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Forum > Goal Line Blitz > What is the best veteran abilities for swr, pwr, rte, ehb and slb
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gabisurf
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So what would be the most beneficial for Two speedy Wr from vet points. And where to put them. And how.

Than a Poss Wr same question what to use, where to put. And do i look multiple first or just put point on one vet ab...

And so on with Rec TE and Elusive HB and to a Cover LB.

Thx and tell me why. Each player. So 2 swr, 1 pwr, 1 rte, 1 ehb, 1 clb.
 
Theo Wizzago
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If they're just starting out (1st VP's) I'd do each of them with Second Wind first. You can always swap it out later and Stamina is the #1 issue with lower level dots.

I'm just gonna list the top 3 (IMO) because they're likely the one's you'll get the most agreement about. After that, it becomes more 'build specific' and also the supporters/detractors get more diverse depending on their viewpoints.

Speed WR; Sure Hands / Slippery / Mr. Reliable (Arguments can be made for Possession Receiver but it's limited to short range passes... for Slot Machine but requires ONLY playing the #3 WR position... Nerves Of Steel but it's a much better VA for Possession arches... Clutch [pros and cons]... Quick Feet).

Receiving TE (and depends on the style of build since a Rec TE can be either a Possession type or a Speed type); Possession Receiver / Sure Hands / Mr. Reliable or Nerves Of Steel (Ball Hawk is good... Clutch is good... Yac Attack for a Possession type... Slippery for a Speed type... many of the WR VA's above).

EHB; Slippery / Quick Feet / Track Star (While some might poo-poo Mr. Reliable, consider this... on 1st and second down it gives you a 5% bonus PER LEVEL to avoiding fumbles... and, as a EHB, most of your quality carries will be on 1st and second downs... Punishing Runner [drains opponent's energy]... Clutch).

Possession WR; Pretty much the exact same as Receiving TE above.

Cover LB; Sure Tackler / Long Reach / 3rd Down Stopper (Others of note; Ball Hawk [make sure you'll be in Zone Coverage before getting this one]... Clutch)

And, for all of these add this on to each. Be sure to check your ending 'skill #'s and see if you have any that need a little help... or any that are highly important to the archetype/position. Example... the EHB could use more speed so you get Track Star... the LB could use extra vision so you get Football Genius... or the TE could use some extra catching help or jumping help... there's Soft Hands or High Jumper. In other words, you can't go wrong with getting extra bonus help to your skills when you're at a loss for those last few VA choices.
And, last of all... this one is one of my favorite tricks for many of my dots. When you're at the end of the VA building, you generally end up with around 12 VP's left over to put into one last VA. Make it Overtime Killer (OTK) and put all 12 in if you DO go that route because you not only get the end of the 4th quarter bonuses in close games... but each point in OTK adds 20 seconds MORE onto the time it works in the 4th Quarter... so 12 points means it'll start kicking in with 4 minutes remaining and last until either the end of the game... or until the end of Overtime. VERY important for QB's, IMO.
 
Dr. E
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Originally posted by gabisurf
So what would be the most beneficial for Two speedy Wr from vet points. And where to put them. And how.

Than a Poss Wr same question what to use, where to put. And do i look multiple first or just put point on one vet ab...

And so on with Rec TE and Elusive HB and to a Cover LB.

Thx and tell me why. Each player. So 2 swr, 1 pwr, 1 rte, 1 ehb, 1 clb.


anything that helps in making the catch is top priority.
 
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Depends!

Always ask your OC to line up with team needs IMO
 
gabisurf
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thx.
Edited by gabisurf on Oct 5, 2018 19:05:25
 
gabisurf
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should i put more point then now to second wind. or just get these each by each and put one point to them. or just max out or half out scorewise the second wind so put like 8 point on it than start to work on another one?
 
Seric
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Talk to your OC and DC. They're the ones who will be able to help you line up your VA's to their offense/defense.
Edited by Seric on Oct 7, 2018 11:36:30
Edited by Seric on Oct 7, 2018 11:36:16
Edited by Seric on Oct 7, 2018 11:35:40
 
Rocdog21
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I think Track Star should be #1 priority for a speed WR imo

Edit: Same for your RTE, and probably Coverage LB
Edited by Rocdog21 on Oct 8, 2018 09:34:16
 
darncat
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I'd agree w/ theo for speedWRs, except that i'd go QF before Slippery,
just because jukes can be effective getting open and BT% is useless if you don't get the ball
but its irrelevant long term because personally i'd go for both, maybe one each in OTK and Clutch
and finish off w/ TS... but its a shame, because i think BH is very underrated for WRs
i still can't quite decide for my WR and TE- so many good ones to choose from
 
