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Octowned
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Balanced ROT build guide

The goal of this guide is to make optimal use of training strategy and slowbuild style to get a balanced ROT build in your level 40s. The advantage of this build strategy is that you will perform well throughout your career also, OTs lend themselves well to the entire slowbuild process, outside of speed; around level 30-40, you may lose effectiveness with low speed in pass blocking. Thus, I would prefer this build plan on a run-heavy team. But hey, that's certainly a viable option for a good ROT.

1) Roll a player with as low of agility and confidence as you can, while maintaining all 8s. Don't worry about the Strength and Block, you'll have plenty of time to train them.
-agility gets extra training time, and confidence is the last stop. you want these low for extra value!

2) Train Strength + Blocking. At level 6, cap Strength to 49.
- based on how the decimals move, the optimal cap times are level 3 or 6. With 0.4 level gains, I prefer the extra training time.
- don't forget about the "fill-bar" trick. Get the training bar to 95% and leave it there. When you cap an attribute for the FINAL TIME, fill the bar. I wont mention this again

3) Train Blocking + Agility. At level 8, cap Blocking to 48.8
- this cap time is again based on the decimals.
- you should have spent about 24 SP on strength and 21 SP on blocking. You should have about 5 SP left-over.

4) Train Agility + Vision. At level 11, Spend SP in Strength to 61.0
level 8: 49.8 + 5 SP
level 9: 50.2 + 10 SP
level 10: 50.6 + 15 SP
level 11: 51.0 + 20 SP - spend to 61.0

5) Train Agility + Vision. At level 15, Spend SP in Blocking to 60.6
level 11: 50 + 0 SP
level 12: 50.4 + 5 SP
level 13: 50.8 + 10 SP
level 14: 51.2 + 15 SP
level 15: 51.6 + 20 SP - spend to 60.6 + 2 SP

6) Train Agility + Vision. At level 18, Spend SP in Strength to 68.8
level 15: 62.6 + 2 SP
level 16: 63 + 7 SP
level 17: 63.4 + 12 SP
level 18: 63.8 + 17 SP - spend to 68.8 + 2 SP

7) Train Agility + Vision. At level 21, spend SP in Blocking to 68.0
level 18: 61.8 + 2 SP
level 19: 62.2 + 7 SP
level 20: 62.6 + 12 SP
level 21: 63 + 17 SP - spend to 68 + 2 SP

8) Use the bar trick on Strength and Blocking.
current build:
Strength: 71
Blocking: 69
Agility: ~25-30
Vision: ~25-30
Stamina: ~20
Confidence: ~20
Speed: 8-10

9) Train Agility + Vision until they are both at 30-33. Spend SP in both to the 49 cap.
approximate level: 29

10) Train Confidence + Stamina. Spend SP in Agility to 61.
approximate level: 33

11) Train Confidence + Stamina until they are at 30-33. Spend SP in Confidence to 49.
- At this point, natural gains on Agility, Vision and Confidence are down to .23. I realize rushing agility to 68 is a good option rather than my plan that gets confidence and vision up instead, but I'm going to use agility at 61 as a training node, and as a balanced ROT I don't agree with needing to rush agility up at this point.
approximate level: 37

12) Train Speed + Agility, or Speed on normal to shop. Spend SP in Stamina to 49.
- I believe Stamina is huge for the o-line. You are still getting great Stamina gains for your career, too.
approximate level: 40

13) Train Speed + Agility, or Speed on normal to shop. Spend SP in Speed to 49.
approximate level: 43

14) Train Vision + Confidence, Stamina + Confidence, Speed + Agility, Agility + Vision, or Strength + Blocking.
Remaining options: SAs, Agility to 68, other minors to 60. I recommend the first two, they can be done by level 50, which is where I end this build plan.

SA analysis:
My personal opinion for SAs is as follows:
Pass Block Tree: If you're having trouble in pass protection, just give yourself agility and speed via SP, equip, or VPs. I'm not having trouble with the above build, so I don't recommend it. Remember this build is for a run supporting ROT.
Run Block: Not great, but use as a prereq
Get Low: Great if you run off tackle a lot.
Hands: Great in general, especially if you capped stamina and are getting a lot of snaps.
Cut Block: Not needed
Pancake: I find this is not needed for pancakes, they just come on their own.

AEQ Guide:
-I'd find something with either Get Low or Hands.
-I'd find another piece with a +% hold block chance. Even just +5% on its own as a piece is fine once upgraded.
-If you get Quick Cut, try to find two pieces so you can get it to 8 by level 40.

VA Guide:
-15 toward strength, 15 toward blocking, 15 toward agility. Stats are most important in a slowbuild, and the other stuff for an OT isn't great anyway.

Equipment:
-I'd do 3 pieces on strength and 1 on block.
-At level 40, you have 30 equip points to split including custom.
-I will say 20 on strength, 10 on blocking for the following build projection

Level 50 build, including VA, AEQ, Custom, and normal equip up to level 40.
Strength: 110
Blocking: 100
Agility: 68+
Speed: 49
Stamina: 55
Vision: 55
Confidence: 55
SAs: 5-9-9-1-1 on the bottom tree
+17% Hold Block Chance or 8 quick cut

Remember, this is more of a methods guide to how to obtain a balanced build. There are many other types of ROT you may want to build. This may give up a few hurries and sacks in a season. But if your team wants to run 70% off of you, have fun, defense, you aren't getting off of this OT.
 
mandyross
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Now that would be a nice OT.
 
