Originally posted by Kayoh
he's never going to be a possession receiver, so here's what you do.
1. use any cap boosters between now and veteran to increase conditioning.
2. push route tech, route elusiveness, footwork and quickness for the rest of his career. You need him to be a crisp ass route runner.
3. Don't touch CiS again, get Head Fake to Gold instead. You have 2 extra APs right now. You get a third on your second gold star, then a fourth on your fourth gold star, a fifth from the transition to veteran, and then a final AP booster for 6. That'll take you from 0 to gold head fake.He's never going to run "crisp ass routes" with his caps. Any investment in route technique and elusiveness will be taking away from the precious few points he has left. I'd argue that Gold Head Fake would be a waste as well with how low his caps are for route technique and elusiveness. Especially if he spends points he could spend on quickness on route tech and elusiveness instead. He's going to be wasting his 100 sprinting if he doesn't get quickness up. He can maybe get balance to 40 or 45 but any more will be cutting his points short, and out of all his attributes, quickness and footwork will provide the most bang for his buck with his current build. This dot shouldn't be trying to make contested catches at all. He has enough route technique to make his cuts, now he just needs the quickness to make his cuts fast enough to create a large enough amount of seperation on his cuts. And as low as his balance is for CiS, he's still going to want to Gold it because of the bonus it will give him the few times it fires. I think gold Cis and Silver HF will offer more value than the other way around.
I'm not knocking you at all here, but I think additional quickness will pay more dividends rather than spreading those points into route tech and elusiveness. You can see how much his low quickness is affecting his route running. Watch him pause at the cuts and see how slow he is to accelerate in any direction after the catch.
http://glb2.warriorgeneral.com/game/replay/154005/286299?player_id=87902This is an issue of quickness and footwork here, and it's hampering how much utility he's getting out of his 100 sprinting.
http://glb2.warriorgeneral.com/game/replay/154005/286367?player_id=87902Here FS fires, and you can see how much faster he gets through the same cut in the route due to the 150% bonus to acceleration. With more quickness, more of his routes can look like this, and he can get through them faster. Plus quickness will directly affect how much FS fires as well, which is a huge boon for the build due to the 100 sprinting.
http://glb2.warriorgeneral.com/game/replay/154005/288812?player_id=87902This play he starts with 7 energy. It really should be a homerun but the lack of Conditioning here is killing you. If you don't have any cap boosters except for the last one you get upon level 25 you may want to consider getting Second Wind to Gold. Instead of golding CiS or getting Head Fake.
Again, the biggest things holding your WR back are Quickness and Conditioning. Make those your priorities. If you can get footwork to 40 and balance to 45 that'll probably be enough for those attributes. Quickness will probably top out for you at 63-67 or so which will help you greatly. If you can get snap reaction to 40 for when FS fires, and Heart and Toughness to 25 it'll help as well with your morale. The reasoning for all of the above suggestions is simple. You spent the SP's getting Sprinting to 100, you need to now give your WR enough other skills to maximize that initial investment in Sprinting.