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253175.14 in reply to 253175.13
Date: 1/2/2014 8:26:55 AM
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I'd aim for 10's in all guard skills as a baseline. That caps the star potential guys (depending on their secondaries) then you can tweak the higher potential guys as you see fit. I think guys with 10's across the board in guard skills would be great in V and IV and serviceable backups into D.III especia


All 10s shouldn't cap a star unless it's a very low sublevel of star potential and they've got strong or higher rebounding (and even then, I don't know if that would be a cap since we don't know how much JR has dropped).

I'd say that a very good target would be 14 OD, 8JR, and 10+ in the other guard skills. I've still got a few star potential guys with those skills who play for me in II.

This Post:
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253175.15 in reply to 253175.4
Date: 1/3/2014 5:20:41 AM
Woodbridge Wreckers
DBA Pro A
Overall Posts Rated:
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I've started training like that too, 6 Star potential guys on 2 position training. It's a good way to start out and learn to manage minutes and it can certainly be worthwile, since I sold them for a good profit. I personally like focussing on 2/3 trainees and make them excellent instead of 6 good roleplayers, though both can be worthwhile.

As said, you can train 1v1 and JS until you make a decision, but I'd advise to keep your P. Allstar and your Superstar because they can become real good. Then keep the best Star potential guy (nr 2 or 3 I think) as 3rd trainee.