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Originally posted by Xars
Build this: http://glb2.warriorgeneral.com/game/player/84782


Sure if he doesn't want the guy to block.
 
Absolut Zero
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Originally posted by Galactic Empire
Dominator and early bloomer is a must. Quick > speed.


I strongly suggest you build some other WR's without Early Bloomer, stash them on a CPU team, and in a few seasons you'll want to bring them over to your team when you realize Early Bloomer is a god awful idea on a WR.
 
Cuivienen
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I've had success with EB on a WR. It's a very powerful trait, but needs to be managed carefully.
 
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Originally posted by Absolut Zero
I strongly suggest you build some other WR's without Early Bloomer, stash them on a CPU team, and in a few seasons you'll want to bring them over to your team when you realize Early Bloomer is a god awful idea on a WR.


I already explained why EB is the best trait on an all pupose WR.
 
Absolut Zero
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Originally posted by Galactic Empire
I already explained why EB is the best trait on an all pupose WR.


You have a theory, but no practical experience of what a WR needs to catch a pass at the Vet or Pro level.

I'd love to know what their receiving caps are.
 
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Would my well rounded build with 70's in all skills function well enough? Too low?
 
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Originally posted by Absolut Zero
You have a theory, but no practical experience of what a WR needs to catch a pass at the Vet or Pro level.

I'd love to know what their receiving caps are.


All purpose also includes blocking skills, so you have to get speed/quick/blocking/catching and other skills up. That is a ton of skills to boost.
 
Xars
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You build Defensive S* players as combos so that they never leave the field. Then you pair them with specialists. You can't control the O play calling so building a S* on D that's a specialist means that half the games/half the situations, you have a huge salary cap allocation that is useless.

For Offense, you want specialist S* players because you control the play calling. If you build a jack of all trades, in those situations when you need an Elite player to make a play - you won't have one.

I think your philosophy of a WR build is just wrong. Doing too many things means you do none of them at an expert level.
Edited by Xars on Sep 2, 2015 21:14:49
 
MileHighShoes
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Originally posted by Xars
You build Defensive S* players as combos so that they never leave the field. Then you pair them with specialists. You can't control the O play calling so building a S* on D that's a specialist means that half the games/half the situations, you have a huge salary cap allocation that is useless.

For Offense, you want specialist S* players because you control the play calling. If you build a jack of all trades, in those situations when you need an Elite player to make a play - you won't have one.

I think your philosophy of a WR build is just wrong. Doing too many things means you do none of them at an expert level.


This, This, This, This.
 
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Originally posted by Xars
You build Defensive S* players as combos so that they never leave the field. Then you pair them with specialists. You can't control the O play calling so building a S* on D that's a specialist means that half the games/half the situations, you have a huge salary cap allocation that is useless.

For Offense, you want specialist S* players because you control the play calling. If you build a jack of all trades, in those situations when you need an Elite player to make a play - you won't have one.

I think your philosophy of a WR build is just wrong. Doing too many things means you do none of them at an expert level.


I was replying to the OP who wanted to know how to build a blocking/receivING WR.
 
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I think that building all purpose offensive S* players can be a huge benefit. You can run several different plays from the same formation that the defense has to account for. For instance, Megatron is a powerful WR who can block. When he is on the field, I can run to his side or pass to him and he will break a tackle. Which CB are you gonna put on him? A run stopper or coverage guy?
 
bhall43
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Originally posted by Myrik_Justiciar
This is what I've come up with so far, its comparable to my WR#2 star on KY currently:

http://www.glb2scout.com/virtualplayer.php?Code=5ec829debe54b19a5f78d9a65b900a39

and Early Bloomer version just to test GE's theory:

http://www.glb2scout.com/virtualplayer.php?Code=e71e5cd119bbc5797164fb0cd7fd94a4


Building your quickness higher than your sprinting makes no sense. If you max out on top speed of literally nothing, there is just a lot of wasted quickness involved. Not to mention Quickness is damn expensive so that is a lot of points you could have used elsewhere to make a better build.

And I agree somewhat with Xars on this seems like a real waste of a S* player. Average to below average at everything, great at nothing. That is what, 7+ million in cap space for a guy like that? Yikes.
 
Xars
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Originally posted by Galactic Empire
I think that building all purpose offensive S* players can be a huge benefit. You can run several different plays from the same formation that the defense has to account for. For instance, Megatron is a powerful WR who can block. When he is on the field, I can run to his side or pass to him and he will break a tackle. Which CB are you gonna put on him? A run stopper or coverage guy?


You act like this is the only battle on the field. It's not.

I'll tell you exactly how I'd defend him:

In Neutral tendency situations, I'll put a Combo CB on him with 50 BRB, 90 Man Aware and 90 Cover Tech.
In Run tendency situations, I'll put a Run Stuff CB on him from a different formation with 70 BRB and Pancake him.
In Pass tendency situations, I'll put a Pure Cover Egotist CB on him from a third formation with 90 Man Aware, 90 Cover Tech, 80 Footwork, etc.

Your problem isn't the build. Your problem will be that like every human being you have a "tendency". Once that tendency gets identified, at best you'll have a marginal advantage and at worst a disadvantage versus a non-S* player.

Now compare that to my WR Belgarion. Every play he's on the field is a play where he excels at and has a substantial build advantage against any non-S*.

That's how you use $7+ million in Cap Space.

Edited by Xars on Sep 3, 2015 12:45:50
 
Cuivienen
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Originally posted by Xars
You build Defensive S* players as combos so that they never leave the field. Then you pair them with specialists. You can't control the O play calling so building a S* on D that's a specialist means that half the games/half the situations, you have a huge salary cap allocation that is useless.

For Offense, you want specialist S* players because you control the play calling. If you build a jack of all trades, in those situations when you need an Elite player to make a play - you won't have one.

I think your philosophy of a WR build is just wrong. Doing too many things means you do none of them at an expert level.


I disagree with your o sentiment. You build a specialist S* o player, and he is useless against teams that have sold out their entire defense against it.

A generalist S* o player can be quite good at a lot of things and therefore useful every game of the season, which is kind of important if you are gunning for #1 ladder.
 
Cuivienen
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Originally posted by Absolut Zero
You have a theory, but no practical experience of what a WR needs to catch a pass at the Vet or Pro level.

I'd love to know what their receiving caps are.


GE doesn't, but I have had an EB WR in Vet that did quite well. He had 55 hands and 52 rec con.

In his two Vet seasons, he caught 51.4% of targets and dropped 9.6% of targets. But I didn't build him to be a possession WR. He had very good (for a non S*) YAC figures and therefore a lot of TDs.
 
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