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Forum > FAQ's, Player Guides and Game Help > Best Abilities for Elusive Runner
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Makaveli81
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I have Surefooted and Juke already. I have six left so I can take one more ability to Gold or two to Silver.

I've tried First Step and Spin and I thought they were both worthless.

My guy doesn't have fumbling problems so Mr. Reliable seems like a waste.

He doesn't catch a lot of passes so all the receiving abilities are pointless.

And the power running abilities don't apply obviously.

So I was considering Surge because I am out of other options. My only other experience with surge on other players is that it just helped them get tackled faster without providing any real benefit. But I'll willing to give it another try.

What do you guys think/recommend?
 
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I don't know what your attributes are, but if you're ok with his lack of fumbling then you can look at maybe 2nd wind to give him a 4th qtr boost or Home Town Hero & Road Warrior combos.
 
Raid
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How high do you plan to go towards 'speedster' instead of 'elusive'

Because Brace for impact, though you're not having fumble trouble, can really help to build momentum for your back and get his confidence high early.

A lot of what holds you back confidence wise is getting hit a lot of downs, that an TFLs and small gains - but when B4I fires you take either a dramatically lessened amount of damage to your confidence and stamina - or on gold it eliminates the damage entirely so you just gain confidence the entire game through.


This is especially important if you don't plan to take toughness over 75 and plan to carry the ball a lot.



If you're going for more of the '100 sprinting, 90+ conditioning and moderate elusive skills' type build, it's maybe not your bread and butter since it has a -5 sprinting penalty when it activates - and if your rushing awareness isn't great it can activate sometimes too much, like when you are just close to a defender but you can still run away from him - but with more awareness the back knows to just do so and then try to activate it if the defender actually dives for him/makes contact.
Edited by Raid on Apr 5, 2020 15:04:56
Edited by Raid on Apr 5, 2020 15:03:47
 
Makaveli81
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I opened my build.

In regards of BFI: I am intrigued. However,

I share the backfield with another Star HB so I don't need perfect conditioning and morale points during the game.

I have a Sprinting of 94. I don't really want to lose sprinting every time someone tries to tackle me.
 
_OSIRIS_
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I would go for BFI or second wind as MJ and Raid suggested. Sucks you are sharing carries your HB could easily play every snap.
 
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Originally posted by Makaveli81
I opened my build.

In regards of BFI: I am intrigued. However,

I share the backfield with another Star HB so I don't need perfect conditioning and morale points during the game.

I have a Sprinting of 94. I don't really want to lose sprinting every time someone tries to tackle me.


You have a feature back...I would no way share carries, IMO. Osiris is right, you should play every snap with that build.
 
Makaveli81
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Is the consensus that Surge is worthless?
 
Bizzarro24
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Can stiff arm be effective for an elusive runner? Or do you need too much power running for it to work?
 
Otega
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Originally posted by Myrik_Justiciar
You have a feature back...I would no way share carries, IMO. Osiris is right, you should play every snap with that build.


I didn't downvote but my HB struggles with energy and has 99 conditioning (not sure what the build you're talking about here has). Another HB taking a carry or two would certainly help keep my HB fresh. I agree that the SA choice for elusives is pretty limited though.

Although I'm not sure if chem affects energy, just coming back and don't remember if he had this problem before.
 
Detroit Leos
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Originally posted by Otega
I didn't downvote but my HB struggles with energy and has 99 conditioning (not sure what the build you're talking about here has). Another HB taking a carry or two would certainly help keep my HB fresh. I agree that the SA choice for elusives is pretty limited though.

Although I'm not sure if chem affects energy, just coming back and don't remember if he had this problem before.


Maybe low chemistry is impacting his energy. Will be interesting to compare some low chem games to high chem games if that is the case. What is the backs toughness? Is he power or elusive? Power backs take more hits and powering rheough defenders takes more energy. Still, plenty of power backs have been work horses through the many seasons as you are aware.
 
Detroit Leos
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Originally posted by Bizzarro24
Can stiff arm be effective for an elusive runner? Or do you need too much power running for it to work?


Pretty sure stiff arm is good for any back. Lowers tackle of defender which likely checks against power, elusive, balance, energy, and whatevee else for the HB if I had to guess. Not sure if I ever put it on an elusive though as sure footed, B4I, juke, Mr reliable, first step, surge, or others were always taken first for them when I have built them.
 
Otega
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Originally posted by Detroit Leos
Maybe low chemistry is impacting his energy. Will be interesting to compare some low chem games to high chem games if that is the case. What is the backs toughness? Is he power or elusive? Power backs take more hits and powering rheough defenders takes more energy. Still, plenty of power backs have been work horses through the many seasons as you are aware.


Elusive... He's 100 sprint 70 quick though so might be why he drains quick. Don't think toughness is the issue, he's got 55.
 
Detroit Leos
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Originally posted by Otega
Elusive... He's 100 sprint 70 quick though so might be why he drains quick. Don't think toughness is the issue, he's got 55.


Has got to be chemistry then I would imagine.
 
Bizzarro24
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Originally posted by Detroit Leos
Pretty sure stiff arm is good for any back. Lowers tackle of defender which likely checks against power, elusive, balance, energy, and whatevee else for the HB if I had to guess. Not sure if I ever put it on an elusive though as sure footed, B4I, juke, Mr reliable, first step, surge, or others were always taken first for them when I have built them.


I'm going to test it on a pup. If it's successful, I have a S* on my rookie team that has surefooted and I'll add stiff arm too.. could be a nice addition to an elusive back.
 
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Originally posted by Otega
I didn't downvote but my HB struggles with energy and has 99 conditioning (not sure what the build you're talking about here has). Another HB taking a carry or two would certainly help keep my HB fresh. I agree that the SA choice for elusives is pretty limited though.

Although I'm not sure if chem affects energy, just coming back and don't remember if he had this problem before.


Your conditioning is fine as is your toughness. Being on Elusive should mean he runs away and out of bounds whenever necessary. I've had many S*HBs with similar type builds as the only HB and they have been fine with no need for a 2nd HB... my current HB was a feature even in rookie and averaged over 4ypc there and thats was in an all human league. Based on what you're telling us, I think DL prob has the best guess with it being chemistry.

On a side note, the down vote is dumb just because someone doesn't like my opinion (based on my years of experience) in a thread to help you. I find that 2 HBs are overkill when one is a S*, let alone 2 S*HBs which is a waste of cap space & slot for another S* elsewhere on top of that...unless both are just low on conditioning for some odd reason. Sharing carries also cuts in your potential HoF rankings for a S* as well, sadly.
Edited by Myrik_Justiciar on Apr 7, 2020 11:30:00
Edited by Myrik_Justiciar on Apr 7, 2020 11:25:10
 
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