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Is there a list of which attributes work with which skills?

If I was to create a balanced HB how which skills would be best to lower and which to raise? Like would lower awareness to raise speed, str, and agi be desirable?

Like what abilities or skills should I focus on? Is snap reaction something I need for him or is this something for linemen or defense?

Also, is there any guides on an example on how I should build a balanced HB? Something I can look at and get an idea how to week my guy while Im figuring the game?

Also, I'm buying a team to start soon, how do I sign my own player?

Thanks for the help.
Edited by Myrik_Justiciar on Oct 13, 2014 07:41:14
 
Galithor
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Originally posted by Myrik_Justiciar
Is there a list of which attributes work with which skills?
not openly available, but you can create and retire a player without consequence repeatedly until you end up with a build you like. There's a pretty good argument that the developer should show the skill impact when tweaking attributes, if only so it doesn't continue to clutter the database with test-build retired players.

If I was to create a balanced HB how which skills would be best to lower and which to raise? Like would lower awareness to raise speed, str, and agi be desirable?
like most builds at any position, figure out which special abilities you want to use. Then primarily focus on the skills that power those special abilities. You want to use juke? You'll need a bunch of elusive running. For a regular player, it's generally best to build to do some specific thing exceptionally well. Leave the hybrid builds to the superstar players. They've got the extra skill points to more effectively accomplish those types of builds. In general, you need to pick a dump attribute. For a HB, I'd dump strength to 1. Forget power running. It's easier to build an elusive HB, especially as a regular player. Power HBs are skill hungry by comparison. Trying for balance just means you'll be mediocre at both styles of tackle breaking.

Also, is there any guides on an example on how I should build a balanced HB? Something I can look at and get an idea how to week my guy while Im figuring the game?
like I mentioned above, you're trying for one of the more difficult types of HB builds, especially without the Superstar trait. I'd do a pure elusive or pure power HB for my first attempt at learning to build HBs.

Also, I'm buying a team to start soon, how do I sign my own player?
Once you're an owner or GM, you'll see "recruit" buttons on a players page right under their name. You can click that button, and pick which eligible team to send them a contract offer from. If you only own/GM a single team, that's the only team that will be available to send an offer from.

Thanks for the help.


 
AirMcMVP
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In general, Warrior General Games keeps much of the mechanics behind the sim "secret". At this point, season 1 players have reached plateau and season 2 players are close. That means we're still at a point of, "no one knows for sure".

There is a Build Help and Discussions subforum ( http://glb2.warriorgeneral.com/game/forum/forum/13339 ) where you may find some opinions. While I've been involved in run-first teams since season 1, I'm not a balanced build type. Also, the builds on my team aren't optimal (though successful). Hopefully some people who have built balanced HBs will weigh in.

Some general advice, though...leaving at attribute at 5 during player creation is generally a bad thing to do. You can reduce attributes below 5 and spread the points around. Some early advice from the developers is that dropping below 3 is generally risky. I'm not saying don't do it, but take a look at build caps to be sure you haven't crippled one area to increase something a few points you may never take advantage of.
 
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Another piece of advice is to check out the players seeking teams sub-forum and look at any open player builds you can find, particularly Veteran or more experienced players. Granted putting up good stats doesn't necessarily mean the player was built well, but it's useful information.
 
aMaizenBlue
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Here is a decent example of a balanced or combo back

http://glb2.warriorgeneral.com/game/player/83312


Don't know if that helps get an idea or not.
 
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I can't see his stats
 
Merik
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Originally posted by Dark_Fate
Here is a decent example of a balanced or combo back

http://glb2.warriorgeneral.com/game/player/83312


Don't know if that helps get an idea or not.


isn't that a power back?
 
mrm708
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Originally posted by Merik
isn't that a power back?


Yea... those caps could be used to build a combo back but this guy certainly isn't being built as one.
 
Achelon
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http://glb2.warriorgeneral.com/game/player/60164

More of a combo, going to work on rec and blocking next, making him an all around back
 
Merik
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Originally posted by Myrik_Justiciar
I can't see his stats


click the bio button
 
Merik
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and when you say balanced what balanced do you mean? both elusive and power running? blocking receiving and running?
 
InRomoWeTrust
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Originally posted by Myrik_Justiciar
Like what abilities or skills should I focus on? Is snap reaction something I need for him or is this something for linemen or defense?

Also, is there any guides on an example on how I should build a balanced HB? Something I can look at and get an idea how to week my guy while Im figuring the game?


Watch games and apply SPs and points in a reactive manner. If you see your player needing performance in an area that a skill can provide, spend there. Don't spend in places where your player does not need help.

Sounds simple, but GLB2 is a very reactive game. Don't just spread around points or spend where some random told you to spend. Watch and react.
 
Merik
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Regarding snap reaction if you are a run only HB you don't need it since the hand off isn't affected by it

if you plan on doing receiving it helps
 
aMaizenBlue
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Originally posted by Merik
isn't that a power back?


Originally posted by Merik
isn't that a power back?


Well in a sense yes. I was more so giving him a look at the caps though to get an idea oh where to place initial attributes and traits to get something that could be a combo back.
 


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