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squatch66
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http://glb2.warriorgeneral.com/game/player/171158

Would like to build him to be one of the best. Any and all advice and insight will be greatly appreciated.
 
MileHighShoes
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Your initial starting attributes are bad, so your caps are bad too. You should have checked around a bit for proper S* DT builds. All of your block breaking caps are too low. As a pass rusher Those are the most important as you need to actually disengage from the block or beak the block entirely to have any hope of being useful. With your weight you'll find sprinting is incredibly expensive, so making speed start at 10 was a mistake. My advice is to start over. Create a crap ton of C's, G's, Ot's, and K's, and P's for this season so you can get another 10 S* points and rebuild this DT at the end of the season.

http://glb2.warriorgeneral.com/game/player/139912
This is my S* DT, and I'm sure plenty of others will chime in with their own builds. But as a S* you need to aim for one of two things. Either set up your initial attributes so that either your run-block breaking, or pass block breaking skills have caps of 100, and get Either pass rush tech and power, or hold ground and break run block to 100. Or aim for a balanced build where all of those caps are above 80 and take them all to 80+. My DT is going the second route. As a S* you need to go one of these two routes as the majority of what your player is going to be doing is interacting in blocks. You will very rarely get a free run of your own at the QB or ball carrier, so sprinting really should be an after-thought. 40-50 is plenty honestly. You can get by with 30 or so as a DT.

So when you re-make your player, manage his initial attributes better. You can have less than 5 of an attribute if you like and certain things can be brought lower if necessary like awareness, stamina, and speed in order to have more points for your more important initial attributes like strength and agility.
 
squatch66
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Thanks for the advice
 
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You should have agility at 10 and max out pass rush tech and footwork, then gold spin cycle. This should be done on EVERY PASS RUSHING D-LINEMEN IN THE GAME.

Your traits are fine.
Edited by Galactic Empire on Aug 5, 2015 14:15:29
Edited by Galactic Empire on Aug 5, 2015 12:24:06
Edited by Galactic Empire on Aug 5, 2015 12:22:54
Edited by Galactic Empire on Aug 5, 2015 12:22:38
 
MileHighShoes
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Also Hold Ground and Pass Rush Power are less important than Break Run Block, and Pass Rush Tech. Unless you want Rev cakes.
Tech is how often you win blocking interactions, Power and Hold Ground control more how badly you lose when you lose, and how likely you are to get Rev cakes or push them back when you win.

You can go all tech and break plenty of blocks if you want. So like GE said, Agility to 10 is the most important for nearly every D-lineman.
 
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On my pass rushers, I never touch Pass Rush Power. I ONLY put skills into pass rush tech(max), footwork(max), quick, balance, speed, power tackle and then the mentals. With gold spin cycle and high PRT and Footwork, you will be around the O-lineman in 25 ticks or less on almost every play.
 
Kayoh
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PRP, PRT, BRB, HG and Intim to 80. Footwork to 70. Conditioning to 60. Congratulations, you've got a monster DT.
 


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