TBF, you can do designed QB runs in rookie without spending a single SP on your QB in any skill whatsoever.
Forum > FAQ's, Player Guides and Game Help > Best Dual Threat QB evah
bhall43
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Originally posted by Cuivienen
Based on these criteria and basically building an ok passer first, then putting the rest into running, this is the best dual threat I can come up with:
78 tech
65 acc
45 power
81 con
15 pocket awr
28 pass awr
13 footwork
10 quickness
80 sprinting
100 conditioning
15 toughness
35 heart
19 leadership
That's just not getting it done imo. Those awarenesses are still too low. No physical secondaries like footwork and quickness. No leadership. I suppose you could drop 5 points off power, but that is not returning too many SP. Would just get pass awr a bit higher, but not enough.
Which means you can't have 100 conditioning and 80 sprinting. Those have to be lower. And I just can't see such a demanding role having much less than 100 conditioning, so sprinting has to be a lot lower.
And this is a pretty average passer on a S* salary, which really hurts.
I think the best you can hope for is a Steve Young style scrambler, rather than a dual threat. A guy with high rollout and scramble frequencies, gold T&R and a moderate investment in running skills. But no designed QB running.
I would probably drop power all the way down and add some quickness perhaps. His power really isn't going to make any sort of difference as he is just going to have to hit screens and routes that already cause separation on a general basis. The quickness will be somewhat helpful on his scrambles getting up to speed and picking up the yards.
That being said, we haven't even started talking carry grip and that toughness will suck with how much he will likely get hit moving outside the pocket on scramble often.
Based on these criteria and basically building an ok passer first, then putting the rest into running, this is the best dual threat I can come up with:
78 tech
65 acc
45 power
81 con
15 pocket awr
28 pass awr
13 footwork
10 quickness
80 sprinting
100 conditioning
15 toughness
35 heart
19 leadership
That's just not getting it done imo. Those awarenesses are still too low. No physical secondaries like footwork and quickness. No leadership. I suppose you could drop 5 points off power, but that is not returning too many SP. Would just get pass awr a bit higher, but not enough.
Which means you can't have 100 conditioning and 80 sprinting. Those have to be lower. And I just can't see such a demanding role having much less than 100 conditioning, so sprinting has to be a lot lower.
And this is a pretty average passer on a S* salary, which really hurts.
I think the best you can hope for is a Steve Young style scrambler, rather than a dual threat. A guy with high rollout and scramble frequencies, gold T&R and a moderate investment in running skills. But no designed QB running.
I would probably drop power all the way down and add some quickness perhaps. His power really isn't going to make any sort of difference as he is just going to have to hit screens and routes that already cause separation on a general basis. The quickness will be somewhat helpful on his scrambles getting up to speed and picking up the yards.
That being said, we haven't even started talking carry grip and that toughness will suck with how much he will likely get hit moving outside the pocket on scramble often.
Cuivienen
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Originally posted by bhall43
I would probably drop power all the way down and add some quickness perhaps. His power really isn't going to make any sort of difference as he is just going to have to hit screens and routes that already cause separation on a general basis. The quickness will be somewhat helpful on his scrambles getting up to speed and picking up the yards.
That being said, we haven't even started talking carry grip and that toughness will suck with how much he will likely get hit moving outside the pocket on scramble often.
Yup. I would think some footwork would also be desirable.
I would probably drop power all the way down and add some quickness perhaps. His power really isn't going to make any sort of difference as he is just going to have to hit screens and routes that already cause separation on a general basis. The quickness will be somewhat helpful on his scrambles getting up to speed and picking up the yards.
That being said, we haven't even started talking carry grip and that toughness will suck with how much he will likely get hit moving outside the pocket on scramble often.
Yup. I would think some footwork would also be desirable.
Galactic Empire
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Ok, so this is my "scrambling QB build". His 1st job is to pass, 2nd is to scramble often with Gold T&R and 3rd option is a few designed runs per game. Also Gold OTR.
conditioning 85
heart 55
leadership 74
tough 40
quick 30
footwork 45
sprint 75
carry grip 43
carry awr 25
pass awr 30
pocket awr 45
pass power 30
pass con 80
pass tech 80
pass acc 75
1017 SPs left over
conditioning 85
heart 55
leadership 74
tough 40
quick 30
footwork 45
sprint 75
carry grip 43
carry awr 25
pass awr 30
pocket awr 45
pass power 30
pass con 80
pass tech 80
pass acc 75
1017 SPs left over
Myrik_Justiciar
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Originally posted by Galactic Empire
Ok, so this is my "scrambling QB build". His 1st job is to pass, 2nd is to scramble often with Gold T&R and 3rd option is a few designed runs per game. Also Gold OTR.
conditioning 85
heart 55
leadership 74
tough 40
quick 30
footwork 45
sprint 75
carry grip 43
carry awr 25
pass awr 30
pocket awr 45
pass power 30
pass con 80
pass tech 80
pass acc 75
1017 SPs left over
I'd say 70 sprint is plenty if he's basically to scramble when he's in trouble, and up whatever makes OTR fire the most to get the best benefit
Ok, so this is my "scrambling QB build". His 1st job is to pass, 2nd is to scramble often with Gold T&R and 3rd option is a few designed runs per game. Also Gold OTR.
conditioning 85
heart 55
leadership 74
tough 40
quick 30
footwork 45
sprint 75
carry grip 43
carry awr 25
pass awr 30
pocket awr 45
pass power 30
pass con 80
pass tech 80
pass acc 75
1017 SPs left over
I'd say 70 sprint is plenty if he's basically to scramble when he's in trouble, and up whatever makes OTR fire the most to get the best benefit
Edited by Myrik_Justiciar on Aug 4, 2016 14:31:19
Galactic Empire
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Originally posted by Myrik_Justiciar
I'd say 70 sprint is plenty if he's basically to scramble when he's in trouble, and up whatever makes OTR fire the most to get the best benefit
Yeah, I'll probably lower to 70 sprint and up accuracy. Pocket Awr drives OTR.
