I want to build a run stopper but I want him to be able to deflect passes at the line so he doesn't have to come off the field as often. How can I build him?
Forum > FAQ's, Player Guides and Newbie Help > Run Stopping DT Build
You will need to start with the right height to get Towering Man and at least 50 in jumping (IMO). The rest is likely standard run stopping design. Might consider vision a touch higher than normal to help with actually SEEING the ball in order to make the deflect. And, to stay on the field you'll need two things. Stamina and a good backup. Sorry mate but if you were to put enough SP's into Stamina to stay on the field all day long, your end build would suck. The more Stamina you can squeeze into the build, the more often your dot can return from a breather and the longer he can stay out when in the game.
6'8", jumping, towering man, swat ball SA and pass deflect equipment will all help. But the lineman won't ever get a deflect while engaged by a block. Break Block % equip is essential for PD lineman IMO.
I'd try to make one like this.... http://glb.warriorgeneral.com/game/player.pl?player_id=4662692
I'd try to make one like this.... http://glb.warriorgeneral.com/game/player.pl?player_id=4662692
Originally posted by rjssob
And how exactly does this build help in a run dominated SIM...
More than you think considering that both the height of the build, the jumping necessary to make it work, the break block% AEQ is essential to ANY DT build, and all of this adds up to being able to make more diving tackles which happens a LOT to DT's as it is.
And how exactly does this build help in a run dominated SIM...
More than you think considering that both the height of the build, the jumping necessary to make it work, the break block% AEQ is essential to ANY DT build, and all of this adds up to being able to make more diving tackles which happens a LOT to DT's as it is.
drewd21
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Originally posted by Ice Nine
6'8", jumping, towering man, swat ball SA and pass deflect equipment will all help. But the lineman won't ever get a deflect while engaged by a block. Break Block % equip is essential for PD lineman IMO.
I'd try to make one like this.... http://glb.warriorgeneral.com/game/player.pl?player_id=4662692
6'8", jumping, towering man, swat ball SA and pass deflect equipment will all help. But the lineman won't ever get a deflect while engaged by a block. Break Block % equip is essential for PD lineman IMO.
I'd try to make one like this.... http://glb.warriorgeneral.com/game/player.pl?player_id=4662692
poland82
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Originally posted by JB99
On what day should I create this player?
Day 40-48 are all the same
On what day should I create this player?
Day 40-48 are all the same
JB99
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Originally posted by Doc Caudill
Also you should use the combo archtype..
Why should I use that archetype?
Also you should use the combo archtype..
Why should I use that archetype?
TJ Spikes
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Originally posted by JB99
Why should I use that archetype?
Run stuffers get the Red in Swat Ball SA.
IMO... Do Pass Rusher arch, go max weight, strength first, and screw math efficiency.
But combo archetype gives all the size of the run stuffer, without the Red.
Why should I use that archetype?
Run stuffers get the Red in Swat Ball SA.
IMO... Do Pass Rusher arch, go max weight, strength first, and screw math efficiency.
But combo archetype gives all the size of the run stuffer, without the Red.
Originally posted by TJ Spikes
Run stuffers get the Red in Swat Ball SA.
IMO... Do Pass Rusher arch, go max weight, strength first, and screw math efficiency.
But combo archetype gives all the size of the run stuffer, without the Red.
Yup. Either way you go, using the Run Stuffer arch will get you a negative impact to 'Swat Ball'. You could get around this by simply NOT using 'Swat Ball' but, instead, using some of the VA's and such to still be an impact in that regard but if you're determined to use 'Swat ball' then you want to do as TJ advises and go with either Combo or Pass Rusher arch.
Run stuffers get the Red in Swat Ball SA.
IMO... Do Pass Rusher arch, go max weight, strength first, and screw math efficiency.
But combo archetype gives all the size of the run stuffer, without the Red.
Yup. Either way you go, using the Run Stuffer arch will get you a negative impact to 'Swat Ball'. You could get around this by simply NOT using 'Swat Ball' but, instead, using some of the VA's and such to still be an impact in that regard but if you're determined to use 'Swat ball' then you want to do as TJ advises and go with either Combo or Pass Rusher arch.
Edited by Theo Wizzago on Sep 25, 2017 20:24:33
Originally posted by TJ Spikes
Run stuffers get the Red in Swat Ball SA.
IMO... Do Pass Rusher arch, go max weight, strength first, and screw math efficiency.
But combo archetype gives all the size of the run stuffer, without the Red.
Don't forget that Run Stuffer has Wall and Break Through as favored. The idea (at least mine) is for the dot to be mainly a run stuffer, while deflecting passes as some sort of complementary ability, so I rather take the penalty on Swat Ball.
Run stuffers get the Red in Swat Ball SA.
IMO... Do Pass Rusher arch, go max weight, strength first, and screw math efficiency.
But combo archetype gives all the size of the run stuffer, without the Red.
Don't forget that Run Stuffer has Wall and Break Through as favored. The idea (at least mine) is for the dot to be mainly a run stuffer, while deflecting passes as some sort of complementary ability, so I rather take the penalty on Swat Ball.
Originally posted by DarkPraetor
Don't forget that Run Stuffer has Wall and Break Through as favored. The idea (at least mine) is for the dot to be mainly a run stuffer, while deflecting passes as some sort of complementary ability, so I rather take the penalty on Swat Ball.
Then I would ignore getting Swat Ball completely but still make dot tall enough to get Towering Man and use other VA's to help in the 'deflect ball' department. Spending SP's on a punished SA is something I wouldn't do myself when I can get what I need through the use of VA's and other things that aren't punished. If you look at the standard Run Stuff arch DT builds, they get PD's just as they are without even trying to. So, while building your dot to mainly stop the run, by making him tall and adding specific VA's you should be able to increase that and still pound what you need to make him a force in the run game (don't forget jumping! Helps with both deflects AND diving tackles!).
Don't forget that Run Stuffer has Wall and Break Through as favored. The idea (at least mine) is for the dot to be mainly a run stuffer, while deflecting passes as some sort of complementary ability, so I rather take the penalty on Swat Ball.
Then I would ignore getting Swat Ball completely but still make dot tall enough to get Towering Man and use other VA's to help in the 'deflect ball' department. Spending SP's on a punished SA is something I wouldn't do myself when I can get what I need through the use of VA's and other things that aren't punished. If you look at the standard Run Stuff arch DT builds, they get PD's just as they are without even trying to. So, while building your dot to mainly stop the run, by making him tall and adding specific VA's you should be able to increase that and still pound what you need to make him a force in the run game (don't forget jumping! Helps with both deflects AND diving tackles!).
Originally posted by JB99
I want to build a run stopper but I want him to be able to deflect passes at the line so he doesn't have to come off the field as often. How can I build him?
Combo gets you all the VAs needed.
RS has swat ball as a penalty
PR has Wall and Break through as penalty
Combo let's you use all of them swat ball,wall and break through w/o a penalty. Thats why I said combo. You did state a run stopper who can deflect (swat) passes.
Sorry this is late. Can't do much when a hurricane comes through the area I live.
I want to build a run stopper but I want him to be able to deflect passes at the line so he doesn't have to come off the field as often. How can I build him?
Combo gets you all the VAs needed.
RS has swat ball as a penalty
PR has Wall and Break through as penalty
Combo let's you use all of them swat ball,wall and break through w/o a penalty. Thats why I said combo. You did state a run stopper who can deflect (swat) passes.
Sorry this is late. Can't do much when a hurricane comes through the area I live.
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