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Forum > FAQ's, Player Guides and Newbie Help > How to make the 169 spd blitz LBer I never made...
WiSeIVIaN
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The Final Build
Blitz LBer (for farm team)
Player Value = 1415.34 (nice for 4AE imo)

Attributes:
strength : 71.26
speed : 111.1 (+58) = 169
agility : 85.1
jumping : 32.1
stamina : 60.26
vision : 63.26
confidence : 34.26
blocking : 9
throwing : 8
catching : 8
carrying : 8
tackling : 64.1
kicking : 8
punting : 8

Top SA Tree: 0 | 0 | 0 | 0 |
Bottom SA Tree: | 2 | 4 | 7 | 0 | 0 | (will be 8 shed blocks with CE)
Additional SA Tree: | 10 | 10 | 10 | (disguise blitz, head of steam and First Step)

+22.5% break block
+15% make tackle tackle
One of the AE plus my CE is for first step so I don't need to unlock it.


============================================


How to Build

Obviously the start is jacked up due to my lolbuilding process. I've tested a few runs and normal into intense at 80+ seems to work best so I can maximize use of the 3x enhancement (3rd enhancement stops doing stuff sometimes for intense/normal at different levels cuz rounding).


Normal train speed. 3x enhance
At spd=80 intense train speed
Keep pumping speed until 100 base
S3 d-4 (lvl32) you should be at 100.
Buy str+agi+vis multi, enhance each 3x.
1x enhance tackling and train those 4.
Switch to stamina (multi) and 1x enhance once tkl hits 31
3-cap agility
1-cap strength
1-cap vision
4-cap agility
1x enhance confidence and swap multi to conf once stamina 31
5-cap agility
Season 5 day 1 (age 160 lvl 51) swap to light training.
Light agility to roll over
Soft-cap tackling.
Light train vision to 96%
Light train strength to 94%
Light train stamina to 94%
Light train confidence.
2-cap strength.
Light train strength (roll over once and back to 99%)
Soft-cap stamina
Light train Stamina
3-cap strength
Light train strength 1x to roll over, go back to light stamina.
2-cap vision
Light train vision once to roll-over, then back to light stamina
2-cap tackling
Light train tackling until roll-over, back to light stamina
Light blocking last 3 days of training cuz it’ll roll over.

====

87 SP to spend end build….

+10 disguise blitz (extra SA) for 30 SP
+10 head of steam (extra SA added) for 30 SP
First step will be 10 between AE (+6) and CE (+4)
+7 shed block (costs 2+6+16 = 24 SP in tree)
+1 stamina for 1 SP
+1 confidence for 1 SP
Edited by WiSeIVIaN on Mar 17, 2016 21:03:15
 
WiSeIVIaN
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I stumbled upon the above in an old forum post and thought it was worth sharing. 169-attribute dots was going to be my next generation of fun loldots. Not quite as crazy-1-sided as my 174 attribute HB, but still pretty stacked and with better secondaries/SA's.

The above build-type strategies can be used on other positions to make fun 169 attribute (not including VA's of course) dots if anyone is interested. Unfortunately I am not interested in building another player so someone should build things in my honor.
 
WiSeIVIaN
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Similarly theory-built run stuff DT with 169 strength... Could be special with the Workout Warrior and Bull rusher, giving him 203.21 strength when breaking blocks on run plays and 189.96 strength when breaking blocks on pass plays. idk wtf imo bbq...



Originally posted by WiSeIVIaN
It's my first attempt at super-pumping an attribute to 100, then going multi-train with other attributes (3 important ones fixed and the free slot rotating). I think it came out nice for a first run, and D-Line makes the most sense for a 4-major 169 in an attribute dot imo, though maybe a 169 speed blitz CB or blitz LBer would be nice as well.

