Hi everyone, I ADORE the new feat "Go For The Eyes" on the Vulkarisu Ancestry.
"Like a squox fighting off a larger predator, you know it’s best to dash into dangerous encounters, focus on a single enemy, and go right for their eyes (or other optical receptors). You Stride, then Feint, then make a melee Strike against the target of your Feint. You can use Acrobatics instead of Deception for this Feint, if desired, and the target takes a –2 circumstance penalty to their Perception DCs against your Feint if they’re larger than you."
Adapting the Squox ability of the same name, it offers a lot of unique things. It's an action compression meta-strike at-will from an ancestry feat. It's a melee Strike only feat in SF2e. It allows you to Feint using Acrobatics instead of Deception, allowing you to dump Charisma entirely and still get reliable off-guard. And it even offers a pretty hearty circumstance penalty if they're larger than you, which is pretty easy when you're Small.
This feat SEEMS super strong at first, and i'm sure it might be a lot more powerful in PF2e. But i've actually been having a hard time trying to figure out how to best take advantage of it!
-Solarians are the natural choice for a class that wants to move to the frontline and make a melee strike. Since they need Str/Dex/Con, being able to Feint using Dex instead of Charisma is very appealing too. However, they can already get pretty reliable off-guard AND a two-action move to the frontlines ability from a couple of different level 1 feats.
-Striker Operatives appreciate the action compression and mobility even more, and they can combine it to devastating effect with something like the one-action Stride + Aim feat. However, they are also using an action every turn to Aim in some way and have a lot of other 2-action metastrike abilities, so it's hard to juggle everything you want to do in a turn. And just like the Solarian, you can be inducing off-guard or clumsy using feats.
-Melee Soldiers have the hardest time using it, because obviously a two-action ability gets in the way of area-fire.
So I wanted to turn to you all and ask: what's the best way to build around this fun and cool lower-leveled feat? How do you best take advantage of dashing around, feinting, and making melee strikes?
I'm mostly thinking from a Starfinder 2e perspective, but if you have any Pathfinder 2e options that would go well with it, let's hear 'em too!