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This is if I have him in the first two positions which is the vast majority of the time.
I also have a much less used set I call bloodbag Flagellant, where I just use him in the back rows to suck up stress and damage, and replace the attack skills with Endure and Suffer, and just suck up damage and stress until I can use redeem, using his camping skill to dump the stress.
In that case I might use Flesh's Heart and some other bleed resist/bleed skill debuff like Cleansing Crystal.
What I don't use often at all are the actual Flag trinkets which are terrible.
For combat roles I'll often just use my generic combo of +ACC/+DMG to creature type of dungeon ring, some anti-stress trinket, or something like that. Basically I want Punish to always hit and sometimes actually cause some damage worth caring about.
I don't care for Exsanguinate. I feel like the shared heal of Redeem far outweighs any damage I do with it, plus Redeem can't miss.. and with a vestal on the team + spot healing with Reclaim, there's reason to have both of his Ultimate skills.
I agree, the CC trinkets are awful.
People seem to forget that Exanguinate is less about raw impact damage and more about healing yourself while lashing out a tremendous DoT. Reclaim is great when multiple people are suffering, but if it's just the Flag who needs attention (which will typically happen after you've done a round of punish DoTs), sky-rocketting that DoT with a massive extra stack while self-healing is very handy - the fact it hits harder than punish is just an added bonus, and if he's low enough to use it, he'll also gain +stats due to being low-health, which can make for some pretty whopping impact damage by itself at times, especially if it crits.
Naturally a lot of people won't appreciate -MaxHP trinkets on a Flag but it worked for me - the lower his max HP, the easier he reaches danger threshold and self-buffs himself/gets to use his other abilities. The only time he died was thanks to me making a hasty decision on the 400+ wave vs Swine God who combo'd him twice, but by then I was on auto-pilot ready to quit anyway as I only wanted to bust 300 kills.
EDIT:
https://www.youtube.com/watch?v=qjPpBW77ErY
I find the situation often comes up in things like the Weald encounter with a giant and other even worse stuff such that the giant is the last guy, and using Exsanguinate is the difference between taking one more Treebranch and having the fight over that round.
That's just a common one but any example where you have one last major enemy already with a DOT on him, Flagellant is beat up, and you can finish the fight, heal Flag, and often still have time for the primary healer to get the other guy, it's better than using Redeem and gambling on that next hit.
Usually I rain of sorrow first, doctor stun, so the last two already had free bleed, then you rain of sorrow again plus plauge grenade, they are usually eating 16 damage per round plus rain damage, then you just have two lor one left to kill.
Very good against mooks or multi round enemy like the formless flesh, but for formless flesh I prefer houndmaster since hounds harry racks 12 hp total at base, bring two houndmaster you are pretty much just there to collect free wins.
I don't know why everyone started talking about Flagellants, but I typically run mine in rank 2 with the Chipped Tooth and Resurrection's Collar, Punish, Rain of Sorrows, Reclaim, and Suffer. My usual strategy for other heroes is to give each one a Dodge Stone and a Debuff Charm and sell all other trinkets, but I think the added Move Resist from the Chipped Tooth synergizes well with the boost to Healing Skills from the Chipped Tooth. Choosing between Debuff Charm and Holy Orders for the Crusader is another tough call, but while extra Death Blow resist is key against the final boss's ultimate attack, being able to reliably debuff those pesky Viragos is probably better overall.
125% + 50 = 175%, against 160%, so I guess his crit +bleed chance will also give him a 5% chance to bleed.