With so many "how does my player look threads", I decided to see if we can get a conversation going about build theory for safeties. Please excuse the changes it is a work in progress.
I think most people agree that right now the most important attributes to get to the soft cap (48 points without equipment) are vision, speed and agility. I would put these as tier one attributes.
What do you guys think are the tier two and three attributes for FS and SS? They are going to be different. No more than 4 per tier. This is to help people that want to start building safeties or have questions about how to assign points after a level up or a boost. The purpose is to help someone not make the mistakes I made. This might also help eliminate some of the questions about safety builds.
Tier 1:
Speed, Vision, Agility
One of these three should be your highest attribute, and you should focus on soft capping all three as soon as you can. Put all of you equipment points into one of these 3 categories.
FS spend more time in zone coverage, and man coverage on WR.
SS spend more time in coverage on TE, HB, FB and stopping the run. These tiers are setup with that in mind.
FS Tier 2:
catching, confidence, stamina, tackling
SS Tier 2:
stamina, strength, tackling, jumping
Tier 2: Put points into these categories as you boost and occasionally when you level. After you get your tier 1 attributes up to the soft max put more points into these categories. Train in these areas, until you start getting them to the 25-35 target range. The order is dependent upon how you want to build your player, but stamina is more important for SS than FS.
FS Tier 3:
jumping, strength, carrying
SS Tier 3:
catching, confidence
Tier 3 attributes need to be trained as you get farther along in your players development: Lvl 20+. Any points you put in these categories from boosting or leveling needs to be split with the SA you are focusing on.
Special Ability:
When you decide what type of safety you want to be, that will help you decide with Special Ability tree(SA) to focus on.
Alot of players when they first start out make the the mistake of putting points into the SAs early. This is not very effective. The SAs become effective as your safeties base attributes become higher. I recommend against putting any points into the SAs until you get your player to level 16. SAs work like multipliers for a particular attribute. For instance, if a player has 4 points in Super vision, but only 20 points in vision he will not be very effective, because his base attribute will not be in line to use the SA. That is why it is important for you to focus on getting your base attributes set before working on SA's. Here I will explain which base attributes are tied to which SA's based on my observations.
FS - Special Abilities
Coverage tree.
First Step - Tied to Agility. Very important when playing teams with very fast WR that line up in the slot.
Change Direction - Tied to Speed and Agility. Same as above.
Swat Ball - Tied to maybe agility, strength, jumping(there is debate here). Very important, because if you are swatting the ball then you are probably preventing a First down completion.
Super Vision - Tied to Vision, Duh! Helps you get a jump on the ball and read run plays vs pass plays. Also helps you know which WR the the QB is throwing to.
Shutdown Coverage - Tied to Speed and Agility. Helps you prevent completions.
Hard Hitter Tree
Wrap up Tackle - Tied to Tackling. Helps reduce the chances of a missed tackle, but is unlikely to cause Fumbles.
Diving Tackle - Tied to Tackling and jumping. Helps a safety that is trying to tackle a very agile WR or RB.
Growl - Tied to tackling and confidence. Most effective against players with low confidence makes missed tackles less likely.
Big Hit - Tied to strength and tackling. Increases the chances of causing a fumble, and reducing moral of your opponent.
Closing Speed - Tied to speed agility, and confidence. Help the safety run down players from behind.
SS - Special Abilities
Coverage tree.
Change Direction - Tied to Agility and speed. Helps a player make adjustments to fast agile players
Super Vision - Tied to Vision. Helps you get a jump on the ball and read run plays vs pass plays. Also helps you know which WR the the QB is throwing to.
Swat Ball - Tied to maybe agility, strength, jumping(there is debate here). Very important, because if you are swatting the ball then you are probably preventing a First down completion.
Sticky Hands - Tied to catching and confidence. Helps a player make plays at important times in the game and improves the chances of an INT.
Closing Speed - Tied to speed agility, and confidence. Help the safety run down players from behind.
