Diving Catch

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stashman
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Diving Catch

Post by stashman »

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.

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Post by Marlow »

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.

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Post by GalakStarscraper »

If your league will allow in the Underworld team before it is official official.

Diving Catch is a good skill to get around the Animosity skill so you can still pass to the Goblins.

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Post by stashman »

Marlow wrote:Combined with Kick Off Return it allows a Thrower to have a good change of getting the ball at kick off.
So you think Diving Catch is better than (following skills on a elf thrower):

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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Post by tenwit »

You asked for "some good use of Diving Catch". If you'd asked for "an explanation of why Diving Catch isn't better than Accurate, Block and Dodge", there might have been a different answer.

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Post by stashman »

tenwit wrote:You asked for "some good use of Diving Catch". If you'd asked for "an explanation of why Diving Catch isn't better than Accurate, Block and Dodge", there might have been a different answer.
Okey, sorry for bad english.

I wanted to know if coaches really take the skill?

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Post by tenwit »

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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Post by datalorex »

Only people who are playing for fun take DC. Players serious about winning always find something better to choose.

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Post by Marlow »

stashman wrote:
Marlow wrote:Combined with Kick Off Return it allows a Thrower to have a good change of getting the ball at kick off.
So you think Diving Catch is better than (following skills on a elf thrower):

Accurate - better chance for passing
Block - better chance to stay on your feet
Dodge - even a better chance to stay alive
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...

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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Post by Marlow »

tenwit wrote:Only times I've seen it taken were on a goblin team, after one goblin got HMP.
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! :wink:

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Post by DoubleSkulls »

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.

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Post by Meradanis »

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.

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Post by PubBowler »

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).

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Post by Cramy »

To answer the original question, no, there is not much sense in taking Diving Catch until 5th, 6th or 7th skill ;).

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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Post by cpatrol »

On a blitz (kickoff) my DC Elf Catcher (gave him the skill hoping for the rule change) was able to choose a better square from with to catch the kickoff allowing me to form a cage. Now he has got Dump Off and I'm trying to think of scenarios whereby this combination can work... :D

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