Hazardous - Delivery unavailable for any offshore location. Do no expose to temperatures exceeding 50 o C/ 122 o F.P501 Dispose of contents/container to …P102 Keep out of reach of children. No smoking.P211 Do not spray on an open flame or other ignition source.P251 Do not pierce or burn, even after use.P260 Do not breathe dust/fume/gas/mist/vapours/spray.P264 Wash … thoroughly after handling.P271 Use only outdoors or in a well-ventilated area.P280 Wear protective gloves/protective clothing/eye protection/face protection.P312 Call a POISON CENTRE/doctor/…/if you feel unwell.P410 + P412 Protect from sunlight. P210 Keep away from heat, hot surfaces, sparks, open flames and other ignition sources. I would expect a nerf to come through in the future, but it's FAR from the most overpowered thing in the game right now, and it's possible these 'overpowered' options were just 'balanced' for NG+7 or something.H222 Extremely flammable aerosol.H229 Pressurised container: may burst if heated.H315 Causes skin irritation.H319 Causes serious eye irritation.H336 May cause drowsiness or dizziness.H373 May cause damage to organs through prolonged or repeated exposure. It's surprising that such a nasty stance break was given to a skill with this range (the damage alone is OK IMO for a melee-weapon skill that provides a ranged zoning attack). I can only see Flaming Strike being justified on builds that really want to stack fire damage on their melee swings. Thus, Flame of the Redmanes feels like a strictly better tool for almost all practical situations. Flaming Strike requires landing the melee-range flames, committing to a heavy attack to buff your weapon, AND getting many melee hits in to deal similar fire damage to Flame of the Redmanes, but doesn't have the stance-break properties. Flame Painter 3 ProVersion : 3.2 File Size : 27 MbSupported Windows Versions: 7 8 8.1 10 32-bit 64-bitDownload Link MediaFire. Flame of the Redmanes (14 FP) will draw comparisons to Flaming Strike (which throws out lower damaging (~half damage) flames at melee range (4 FP), but allows for buffing weapon with fire in a heavy follow-up attack (an additional 10 FP)). The damage is okay, but the real value lies in how quickly it breaks enemy/boss stances. The effective range is somewhat shorter than the animation. It trivializes weaker enemies but will still have to be used carefully against most bosses due to the windup and short-ish range. If your character can tank more than one hit from mid-game bosses and beyond, this skill feels overpowered.
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