Player Value = 1427.19 (4 AE)

DT_Run_Stuffer

Attributes:
strength : 111.1 (+58) = 169.1
speed : 74
agility : 81.1
jumping : 6
stamina : 60
vision : 51.1
confidence : 37
blocking : 8
throwing : 8
catching : 8
carrying : 8
tackling : 85.1
kicking : 8
punting : 8

10 Shed Blocks (penalty)
7 Wall (favored)
7 Break Thru (favored)
10 First Step
22.5% Break Block
21% Make Tackle
 
WiSeIVIaN
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Oh if you want to make lolcats 174 speed HB/FB (only gets this high on players with 4 majors) you can do the following.... I think the 169 spd/str method from the OP is better, but this can still be fun.... If I ever made another one I'd just do normal training the whole way through since I'm so lazy...


Originally posted by WiSeIVIaN
For relevance Shawne Retrovirus (fastest functional player in GLB's history to my knowlege):
http://glb.warriorgeneral.com/game/player.pl?player_id=2565319&playoffs=0

A couple highlights from the first game of his last season of plateau in WL (unfortunately the owner effectively quit GLB after 1 game due to real life issues, and I was given a requested release after 3 games to slum it on the only natty pro teams that had a spot for him. Waste of his final season, though not as big of a waste as his 2nd plateau season, where he was on a WL team that lied during recruiting and had 4 rushing HBs with no depth chart spot for him, so 4 carries/game was fun.

http://glb.warriorgeneral.com/game/replay.pl?game_id=2456143&pbp_id=1613613
http://glb.warriorgeneral.com/game/replay.pl?game_id=2456143&pbp_id=1614048
http://glb.warriorgeneral.com/game/replay.pl?game_id=2456143&pbp_id=1614161

He was a fun dot imo. Got me my only legit natty pro MVP which is cool. And in general I find him blazing 160 spd defenders to look hilarious.


==========================

Originally posted by WiSeIVIaN

Note WR's/TE's can't get as high as 4-major positions.

Retarded speed isn't a real thing, I just find it funny. Since you aren't multi-training, your secondaries are crappy by default. Player value still looks good since you are getting ALGs on an attribute worth 9000 points. For such a build to make sense, the goal has to be to get past that "breaking point" where you aren't paying 17 SP's for 1 speed, but rather you are paying an extra ~100 SP's to be able to turn the unturnable corners, something I proved to be perhaps "worth it" with retro, though he had so many wasted seasons of plateau it makes me cry. I would remake retro to give him a better plateau career, but aside from cutting off the break tackles (which is probably a mistake) I'd just be making the same dot, which is no fun.

=====

For the build above you want to enhance train speed all the way to lvl5 (so the 6 + 12 + 18 + 24 + 30 BTs) as soon as you can afford each level. Intense train speed until 68, then switch to normal training speed for his career. I skipped boosting the first off-season (no 1-4 on day48) so I could get more training while the attributes were lower. Whenever I have enough SP's to hit the next cap, I spend them to hit that cap. For the OP's build the final SP's I spent were at 17:1 on speed.

I put my BT goal at 1606 for 4AE if I decide to build them all (though I can shop and get a +5% fake and +5% catch before that I'm sure). At day 257 I had to swap to light training. Speed was at 91% so I light trained to get it to roll over. Overall depending on how long go do intense and your BT goals, you just want to make sure you stop training speed if you don't have 50 days of normal training left.

But ya, the big thing is normal training at >100 natural. with 5x enhanced, light training gives 1%, while normal intense and 4x multi all give 2%. Multi isn't an option since its only once every 4 days, so it'd take 200 days for 1 speed. So the normal training for whole career is the big driver for the lolspeed. Getting 2% a day if you value it at 20 SPs/speed (the 20-cap at 100) means you are getting 0.4 SP trained per day which is pretty solid value.

Fwiw with retro I pumped with SP's until I hit 100 natural, and the last SP I spent on it was at 20:1. Though back then I just went straight normal the whole career. I'm pretty sure intense early is better so you can get the atty higher for the ALG's to carry further, but I am too lazy to test if 68 is best so I'm sure it's not optimal.