Hard Hitter Tree
Wrap up Tackle - Tied to Tackling. Helps reduce the chances of a missed tackle, but is unlikely to cause Fumbles.
Diving Tackle - Tied to Tackling and jumping. Helps a safety that is trying to tackle a very agile WR or RB.
Growl - Tied to tackling and confidence. Most effective against players with low confidence makes missed tackles less likely.
Big Hit - Tied to strength and tackling. Increases the chances of causing a fumble, and reducing moral of your opponent.
Monster Hit - Tied to strength and tackling. Same as above, but on steroids.
Regardless of which type of build you have Hard hitter or coverage. You are going to need to put some points into the first two SAs of the other SA tree. For instance, if you are making a coverage FS you will need to put some points into the Wrap-up Tackle and Diving tackle SA on the hard hitter SA tree. This is because the first two SA's in each tree carry their effectiveness over to player builds focusing on the other SAs. This appears to be true of all players in the game regardless of position.
Scouting Bars:
Scouting bars are the flashy ways that you can compare players in GLB. They are very effective for comparing low leveled players (eg level 18 and lower), however as players get more advanced and players start putting more points into SAs they become better without it affecting their scouting bars. For instance, safety A has vision at 48.5. He has Super Vision of 5. Another Safety B, has no points in Super vision but has put all of the points into vision for 52. Safety B will have a higher scouting bar in pass defense, but Safety A will make more plays on the field because of the way SAs work.
Basic build information
Another reason putting points into your base attributes early is so important is that after level 21 or 22 ( I can't remember which.) You get fewer points to spread among your major and minor attributes. Read this thread for more indepth information.
http://goallineblitz.com/game/forum_thread.pl?thread_id=25826
So it makes sense for you to put points in your major and minor attributes until you reach level 22, because it is a more efficient use of the leveling points, and SAs are the same value regardless of your level.
I am not claiming to be an expert, but if we get some good conversation going, I will come back and edit this top post and maybe it will help some people out.
I think most people agree that right now the most important attributes to get to the soft cap (48 points without equipment) are vision, speed and agility. I would put these as tier one attributes.
What do you guys think are the tier two and three attributes for FS and SS? They are going to be different. No more than 4 per tier. This is to help people that want to start building safeties or have questions about how to assign points after a level up or a boost. The purpose is to help someone not make the mistakes I made. This might also help eliminate some of the questions about safety builds.
Tier 1:
Speed, Vision, Agility
One of these three should be your highest attribute, and you should focus on soft capping all three as soon as you can. Put all of you equipment points into one of these 3 categories.
FS spend more time in zone coverage, and man coverage on WR.
SS spend more time in coverage on TE, HB, FB and stopping the run. These tiers are setup with that in mind.
FS Tier 2:
catching, confidence, stamina, tackling
SS Tier 2:
stamina, strength, tackling, jumping
Tier 2: Put points into these categories as you boost and occasionally when you level. After you get your tier 1 attributes up to the soft max put more points into these categories. Train in these areas, until you start getting them to the 25-35 target range. The order is dependent upon how you want to build your player, but stamina is more important for SS than FS.
FS Tier 3:
jumping, strength, carrying
SS Tier 3:
catching, confidence
Tier 3 attributes need to be trained as you get farther along in your players development: Lvl 20+. Any points you put in these categories from boosting or leveling needs to be split with the SA you are focusing on.
Special Ability:
When you decide what type of safety you want to be, that will help you decide with Special Ability tree(SA) to focus on.
Alot of players when they first start out make the the mistake of putting points into the SAs early. This is not very effective. The SAs become effective as your safeties base attributes become higher. I recommend against putting any points into the SAs until you get your player to level 16. SAs work like multipliers for a particular attribute. For instance, if a player has 4 points in Super vision, but only 20 points in vision he will not be very effective, because his base attribute will not be in line to use the SA. That is why it is important for you to focus on getting your base attributes set before working on SA's. Here I will explain which base attributes are tied to which SA's based on my observations.
