Flaming Strike
Hold to charge. Release to strike, dealing split (AT) and Fire Damage, applying up to 5 Burning, and Interrupting enemies hit. Attacking after a fully charged strike initiates a Final Attack.
In the game
Requirements
- Memory 7, Adventure 8, Energy 7
You need these to read the spellbook and to put the spell on your bar. Plan the XP
Numbers
Damage3.05
Damage typeFire
Stamina15
Concentration8
Cooldown3 s
Charge time1.5
TagsDamage, Effect, Attributes
Hits and scaling
| Hit | Type | Multiplier | How often |
|---|---|---|---|
| Basic part Fully charged | Basic attack type | x1.525 | 1 time per cast |
| Fire part Fully charged | Fire | x1.525 | 1 time per cast |
What it scales with
- Hits of your basic attack type (Strike, Thrust or Blunt) use Physical Power.
- Fire hits use Magic Power.
- Damage bonus: Fire Damage and Magic Damage from gear and the tree, added together into one bonus.
- Magic Power = Intelligence x1, Charisma x0.5, Adventure x0.5, plus flat Magic Power from gear and the tree. Archetype passives add: Elemental Ranger Adventure x0.25, Earthshaker Strength x0.5, Echo Weaver Agility x0.5.
- Physical Power = Strength x1, Adventure x0.5, Agility x0.5, plus flat Physical Power from gear and the tree. Archetype passives add: Wild Strider Adventure x0.25.
- One hit = power x (1 + bonus / 100) x (1 - the target's defence share) x the hit multiplier, rounded up. A critical hit then adds your Critical Damage.
Rank it
Compare it with every other damaging spell on the spell ranking.