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Forum > Position Talk > WR Club > Jumping Catch SA
simo5091
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Hey

Is Jumping Catch worth pumping to 10 for a poss reciever?
If not, which SA should i then use?
 
DiMo28
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Depends on how much jumping and the rest of the build. For a slower WR with 70+ jumping, I'd say yes.

Sticky Hands is a much more important SA though and Route Run too.

Jump Catch gives you a bonus to catching passes that you have to jump for over your head. Same principle for Diving Catch. Neither of these happen that often in the sim though so I'd only take them to 10 in an extreme possession build.
 
simo5091
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So i was planning, to take both SH and RR both to 10.
The only other SA i see, which is usefull, is Jump Catch for a Poss Reciever. Am i complitely wrong?
 
F8n4tune
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I like to think it's better to use the Power AT to build a good possession WR but I could be wrong. While Jumping is important to a certain extent the dot is obviously going to go in the 3-5 slot anyway so why have the penalty to FS and QC ? lots of traffic to get through. Speed is still a minor and you'll have no Strength at all for the occasionally KL. Just use the Poss tree and get at least FS as extra SA eventually to go with % Catch. You could always train Jumping down the line to get it up some.

RR is good I just don't have faith in any of the others in that tree. Just my opinion.
 
Luzod
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Actually, of all possession receiver SA's, the only one I like is Sticky Hands. I wouldn't spend any SP on the rest, not even RR. However, I may be wrong, and/or you may have a different build idea than I do... anyway, just throwing my own opinion in this case
 
Mob-6
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There are two problems with Jump catch:
One is the community's inability to recognize what a possession archetype should actually look like, popular thought is to create bastardized Possession WRs out of Power or Speed WR.
Two is that since the community doesn't recognize what a possession WR actually is supposed to be, when they see one, they under utilize it because it does not meet the "forum approved" build.


A correctly built possession guy who actually gets played in the correct 1 spot, will see a ton of balls, but even more so a ton of bad passes when his QB needs to bail out and taking all the possession SAs to ten helps out with those bad passes significantly. Jump ball helps out significantly here. If you don't have the correct build/coordinator, then you'll probably never see any use out of Jump Catch because the majority of hurried/bad passes won't come your way.
 
Luzod
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Originally posted by Mob-6
There are two problems with Jump catch:
One is the community's inability to recognize what a possession archetype should actually look like, popular thought is to create bastardized Possession WRs out of Power or Speed WR.
Two is that since the community doesn't recognize what a possession WR actually is supposed to be, when they see one, they under utilize it because it does not meet the "forum approved" build.


A correctly built possession guy who actually gets played in the correct 1 spot, will see a ton of balls, but even more so a ton of bad passes when his QB needs to bail out and taking all the possession SAs to ten helps out with those bad passes significantly. Jump ball helps out significantly here. If you don't have the correct build/coordinator, then you'll probably never see any use out of Jump Catch because the majority of hurried/bad passes won't come your way.


Actually, I don't really see would you gameplan to throw a bad pass in a possession WR direction tbh. It's not like we could choose "in case of hurry, throw his way" lol

Seriously.
 
Mob-6
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Originally posted by Luzod
Actually, I don't really see would you gameplan to throw a bad pass in a possession WR direction tbh. It's not like we could choose "in case of hurry, throw his way" lol

Seriously.


If you think you can game plan bad passes, you have some major reading to do. Build a good possession WR and you'll be amazed at how many % of your team hurries or bad passes come your way in the natural flow of the sim.
 
MileHighShoes
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With the sim the way it is, both diving catch and jumping catch SA's are very useful to Possession WR's, And it's pretty easy to force the pass their way if you try to.

Bad passes happen all the time in this sim. If you are building a possession receiver, you should boost those rolls as much as you can to be the best at the touch and easy catches as you can.
 
gators1n96
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I see a ton of balls all the time.
 
kerpow
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The trouble with Possession WRs is that they have been, and perhaps will continue to be, the most effected by the changes in the SIM and other nerfs. My own guy's, and many others who I OCed, production would vary wildly from one season to another, despite staying on the same team. Maybe, as an OC I wasn't quick enough to react to the changes, but nuch of it seemed to be related to SAs, which would be poweful one season and then useless the next. I even tested this myself by removing certain AEQ pieces which had +6 of a Poss. WR SA and there was no noticeable change at all.

That's why I can understand why many Poss. WRs are simply slightly slower and better at catching/jumping than Speedster WRs. Because at least that way, you know you can expect a steady level of production.

 
pelland
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Originally posted by simo5091
Hey

Is Jumping Catch worth pumping to 10 for a poss reciever?
If not, which SA should i then use?


Not to 10 but a few points in Jump Catch and Diving Catch don't hurt. I've got 5 Jmp catch, 5 Diving Catch and a few points in 1 hand catch on my poss WR.

Also 5+ points in Primetime player VA is a nice compliment with Jump Catch
 


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