Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Its a new feat. Lets you add your Int bonus to damage on a ranged attack. But it counts as a standard action which means once you get a second shot per round its not that exciting.
Its not the worst thing in the world on say Nenio. I took it on an Alchemist and regretted it once they got up to two shots per round. Still usable if you need to move the fire.
Given that it is quite easy to get a good INT bonus, even in classes that do not major on INT, I would think it was better than Vital Strike for characters that aren't going to spend a mythic on Mythic Vital Strike (and aren't Zen archers or of legendary proportions). Time it may be good is against high A/C (or concealed) enemies where you are using True Strike to get one hit on but iterative attacks need to roll a 20. If you have a Sensei in the party you can get party wide True Strike repeatedly.
And it certainly won't be as much damage as a ray, and those have the added benefit of targeting touch AC.