Octowned
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will be*

I'm super slowbuilding a ROT who just finished step 4. He did it at level 10 instead of 11. Outside of saving 5 SP there, the beauty is that vision and agility are already trained to 24, and I have 44 bonus tokens
 
Snipeshow
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Originally posted by Octowned
will be*

I'm super slowbuilding a ROT who just finished step 4. He did it at level 10 instead of 11. Outside of saving 5 SP there, the beauty is that vision and agility are already trained to 24, and I have 44 bonus tokens


Going to go 2 pieces of AE? or use BT for SP
 
oddibemcd
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This is a great guide and a great thought by the creater. As everyone does in GLB, I will now nitpick it based on what I believe.

We see what the whole DE/OT pendulum balances too, but the way it should (IMO) is that the OT has to react to the DE build. An agility DE should win the passing battle if the OT is made str heavy. For that reason I think that your build is going to be problematic (more likely theoretically problematic, not actually bad with the current sim).

Look at DE's that are level 45-50. The vast majority carry speed and agility around 100, with strength at the first or second cap. The advent of veteran abilities only raises these attributes. A well built DE has no problem being over 110 in speed, over 100 in agility and at the second cap in strength.

A DE that quick and agile should have some plays where he can avoid almost any tackle in the game. At level 50, it is quite possible that your agility is 40-50 less than a DE. Your Speed is 60-70 less than a DE. Your strength is much higher. Strength only comes into play once the two players are engaged. I think the DE's advantage in speed and agility prevent that engagement from occuring with some frequency, if not in Season 8, in many seasons moving forward. I don't know why you need strength all the way to 110. What players do you foresee taking on that can match you in strength? The high strength DE's I know are between 90-100 at level 50.
We both have OT's. Both of them are level 49. I will be the first to admit that my guy does not have a good build. I didn't know much when I made him, he had points put in stamina, but he never had been bad until a couple of seasons ago. As the league got better, he got worse. It was speed and agility. I had to redo equipment for a temp fix, going from strength and blocking in the 90's to the 70's. But, I brought agility and speed up and was servicable. Still don't start, but can be a decent backup. Agility is past the 4:1.


The question, as you have indicated in your guide, is when does speed get worked? I think speed needs to be worked higher than 49...to at least 61. Raising speed can also lessen the need for agility to match the DE. However, speed receives no levelling gains at all (which you think would change at some point. Hell, speed goes into the calculation of an OT's bar). So, any points or training put into speed before level 38 reduces the value of the skills that receive the auto-levelling gains. So, it's a catch 22. To maximize each skill point, speed needs to be left alone until level 38. If you have 8 speed at level 38, you should get chewed up.

I am going to see if my build can reduce some of that. I have a thread here where I raised agility first. I do not have the max roll FF tool, so all I could do was roll 8's. I didn't roll for super high starting attribute. I also have not figured out what exact level I will be, but I do have a rough idea.

Capped Agility level 4(48)
Cap Blocking Level 9(48)
Cap Agility level 13(61)
Cap Blocking level 17(61)
Cap Strength Level 19(48)
Cap Agility Level 22(68)
Cap Blocking Level 26(68)
Cap Agility Level 30(73)
Cap Blocking Level 33(73)
Cap Strength Level 36(61)

By this time Vision and Confidence should be trained to the point where they can be capped by level 40. From now on, speed is the issue, because you aren't missing anything on your auto level gains. Probably speed/stamina, simply because I haven't accounted for any stamina gains yet. The hope is that I can raise speed to 48 by Level 45, to 61 by level 49. Until that point, when facing a DE, plan on my high agility making up for my lack of speed.

If you want to trade OT info, I am game. Or if you want to compare our builds through the seasons.
 
Octowned
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I'll go 2 pieces. Probably anything with get low, hands, +5% hold block chance with attribute, or if I can get 2 quick cut I'd entertain that idea. I'd entertain the idea of 2 pancake pieces just to have pancake at like 15 or something ridic - I don't trust it, but maybe that high you'd have to, eh?
 
Octowned
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Originally posted by oddibemcd
A lot


I completely agree with everything here for a pure shut-down LOT. However I think that build would fail miserably at ROT where you're running the ball 70% of the game, which is what my build is intended for.

I am making a super slowbuild LOT as well but am not sold on my plan yet.

Heck even if your team passes a lot, you're right my OT is going to give up sacks and hurries! An alternative build route for a ROT would be to train speed and agility together instead of vision and agility, and cap speed when I capped vision.
 
Snipeshow
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Now we have that stumbling thing with the linemen too. I wonder how that will affect everything.
 
oddibemcd
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Originally posted by Octowned
Originally posted by oddibemcd

A lot


I completely agree with everything here for a pure shut-down LOT. However I think that build would fail miserably at ROT where you're running the ball 70% of the game, which is what my build is intended for.

