Steady Hands Vs Aim at Terri Kerry blog

Steady Hands Vs Aim. I can see a few cases were aim will trigger from you hunkering down: ‘steady hands’ does not take this turn’s. I prefer steady hands over aim—i rarely hunker my gunslingers and instead prefer to keep shooting, so the passive nature of steady hands gives me more benefit. Aim only affects the first shot of a turn, while steady hands affects all shots. Steady hands aim if you did not move last turn, gain +10 aim and +10 critical chance hunker down now confers +20 aim to the first. Regardless of which tree you pick, in most cases one should pick steady hands instead of aim. Additionally, steady hands does not require the sharpshooter to not have. Aim only applies to one shot and requires you to give up on damage for a turn, and steady hands is generally enough to. Steady hands seem better than aim pretty much regardless of your build.

STEADY AIM Geweersteun DESQ
from desqbenelux.nl

Aim only affects the first shot of a turn, while steady hands affects all shots. I prefer steady hands over aim—i rarely hunker my gunslingers and instead prefer to keep shooting, so the passive nature of steady hands gives me more benefit. Additionally, steady hands does not require the sharpshooter to not have. Steady hands seem better than aim pretty much regardless of your build. Regardless of which tree you pick, in most cases one should pick steady hands instead of aim. ‘steady hands’ does not take this turn’s. Aim only applies to one shot and requires you to give up on damage for a turn, and steady hands is generally enough to. I can see a few cases were aim will trigger from you hunkering down: Steady hands aim if you did not move last turn, gain +10 aim and +10 critical chance hunker down now confers +20 aim to the first.

STEADY AIM Geweersteun DESQ

Steady Hands Vs Aim ‘steady hands’ does not take this turn’s. Steady hands seem better than aim pretty much regardless of your build. Regardless of which tree you pick, in most cases one should pick steady hands instead of aim. Aim only affects the first shot of a turn, while steady hands affects all shots. I prefer steady hands over aim—i rarely hunker my gunslingers and instead prefer to keep shooting, so the passive nature of steady hands gives me more benefit. Aim only applies to one shot and requires you to give up on damage for a turn, and steady hands is generally enough to. Steady hands aim if you did not move last turn, gain +10 aim and +10 critical chance hunker down now confers +20 aim to the first. Additionally, steady hands does not require the sharpshooter to not have. ‘steady hands’ does not take this turn’s. I can see a few cases were aim will trigger from you hunkering down:

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