Diving Catch
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Diving Catch
Have anyone taking this skill to a player in your team?
I hoped for the change with the new BBRC testing group but it was turned down.
Can some one give me some good use of Diving Catch, and not as a fifth skill on a catcher.
Thanks.
I hoped for the change with the new BBRC testing group but it was turned down.
Can some one give me some good use of Diving Catch, and not as a fifth skill on a catcher.
Thanks.
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Combined with Kick Off Return it allows a Thrower to have a good change of getting the ball at kick off.
Of course since Diving Catch is an Agily skill only Elves are going to be able to do this without rolling doubles.
The other idea is to put Diving Catch on Catcher and Hail Mary Pass on the Thrower so they have a chance to catch it.
Of course since Diving Catch is an Agily skill only Elves are going to be able to do this without rolling doubles.
The other idea is to put Diving Catch on Catcher and Hail Mary Pass on the Thrower so they have a chance to catch it.
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- GalakStarscraper
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So you think Diving Catch is better than (following skills on a elf thrower):Marlow wrote:Combined with Kick Off Return it allows a Thrower to have a good change of getting the ball at kick off.
Accurate - better chance for passing
Block - better chance to stay on your feet
Dodge - even a better chance to stay alive
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Only times I've seen it taken were on a goblin team, after one goblin got HMP. DC makes HMP a much more useful skill (though still very risky). But stunties have a fairly small range of "useful" skills, so if you don't want all your gobbos to have side step, sneaky git and sprint, then DC+catch is a (fairly) good option.
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If I was trying to maximise One Turn Touchdowns with a Wood Elf team I might try - Accurate, Kick of Return, Diving Catch on a Thrower with Sprint on the Catchers. It would depend on how many times I found KoR leaving me one square away from the ball. I would also want Sure Hands before Diving Catch...stashman wrote:So you think Diving Catch is better than (following skills on a elf thrower):Marlow wrote:Combined with Kick Off Return it allows a Thrower to have a good change of getting the ball at kick off.
Accurate - better chance for passing
Block - better chance to stay on your feet
Dodge - even a better chance to stay alive
On the Elf team I play I can not see anyone getting Diving Catch before they have Dodge and Block/Wrestle. Taking Dodge skill depends on how many Dwarf players you have in your league; so I could see people skipping it for other skills.
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Even without HPM it can help goblins since they are so poor at the throwing game. Developing a couple of Goblin Catchers with Catch, Sprint, and Diving Catch sounds like the best idea for this skill!tenwit wrote:Only times I've seen it taken were on a goblin team, after one goblin got HMP.

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DC is designed to work with HMP and little else.
Off the top of my head I can think of two ways to make it better without turning it into a blitzer/turnover skill (like catch any bouncing ball does)
1) Allow you to catch over the head of opponents (leaping into the air to grab the ball first!)
2) Allow it to work at 2 squares range.
Off the top of my head I can think of two ways to make it better without turning it into a blitzer/turnover skill (like catch any bouncing ball does)
1) Allow you to catch over the head of opponents (leaping into the air to grab the ball first!)
2) Allow it to work at 2 squares range.
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Diving Catch is sometimes useful to reduce the passing distance. Try to aim the pass to the square in front of the Catcher, if it is accurate, he can use Diving Catch to make a normal catch roll with the +1 bonus.
I'm using this 'trick' with my Slann team fairly often, saved a Reroll for the GFI quite some times. But Slann start out with Diving Catch, I would never give this skill to anyone else, expect for the DC+HMP combo with stunties.
I'm using this 'trick' with my Slann team fairly often, saved a Reroll for the GFI quite some times. But Slann start out with Diving Catch, I would never give this skill to anyone else, expect for the DC+HMP combo with stunties.
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I saw Diving Catch work once with Dump Off.
Increases the range of this skill which may surprise an opponent.
Well, it surprised me anyways.
I'd like to see it extend it's effect to Interceptions (i.e. can intercept if range ruler passes through any square he has a tackle zone on).
Increases the range of this skill which may surprise an opponent.
Well, it surprised me anyways.
I'd like to see it extend it's effect to Interceptions (i.e. can intercept if range ruler passes through any square he has a tackle zone on).
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To answer the original question, no, there is not much sense in taking Diving Catch until 5th, 6th or 7th skill
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As already said, HMP+DC combo on stunties is the exception. Not very effective, but funny, and will surprise the opponent. That's one advantage that stunties have. You have to do whacky things with them to have a chance at winning, and that's going to keep your opponent off-guard.

As already said, HMP+DC combo on stunties is the exception. Not very effective, but funny, and will surprise the opponent. That's one advantage that stunties have. You have to do whacky things with them to have a chance at winning, and that's going to keep your opponent off-guard.
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