Page 1 of 3

2nd skill on an ag5 high elf thrower?

Posted: Mon Apr 07, 2008 2:16 pm
by wollfe
so my high elf thrower is due to roll for his second skill

the first skill was +1Ag so what would you recommend???

by the way if it helps I have 2 blodging blitzers one of which is Ag5 - yeas it has helped him a lot , and two catchers both with catch and dodge and a lino with block

Posted: Mon Apr 07, 2008 3:54 pm
by Digger Goreman
Demonic/God-like aura?!

Cheese!, once you're at Ag5 it doesn't matter....

However, since stat increases aren't going away, you want to protect him/her from falling down...: Block/Dodge seems a no-brainer.... Block if you don't think you'll dodge that often, or won't need to reroll 1s....

(If block were a strength skill it would change the face of the game....)

Posted: Mon Apr 07, 2008 5:41 pm
by Andromidius
Sure Hands. Even with AG5 you don't want to be rolling 1's when trying to pick up that ball.

~Andromidius

Posted: Mon Apr 07, 2008 5:56 pm
by stashman
1. Block
2. Dodge
3. Leap (AG5 rocks and making him a runner will be good)
4. Sure Hands

Posted: Mon Apr 07, 2008 7:11 pm
by Marlow
I would go Block, Dodge, Accurate

Posted: Tue Apr 08, 2008 1:00 am
by mattgslater
Sure Hands or Dodge!

Posted: Tue Apr 08, 2008 2:06 am
by FischerKing
Accurate

Posted: Tue Apr 08, 2008 2:11 am
by Andromidius
Accurate would only really be of use if you're planning on throwing alot of Long Bombs.

Actually Safe Pass might be a good idea. Nothing worse then lobbing that ball and having someone throw a 6 to Intercept!

~Andromidius

Posted: Tue Apr 08, 2008 2:32 am
by Craigtw
Andromidius wrote:Accurate would only really be of use if you're planning on throwing alot of Long Bombs.

Actually Safe Pass might be a good idea. Nothing worse then lobbing that ball and having someone throw a 6 to Intercept!

~Andromidius
High elf throwers actually start with Safe Throw. Surprised my opponent the other day when his rat ogreintercepted one of my passes, but was denied! He even felt that he had to check it in the rulebook! :D

Posted: Tue Apr 08, 2008 2:57 am
by Andromidius
For some reason I thought we were on about a Pro Elf...never mind.

Even so, Sure Hands would be my first choice still.

~Andromidius

Posted: Tue Apr 08, 2008 3:22 am
by bouf
I like Dodge,

Stay on your feet. Help defeat blitz attempts on your thrower, that kind of thing... Leap/Jump Up will help in recovering the ball while on defence... Leap in with AG5, pick up the ball and dodge out to throw (or NoS/HMP)

With AG5 I'd also consider Kick. He's such a good thrower already... He makes a prime candidate for kick. I say that because I'd rather put Block/Wrestle on Linemen then Dodge... The Thrower stays out of trouble most of the time and needs these skills less. Plus with the SPPs they get from throwing, Kick doesn't cramp their style.

Posted: Tue Apr 08, 2008 7:48 am
by JumpingElf
I would choose Team-Cap ... a nice Re-Roll for everyone and everything. :wink:

Posted: Tue Apr 08, 2008 1:03 pm
by Meradanis
The important question is: Which role does he fill in your team ?
With High and Pro Elves, I like to have both Throwers in my team.

#1 is the classical quarterback: He should take skills which helps him to be a better Thrower: Accurate, Strong Arm (double), Safe Throw (not the HE one), Kick-off Return, Sure Hands and Sure Feet. He should take Accurate (or Strong Arm) first, and all those other skills in any order you prefer. Normally, I won't set this one up on defence, only for offense.
#2 is my Thrower for defense: Block, Dodge, Sure Hands, Nerves of Steel, Leap. He can hold the line thanks to Blodge, but he has to be ready to pick up the ball and do the crucial pass when my opponent somehow looses the ball.

Both types of Throwers gain much from AG5. But in my opinion, the synergy of AG5, Pass, Accurate and Safe Throw is very tempting. I would develop him into the classical 3+ Long Bomb player.

Posted: Tue Apr 08, 2008 1:14 pm
by wesleytj
Sure Hands. 1's Happen - be Prepared. You already have Pass to reroll the throw, and AG5.

Posted: Tue Apr 08, 2008 1:35 pm
by FischerKing
Accurate is very usefull on long bombs were the risk of fumbbling the ball is pretty high (+ ag dont do shit against the chance of fumbbling, accurate does) very sunny weather for short, long passes and long bombs, AND it helps you throw a long pass in normal weather on 2+ and thats extremely usefull, as highelves often has to rely alot on their passing game because of poor movement on the lineelves. Thrower like that is more usefull on a highelf team than any other of the elf teams imo, maybe with the exception of pro elves. Reasoning: Woodelf throwers are faster, so is the players they pass it to (lets say you do the pass-handoff-score thing, thats + 3 movement on the woodelf action) so they dont have to pass as far. Darkelf runners comes to a team with 4 blitzers and 2 bitchelves, so they can hit their way through and have a running game.
Sure hands totally depends on the development of your league. In a developed league with lots of kick, he might as well have catch, again because of hes low movement that creates situations were someone passes the ball to him or hands it off.

Another idea is the defensive thrower and thats pretty good as the highelf Thrower comes with two good skills for it, and ag 5 is really really usefull. Speaking against it is his crappy movement allowance (Catchers normaly does that job better for that particular reason)
If you go for that, you would need Leap and dodge, I would say dodge first then leap, and then maybe sure hands or sure feet. I would go for the first option though.