Hopefully that explains your question in an incredibly longwinded manner, while exposing myself as a horrible dotbuilder that doesn't multi-train or have any idea wtf he's doing. You're quite welcome.


 
WiSeIVIaN
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Super-pump method (used from 174 spd HB) on a 5-major position (WR) here is the endbuild I got, along with some random questions/thoughts I asked people....

Originally posted by WiSeIVIaN
Darwin Hopper: http://glb.warriorgeneral.com/game/player.pl?player_id=4603359

The below is my 1st run through on the VPB, thoughts welcome.

Player Value = 1361 (4AE)

Attributes:
strength : 6
speed : 113.38 (+58) = 171.38
agility : 85.38
jumping : 24
stamina : 60
vision : 36.38
confidence : 29.38
blocking : 6
throwing : 8
catching : 70.38
carrying : 40
tackling : 8
kicking : 8
punting : 8

9 First Step
11 Quick Cut (AE)
11 Juke (AE)
21% catch ball
15% fake

Build thoughts

To be clear, it is insane to have 85 agi on a 170+ spd WR. I feel the agility should help him get some separation off of cuts, and make him more useful on shorter routes (as he won't let go of separation gained from the cutting or bonus acceleration). 70 catching doesn't look that pretty, but I am maxing out at mid-70's catching on a build like this anyhow, so it seemed like a logical place to get some SP's from.

What I'd really like

In my opinion finding 12 SPs for 48 vision, and 8 SPs for 48 carrying are no-brainers. The question is where to pull them from... I can drop agility to 81 for 23 SPs (last 4 points of agility cost 6-6-6-5), but 85 agility looks so fun. I can drop 1 speed for 17 SPs. At this point, maybe -1 speed and -1 agility (for 170/84 endgame) probably makes the most sense, but thoughts welcome?

Do I want Route Run (Pentalty SA) ?

I can further drop agility from 84 to 81 and gain 17 SPs, so along with the 3 left over from the above that'd give me 20 SPs to pump route run to 8. It is a penalty SA.

So what is better spd/agi/RR? 170/84/2 or 170/81/8?

Double Stacked catch% vs fake%?

I *think* catch% makes more sense, as I still need to bring balls in quickly so as to not stop/slow down as much, and some passes simply will be contested. Also the quicker you can secure balls (higher catch roll) harder it is to knock loose (this is why true possession WRs have way less KLs, despite getting less separation).

Though since he will have the speed of sonic himself, the argument could be made for more jukes?

His Name

Normally all my guys have fake real names. Should he instead have a name referencing sonic the hedgehog in some way?

===============

All thoughts welcome, even if they are "you build players stupid and I hate you"
 
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Wow--that's like a truth-bomb of building extreme dots!
 
WiSeIVIaN
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Originally posted by Larry Roadgrader
Wow--that's like a truth-bomb of building extreme dots!


Kinda makes me sad that Retro is the only one of these guys that got built.
 
WiSeIVIaN
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Theoretical Pass QB I ran through the VPB using the above-type build methods.

1500 BT's (I'm confident I can get 4AE out of that with shopping).
Player Value = 1737.84 (I'm sure a 4AE dot player value record)
Position: qb_pocket_passer

Attributes:
strength : 71.26
speed : 33
agility : 51.26
jumping : 10
stamina : 63.26
vision : 95.2
confidence : 82.2
blocking : 10
throwing : 115.2+58 (173.2)
catching : 8
carrying : 22.26
tackling : 8
kicking : 8
punting : 8

Top SA Tree: | 8 | 5 | 10 | 0 | 0 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |

Including CE+AE..
9 pocket presence
5+6ae+1= 12 Tight Spiral (favored)
11 pump fake (favored)

15%ae+15%ae+15%ae+12%ce = 15%+7.5%+3.75%+1.5% = +27.75% pass quality

In my opinion that'd be the best QB in GLB.
 


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