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"If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot."
What this means, if you can attack while they are flat footed, like before they act at combat start or other means like tripping them. Then you also can do it while flanking with another character. Engaging with a tank and then coming in after a moment with your slayer is a good way to start combat. If your slayer is tanky enough, they can charge/engage with tank but early on, delaying Slayer is usually best.
Yes teamwork feats need an ally with the same feat in proximity, tho there are ways around this and I don't know if slayer has it built in or not. So yes just "force" it onto a teammate, which one is recommended at level 3? I could see outflank being big but I think that needs a bab of 4 so get it at level 5. Seelah would be a good option to give to.
Also what he ^ said about flat footed will qualify you
-when do you usually press hidden button to change your character to hide status? do you do it before the fight or maybe in the middle of the battle when anyone doesn't see your character straightly ?
-some other question, camelia divine zap has 1d3 damage and enemies at prologue level doesn't have divine energy resistance. She can use it unlimited times but it's kinda weak, when do you use this skill? I'm playing story mode difficulty and seelah is the only melee with 'fighting defensively' passive activated while everyone else use range weapon
-Use the little hide eye to try to get into position before combat. I use it to get my tank to a spot they can charge from and position my party.
-Use of things change, Cam has high dex and is very adapt with martial weapons so I would use ranged (I go heavy xbow) or melee as a tank or offtank with dual rapiers (can lategame get wolf. If I melee cam, I will often be more tank early then go dual rapiers). However there are things immune to martial weapons so cantrips can be used then. Someone like Ember or base Neino do not have any real martial ability so they both would use cantrips if not using a spell or hex. Both Ember and Cam have hex access which are "free" to use so often that is used before.
Lann is a monk, they get flurry of blows which adds an attack when you make a full attack (don't move or another action on your turn). Every 5 BAB characters gain an iterative attack, your slayer is a max bab class, so starting at level 6 you will gain extra swings during full attacks, tho each one comes at a greater penalty. Haste one of, if not the best buff in the game give an extra attack at full bab, wizards get it at level 5, most at 6, highly advised to have as much access to this buff for a melee MC.