I am making a super slowbuild LOT as well but am not sold on my plan yet.

Heck even if your team passes a lot, you're right my OT is going to give up sacks and hurries! An alternative build route for a ROT would be to train speed and agility together instead of vision and agility, and cap speed when I capped vision.


You are right. I didn't give enough thought to the L/R OT distinction. The only questions that still remains (and I don't think anyone has an answer to) is, what strength differential allow a DE pancake and the OT to reach the second level and what is the average stength of a LDE at each level of his development.

You are totally right though, strength is much more important than I give it credit for when the team runs to your side.
 
Snipeshow
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Originally posted by oddibemcd
The only questions that still remains (and I don't think anyone has an answer to) is, what strength differential allow a DE pancake and the OT to reach the second level and what is the average stength of a LDE at each level of his development.


I got 8 pancakes last game, and got reverse-pancaked by the same guy.
 
Octowned
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A LDE probably looks like this, depending on how the player is building the DE.

level 5-15 - strength to 48
level 25-35 - strength to 60
level 35-45 - strength to 68

I see no equipment going towards strength for any DE. Here's the kicker - they get more strength gains than an OT. If they got strength to 68 at level 35 (my DE has 100+ agility, 75 speed, and got strength to 68 at level 30.. sooo... very reasonable), they'll end up with over 75 after a while.

In no way should an OT have less strength than a DE. This is why I say every ROT must take strength to 68. I don't think you can even get away without a piece or two of equipment on top of that. Imagine being outmatched in agility, speed, and strength. Good luck making up for that with blocking, it just doesn't do it when DEs counter blocking with their SAs so easily.

A RDE is probably going to stop at 60, and get there in their 30s. They'll have focused on speed, agility, vision, SAs. No doubt will they return to strength to 60 in this new sim by level 35, which still puts them toward 65-70 strength by level 50.
 
WSUfanatic
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Awesome guide.
Last edited Mar 10, 2009 04:37:46
 
Procrustes
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added to [LINKS]
 
rsb014
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You wouldn't happen to have "Octowned's Balanced Right Offensive Guard Build Guide" somewhere would you?

It's a great guide and I am curious what you would do with a RG to compliment the ROT for a run-focused team.
Last edited Mar 15, 2009 19:54:00
 
Octowned
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RG on a run-focused team, you're going to want higher vision and speed. The reason is if you have nobody to pick up, you want to hit the second level (LBs) fast, need to see them too. Most common example is the singleback inside slam, when a defense plays a 4-2 cover 2 against you.

http://goallineblitz.com/game/replay.pl?game_id=420361&pbp_id=10018246

I'd have liked my RG to get into that hole to pick up the LBs faster. They had a great NT though so the C needed help a lot unfortunately. Imagine the RG just standing alone..

Anyway, here is my RG I'm slowbuilding..

level 26
74 str, 74 blk
53 agi, 49 vis, 34 conf
22 sta, 18 spd

Leaving me obvious potential (training spd + sta, will take agi to 60, then cap conf, then cap spd, then vis to 60, then spd to 60)

Here is my overall build plan

Str to 48, train str/blk
Str to 60, train blk/agi
Blk to 48, train blkagi
Blk to 60, train vis/conf
Str to 68, train vis/conf
Blk to 68, train vis/conf
Agi to 48, train agi/vis
Vis to 48, train agi/vis
Agi to 60, train spd/sta
Conf to 48, train spd/sta
Spd to 48, train spd/sta
Vis to 60, train spd/sta
Spd to 60, train whatever

Here are a few things to take note of:
1) get a low confidence roll
2) do 60-60 instead of 48-48 for extra training time
3) switch to confidence training EARLY, because it goes up so fast. train it to ~30 then let it roll for a while. I wouldn't rush-cap it, it just overkill, but you want to train it ASAP to get the training value out of it. Worst situation is save vis/conf for the end and end up having conf already at 28 due to a high roll and natural gains.
4) you get early agi training with blk, and vis training with conf. With some luck, conf will hit 30 and vis/agi will both be around the same level so you can train them together for great value and not need to worry about them. Then spd/sta end up really close together

SAs aren't that good. You really aren't blocking one person for a long time. You either help with the C on the NT, or quickly move and try to get to a LB. The key to a good RG to me would be

1) A C and ROT good enough not to need your help
2) Vision, Speed and Agility to spot and pick up second level blocks
3) High base of Strength and Block to either pancake or hold the block on the LBs to let your HB by.

If you also pass block, the 60 vis/spd/agi will help you pick up blitzing LBs as well. Again you're not looking to hold off crazy agility NTs or DEs like a LG, LOT or ROT. You just need to see the block and make contact, and you should be fine at RG.

But really, #1 there is key. Get a good center and ROT and blocking TE, and your RG is like an added bonus. In theory, LOT vs RDE, LG vs DT, C vs NT, ROT vs LDE, TE to double the LDE and hopefully hit a second level, and your RG is standing alone to "do whatever." GLB sim likes to help a weaker blocker, which kills the effectiveness of the RG
 
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