Second Wind gets my vote for most useless VA that I see a ton. Not talking at plateau, where it's value gets much more reasonable - I mean the TONS of younger dots I see taking it because they have NO stamina, and they think it'll fix their energy magically.
Adding that energy at the start of the 4thQ, if you're one of those ALG only stamina dots (and you should be, but that's a different topic) - takes you away from the 10 energy floor for *maybe* 2 snaps at best. You could take almost ANYTHING else for your position, and be a better dot. Second Wind is only a decent value on dots WITH stamina, but that maybe only hit ~55 range, and need a little topping off later in the game. Those dots, it's got decent value. Young dots with no stamina, UTTER waste.
(edit - for example, If they play much of any ST snaps, and they have energy problems - you're infinitely better off taking Long Distance Runner, for the % reduction on energy usage than wasting the points on SW. Should be pretty obvious just watching the energy burned in the pbp, so it boggles my mind how often I still see young dots with SW.)
Also, seconded on Sure Hands being a waste on mature WRs/recTEs/scat backs. It rerolls straight drops. Can be "okay" on eHBs that are trying to be scat-ish but don't have the catching, but even then I feel like the opportunity cost is dubious.
Originally posted by Q&A
June 1, 2011 Question In what order do the Deflect, Intercept and Catch rolls take place? Is it 1) Deflect 2) Int 3) Catch? If the Catch roll is last, does that mean that the sure hands VA only works on plays that would have resulted in a dropped pass?
Answer 1) Int 2) Deflect 3) Catch Deflect near-success can impede the catch chance tho, the idea being that they got their fingertips on it but not enough to fully smack it down. sure hands only works on a play that would have been a drop, but that includes drops because of that decent defender roll
So the semi-rare plays where you see "deflected by soandso" and it ends up a catch anyways, are partial deflects where the defender lost the deflect roll, but was close enough to get a partial deflection. Since a partial deflect just puts a penalty on the catch roll phase, Sure Hands helps there - but I think there's a lot better circumstantial VAs you could take in it's place for how infrequent those seem to happen.
You do see a hell of a lot more of those partial deflect catches in the lower levels, when the DBs don't have the jump yet to win the deflect outright.