Theo Wizzago
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Yeah, I didn't list them in any order, darncat... just givin a list. I agree with QF before slippery considering most builds concentrate on Speed and Agility before Strength and QF (quick feet) works off of Speed and Agility whereas Slippery incorporates Strength as well (I think).
Ball Hawk is something I would get ONLY if my dot was going to have the following truths attached to it; #1, High speed and high agility &, #2, that the OC will let me use 'Creative Route Running' in my tactics. Otherwise it's kind of a waste. I mean it'll work but what it does won't really help it against man2man coverage and you're running 'exact routes'. It'd have to fire in perfect timing with any 'route breaks' (changes in direction... so go routes wouldn't help much at all) and the throw of the QB. However, using creative tactic would allow your dot to break off it's route and head for the open area much better, getting likely more open to be thrown to. I dunno... just trying to piece the stuff together. BH is useful either way... just not as useful as it would seem to be unless it helps you GET OPEN to get thrown a pass to.

Originally posted by Rocdog21
I think Track Star should be #1 priority for a speed WR imo

Edit: Same for your RTE, and probably Coverage LB


Covered that at the end. Thanks Roc.
 
Rocdog21
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Originally posted by Theo Wizzago
Covered that at the end. Thanks Roc.


I only saw you mention it for a EHB, plus I wasn't trying to say you're right or wrong...just was offering my opinion
 
darncat
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Originally posted by Theo Wizzago
High speed and high agility &, #2, that the OC will let me use 'Creative Route Running' in my tactics:


I agree with all that: I think creative route running is the way to go, to the extent i forget to mention it.
I honestly am not sure why one would not to use it, if a WR has at least 90's in agility, which i'd think he would.
Maybe its just me (i use super elusive running style as well) but it seems much better (w/ requisite agility, of course)

Id add #3- OC dials up a lot of long passes. Actually i find that more important w/ BH for WRs than anything.
On a short pass, the amount of time the ball is in the air means you won't get BH's affect for very long.
Still, the boost to vision helps with catching and agility if you have to fight to get into position for the ball,
so that is good for something. Especially since my pWR won't have 100 base speed i'd like to have that boost
to 'go get' deep balls- however there are so many good VAs for WRs, idk what i'd sacrifice for it
 
Theo Wizzago
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Originally posted by Rocdog21
I only saw you mention it for a EHB, plus I wasn't trying to say you're right or wrong...just was offering my opinion


S'ok bro. No issues here. I mentioned all the 'Attribute bonuses' at the end of the whole thing rather than put them in for each dot he was asking about. I totally agree that Attribute bonuses from VA's are important. Supervision for DB's, Track Star or the one that boosts Agility for Speedy dots... For kickers and punters, those Attribute bonuses are the ONLY thing besides a couple of ST VA's they can use that makes good sense.
 
darncat
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Originally posted by Theo Wizzago
S'ok bro. No issues here. I mentioned all the 'Attribute bonuses' at the end of the whole thing rather than put them in for each dot he was asking about. I totally agree that Attribute bonuses from VA's are important. Supervision for DB's, Track Star or the one that boosts Agility for Speedy dots... For kickers and punters, those Attribute bonuses are the ONLY thing besides a couple of ST VA's they can use that makes good sense.


Well, I'm thinking both the VAs for punting looks good, and both for FGs as well as well as the kick-off VA for Ks also
Then, ha anyone tried Distance Runner for a K? I hope the K on my team gets some as he is always exhausted by the 2nd Q
then I'm assuming a K needs the att bonus for Kicking and Strength as well, at the very least
 
Theo Wizzago
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Originally posted by darncat
Well, I'm thinking both the VAs for punting looks good, and both for FGs as well as well as the kick-off VA for Ks also
Then, ha anyone tried Distance Runner for a K? I hope the K on my team gets some as he is always exhausted by the 2nd Q
then I'm assuming a K needs the att bonus for Kicking and Strength as well, at the very least


No disagreement there but you get 4 FULL VA's (if you put 15 in each) and one remainder (12 vp's in it... which is why I almost always use this for OTK.). So, after the first 2 you're left looking around for 3 more to stick your VP's into. For a punter, that usually translates out like this; Leg of Steel & Nail in Coffin... then Soccer Star and Workout Warrior... then... clutch? OTK? I mean... it's a punter. Textbook Tackler? As opposed to WR's where any of these are useful depending on the archetype and/or the build style; Clutch, OTK, RZF, GtG, Mr. Reliable, NoS, Poss Receiver, Quick Feet, Slippery, Slot Machine, Sure Hands, YAC attack, and almost all of the Attribute Bonuses are all ones you can use. There's simply more useful choices for some dots than others.
(BTW, there's actually 3 VA's for kickers but I've never see anyone use On A Roll... I don't know if I used it on my last kicker or not. Seems like a wimpy VA to me. )
 
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