Which ones work the best, Jump - Diving - or One Hand Catch, converting a % EQ in and can pick a bonus from this tree.
kerpow
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Originally posted by njrules
Which ones work the best, Jump - Diving - or One Hand Catch, converting a % EQ in and can pick a bonus from this tree.
I don't plan to invest in any of them. RR and SH up to 10 each and then probably put some in Spin as my Posession WR has high Agility.
Which ones work the best, Jump - Diving - or One Hand Catch, converting a % EQ in and can pick a bonus from this tree.
I don't plan to invest in any of them. RR and SH up to 10 each and then probably put some in Spin as my Posession WR has high Agility.
lockdownneon
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I think the only decent one that you see fire is jump catch.
You can see Diving catch fire but it's not as often as jump catch. Plus the bonus it gives to jumping cant hurt against CBs.
1 Hand Catch you can't even see if it fires or not I believe. Or it happens so rarely it's not really worth it.
You can see Diving catch fire but it's not as often as jump catch. Plus the bonus it gives to jumping cant hurt against CBs.
1 Hand Catch you can't even see if it fires or not I believe. Or it happens so rarely it's not really worth it.
Djinnt
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I think all of them give a general bonus to your catching score as well as a larger situational bonus when the condition of the SA is met.
Following this logic, one handed catch is probably the largest boost as it's at the end of the tree.
This is speculation, but without some kind of general bonus, the three SAs would be nearly useless as they don't fire very often since they don't much get the opportunity to.
Who knows though?
Following this logic, one handed catch is probably the largest boost as it's at the end of the tree.
This is speculation, but without some kind of general bonus, the three SAs would be nearly useless as they don't fire very often since they don't much get the opportunity to.
Who knows though?
lockdownneon
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Originally posted by ericb45696
sticky hands and route run are the only ones worth investing in IMO.
I was really hoping I could convert one of my % pieces to a RR/SH pc but they didn't have that option =[
Oh well switched it to catch %
sticky hands and route run are the only ones worth investing in IMO.
I was really hoping I could convert one of my % pieces to a RR/SH pc but they didn't have that option =[
Oh well switched it to catch %
hoyaboy1
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Do you think a second catch ball chance piece (so plus 10%) is better than +5 sticky hands?
Thunder66
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Originally posted by hoyaboy1
Do you think a second catch ball chance piece (so plus 10%) is better than +5 sticky hands?
Not with the new reduction for AEQ % stacking. I'd take the Sticky hands piece.
Do you think a second catch ball chance piece (so plus 10%) is better than +5 sticky hands?
Not with the new reduction for AEQ % stacking. I'd take the Sticky hands piece.
hoyaboy1
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Originally posted by Thunder66
Not with the new reduction for AEQ % stacking. I'd take the Sticky hands piece.
Yea, it's a 20% piece, so +10% with the reduction.
Not with the new reduction for AEQ % stacking. I'd take the Sticky hands piece.
Yea, it's a 20% piece, so +10% with the reduction.
Thunder66
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Originally posted by hoyaboy1
Yea, it's a 20% piece, so +10% with the reduction.
Sticky hands is to Catch % what Tight Spiral is to Pass Quality % IMO.
So its the same thing [increasing your likelihood of catching the ball] without taking the hit/reduction. Just get Sticky hands up to 9/10 with SP's later on (when your ready) and you wont be dropping much (if anything) with that, the 1st piece of catch %, and the sure hand's VA.
Yea, it's a 20% piece, so +10% with the reduction.
Sticky hands is to Catch % what Tight Spiral is to Pass Quality % IMO.
So its the same thing [increasing your likelihood of catching the ball] without taking the hit/reduction. Just get Sticky hands up to 9/10 with SP's later on (when your ready) and you wont be dropping much (if anything) with that, the 1st piece of catch %, and the sure hand's VA.
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