, while still very important, is not quite as important to your success. And more vision, catching, strength, jumping, carrying, and agility will be needed vs the standard Speed Arch WR.
Me? My Wr's usually hit 60 if they are lucky.
I was wondering if this would make the WR super creative when rynning a route?
I think... I think it would work against it. Agility is needed to create separation on the breaks. Without it you only have a speed demon WR. Fine for deep bombs and such but crappy for heavy traffic short/medium routes. Your WR would lack the other skills needed to make catches in heavy traffic (strength, carrying, a higher catching, more jumping....). So if you're wanting too use creative route running then you need decent vision since a major requirement of the 'creative' part is seeing the open areas and getting to them openly. Hence needing decent agility and vision. I do think there's a 'sweet spot' though where more 'vision' wouldn't equal more success in being creative.
Basically that's it though. To design a WR for creative route running you gotta know 80% or so of his catches are going to be of the short/medium variety which means contested catches and hits after the catch (KL's). So speed, while still very important, is not quite as important to your success. And more vision, catching, strength, jumping, carrying, and agility will be needed vs the standard Speed Arch WR.
Sonic
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Originally posted by Theo Wizzago
I think... I think it would work against it. Agility is needed to create separation on the breaks. Without it you only have a speed demon WR. Fine for deep bombs and such but crappy for heavy traffic short/medium routes. Your WR would lack the other skills needed to make catches in heavy traffic (strength, carrying, a higher catching, more jumping....). So if you're wanting too use creative route running then you need decent vision since a major requirement of the 'creative' part is seeing the open areas and getting to them openly. Hence needing decent agility and vision. I do think there's a 'sweet spot' though where more 'vision' wouldn't equal more success in being creative.
Basically that's it though. To design a WR for creative route running you gotta know 80% or so of his catches are going to be of the short/medium variety which means contested catches and hits after the catch (KL's). So speed, while still very important, is not quite as important to your success. And more vision, catching, strength, jumping, carrying, and agility will be needed vs the standard Speed Arch WR.
This was my last WR: http://glb.warriorgeneral.com/game/player.pl?player_id=4547119
I think... I think it would work against it. Agility is needed to create separation on the breaks. Without it you only have a speed demon WR. Fine for deep bombs and such but crappy for heavy traffic short/medium routes. Your WR would lack the other skills needed to make catches in heavy traffic (strength, carrying, a higher catching, more jumping....). So if you're wanting too use creative route running then you need decent vision since a major requirement of the 'creative' part is seeing the open areas and getting to them openly. Hence needing decent agility and vision. I do think there's a 'sweet spot' though where more 'vision' wouldn't equal more success in being creative.
Basically that's it though. To design a WR for creative route running you gotta know 80% or so of his catches are going to be of the short/medium variety which means contested catches and hits after the catch (KL's). So speed, while still very important, is not quite as important to your success. And more vision, catching, strength, jumping, carrying, and agility will be needed vs the standard Speed Arch WR.
This was my last WR: http://glb.warriorgeneral.com/game/player.pl?player_id=4547119
Dave Mr Majors
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Originally posted by Sonic
This was my last WR: http://glb.warriorgeneral.com/game/player.pl?player_id=4547119
Build is closed.
This was my last WR: http://glb.warriorgeneral.com/game/player.pl?player_id=4547119
Build is closed.
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