With this in mind, don't make fights harder for yourself by exclusively going for critical hits. A shot to a shielded head does no more damage than a shot to a shielded leg. Generally speaking, shield shots are shield shots. Remember: Headshots don't matter until shields are down Just before that pop is when you're safe to melee, in my experience. In Infinite, damaged shields glow brighter and brighter until they eventually pop. You can usually tell based on feeling if an enemy's shields are low enough to die from melee, but you can also refer to the brightness of the shield itself. It's generally a bad idea to melee someone if it isn't going to kill them, because if it doesn't, you're vulnerable to attack during the animation's wind down. Melee is great, but there's also a wrong time to use it. This happens so much, it's not uncommon for two players to kill each other by meleeing at the same time. The tactic doesn't have an official name I could find, so let's call it the shoot-melee combo. Melee is best used in conjunction with your gun: a tried-and-true strategy of the past 20 years of Halo is to whittle an enemy's shield down to near-zero with bullets and then finish them off with a single melee strike. One gun smack will take out your entire shield, and two hits is always death. More than any other FPS around, a lot of Halo fights begin or end with a melee attack. You can speak, read and write Common and Celestial.Halo's other combat pillar is the melee attack. Charisma is your spellcasting ability for these spells. Once you reach 5th level, you can cast the Daylight spell once with this trait as a 3rd level spell, and you regain the ability to do so when you finish a long rest. Once you reach 3rd level, you can cast the Lesser Restoration spell once using this trait, and you regain the ability to do so when you finish a long rest. You have resistance to necrotic and radiant damage. You can't discern color in darkness, only shades of gray. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Thanks to your celestial heritage, you have superior vision in dim and dark conditions. Aasimar are built like well proportioned humans. Aasimar age at the same rate as humans but live a few years longer. Your Wisdom score increases by 1, and your Charisma score increases by 2. They strive to fit into society, although they usually rise to the top, becoming revered leaders and honorable heroes. Aasimar often attempt to pass as humans in order to right wrongs and defend goodness on the Material Plane without drawing undue attention to their celestial heritage. These folk generally appear as glorious humans with lustrous hair, flawless skin, and piercing eyes. Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of celestial beings. Once you use this trait, you can't use it again until you finish a long rest.The extra necrotic damage equals your level. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. Your transformation lasts for 1 minute or until you end it as a bonus action.The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. You can speak, read, and write Common and Celestial. Charisma is your spellcasting ability for it. Once you use this trait, you can't use it again until you finish a long rest. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. You have resistance to necrotic damage and radiant damage.
Blessed with a radiant soul, your vision can easily cut through darkness. Aasimar have the same range of height and weight as humans. Aasimar mature at the same rate as humans, but they can live up to 160 years.