FS - Special Abilities
Coverage tree.
First Step - Tied to Agility. Very important when playing teams with very fast WR that line up in the slot.
Change Direction - Tied to Speed and Agility. Same as above.
Swat Ball - Tied to maybe agility, strength, jumping(there is debate here). Very important, because if you are swatting the ball then you are probably preventing a First down completion.
Super Vision - Tied to Vision, Duh! Helps you get a jump on the ball and read run plays vs pass plays. Also helps you know which WR the the QB is throwing to.
Shutdown Coverage - Tied to Speed and Agility. Helps you prevent completions.
Hard Hitter Tree
Wrap up Tackle - Tied to Tackling. Helps reduce the chances of a missed tackle, but is unlikely to cause Fumbles.
Diving Tackle - Tied to Tackling and jumping. Helps a safety that is trying to tackle a very agile WR or RB.
Growl - Tied to tackling and confidence. Most effective against players with low confidence makes missed tackles less likely.
Big Hit - Tied to strength and tackling. Increases the chances of causing a fumble, and reducing moral of your opponent.
Closing Speed - Tied to speed agility, and confidence. Help the safety run down players from behind.
SS - Special Abilities
Coverage tree.
Change Direction - Tied to Agility and speed. Helps a player make adjustments to fast agile players
Super Vision - Tied to Vision. Helps you get a jump on the ball and read run plays vs pass plays. Also helps you know which WR the the QB is throwing to.
Swat Ball - Tied to maybe agility, strength, jumping(there is debate here). Very important, because if you are swatting the ball then you are probably preventing a First down completion.
Sticky Hands - Tied to catching and confidence. Helps a player make plays at important times in the game and improves the chances of an INT.
Closing Speed - Tied to speed agility, and confidence. Help the safety run down players from behind.
Hard Hitter Tree
Wrap up Tackle - Tied to Tackling. Helps reduce the chances of a missed tackle, but is unlikely to cause Fumbles.
Diving Tackle - Tied to Tackling and jumping. Helps a safety that is trying to tackle a very agile WR or RB.
Growl - Tied to tackling and confidence. Most effective against players with low confidence makes missed tackles less likely.
Big Hit - Tied to strength and tackling. Increases the chances of causing a fumble, and reducing moral of your opponent.
Monster Hit - Tied to strength and tackling. Same as above, but on steroids.
Regardless of which type of build you have Hard hitter or coverage. You are going to need to put some points into the first two SAs of the other SA tree. For instance, if you are making a coverage FS you will need to put some points into the Wrap-up Tackle and Diving tackle SA on the hard hitter SA tree. This is because the first two SA's in each tree carry their effectiveness over to player builds focusing on the other SAs. This appears to be true of all players in the game regardless of position.
Scouting Bars:
Scouting bars are the flashy ways that you can compare players in GLB. They are very effective for comparing low leveled players (eg level 18 and lower), however as players get more advanced and players start putting more points into SAs they become better without it affecting their scouting bars. For instance, safety A has vision at 48.5. He has Super Vision of 5. Another Safety B, has no points in Super vision but has put all of the points into vision for 52. Safety B will have a higher scouting bar in pass defense, but Safety A will make more plays on the field because of the way SAs work.
Basic build information
Another reason putting points into your base attributes early is so important is that after level 21 or 22 ( I can't remember which.) You get fewer points to spread among your major and minor attributes. Read this thread for more indepth information.
http://goallineblitz.com/game/forum_thread.pl?thread_id=25826
So it makes sense for you to put points in your major and minor attributes until you reach level 22, because it is a more efficient use of the leveling points, and SAs are the same value regardless of your level.
I am not claiming to be an expert, but if we get some good conversation going, I will come back and edit this top post and maybe it will help some people out.
Last edited Jul 29, 2008 17:30:22





