I'd say 70 sprint is plenty if he's basically to scramble when he's in trouble, and up whatever makes OTR fire the most to get the best benefit
Yeah, I'll probably lower to 70 sprint and up accuracy. Pocket Awr drives OTR.
Myrik_Justiciar
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Originally posted by Galactic Empire
Yeah, I'll probably lower to 70 sprint and up accuracy. Pocket Awr drives OTR.
I'm shoot for 70 pocket awareness if you can figure it out...since it fires OTR and T&R, which both are your main too top skills. As a last skill I'd recommend Quick Hitter since you can take it to silver and it is passive not needing a skill and has a base 75% chance to fire. If your throwing on 3rd and 7ish, you should get it to work a bit.
Yeah, I'll probably lower to 70 sprint and up accuracy. Pocket Awr drives OTR.
I'm shoot for 70 pocket awareness if you can figure it out...since it fires OTR and T&R, which both are your main too top skills. As a last skill I'd recommend Quick Hitter since you can take it to silver and it is passive not needing a skill and has a base 75% chance to fire. If your throwing on 3rd and 7ish, you should get it to work a bit.
Edited by Myrik_Justiciar on Aug 4, 2016 15:05:56
Spastic_Cowboy
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Carry Awr powers Tuck & Run. I'd definitely try for more than 25 to power a gold SA.
Myrik_Justiciar
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Originally posted by Spastic_Cowboy
Carry Awr powers Tuck & Run. I'd definitely try for more than 25 to power a gold SA.
My bad, but yeah, you're right... got to get that up high for the build for sure.
Carry Awr powers Tuck & Run. I'd definitely try for more than 25 to power a gold SA.
My bad, but yeah, you're right... got to get that up high for the build for sure.
Galactic Empire
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Problem is his awareness is 1. Had to give up something so I gave up awareness. Too many other skills he needed.
Myrik_Justiciar
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So I messed around in the Scout Tool and its hard to get a QB with those numbers and do what you want him to do... I got something like this:
http://www.glb2scout.com/vpimages/103_5820_1470348381.png
Not sure how to tweak it and get more bang for the buck to do what GE wants without using a S*. How would you all change it?
http://www.glb2scout.com/vpimages/103_5820_1470348381.png
Not sure how to tweak it and get more bang for the buck to do what GE wants without using a S*. How would you all change it?
Edited by Myrik_Justiciar on Aug 4, 2016 16:08:51
Spastic_Cowboy
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Originally posted by Myrik_Justiciar
So I messed around in the Scout Tool and its hard to get a QB with those numbers and do what you want him to do... I got something like this:
http://www.glb2scout.com/vpimages/103_5820_1470348381.png
Not sure how to tweak it and get more bang for the buck to do what GE wants without using a S*. How would you all change it?
Some quick thoughts:
Quick Feet is a bad choice for the points you've spent. You can see it's actually a net negative for the build. You're also cap boosting Sprinting with that trait lowering its cap. Doesn't make sense.
60 Conditioning is way too low imo.
14 Grip and 25 Toughness = fumble city whenever he scrambles without T&R.
So I messed around in the Scout Tool and its hard to get a QB with those numbers and do what you want him to do... I got something like this:
http://www.glb2scout.com/vpimages/103_5820_1470348381.png
Not sure how to tweak it and get more bang for the buck to do what GE wants without using a S*. How would you all change it?
Some quick thoughts:
Quick Feet is a bad choice for the points you've spent. You can see it's actually a net negative for the build. You're also cap boosting Sprinting with that trait lowering its cap. Doesn't make sense.
60 Conditioning is way too low imo.
14 Grip and 25 Toughness = fumble city whenever he scrambles without T&R.
Spastic_Cowboy
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Originally posted by Cuivienen
Yeah, but that's exactly my point. You have to sacrifice to the point I wouldn't call them an elite runner.
I don't think your distinction really matters. You're saying a runner with a collection of skills and 70+ Quickness is "elite", but a runner with the same skills but say 50 Quickness isn't "elite"? It's definitely close enough.
Furthermore, I think the dropoff from great to good to ok in passing skill is not nearly as damaging as dropping a runner's ability the same way. Case in point, pretty solid game today from my running QB. No screens or passing skill involved. http://glb2.warriorgeneral.com/game/game/339422/box_score
That's why I approached this by taking an elite runner and stripping the skills down to the bare minimum, while tacking on as much passing as possible.
Yeah, but that's exactly my point. You have to sacrifice to the point I wouldn't call them an elite runner.
I don't think your distinction really matters. You're saying a runner with a collection of skills and 70+ Quickness is "elite", but a runner with the same skills but say 50 Quickness isn't "elite"? It's definitely close enough.
Furthermore, I think the dropoff from great to good to ok in passing skill is not nearly as damaging as dropping a runner's ability the same way. Case in point, pretty solid game today from my running QB. No screens or passing skill involved. http://glb2.warriorgeneral.com/game/game/339422/box_score
That's why I approached this by taking an elite runner and stripping the skills down to the bare minimum, while tacking on as much passing as possible.
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