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Lepers are survivors, which is great in principle but doesn't do much good when they can't keep the rest of the team alive. Meanwhile even if your flagellant gets chumped his mechanics help cover your escape (or power your way to victory!)
Otherwise cant go wrong with +bleed trinkets early and later on anything with trinkets that have +stats for low health or deaths door, death blow resist %. If you go with low health trinket then health % and protection trinkets for the 2nd slot are good
The reason being that with either a bigger hp pool and less damage taken he can remain at <40% health longer before hitting deaths door or he can even get healed without going above 40%.
Then there is the true flagg meme build which involves the deaths door items like martyrs seal and Eternities collar, anyone of them is enough to put him at the 87% death blow resist cap (along with his suffer ability) but this is a very high risk high reward build with one or both of them. A good 13% chance at best for each hit taken to be his last, so guardian shield, dodge and removing dots from him is crucial but he gets a 60% damage, 14% crit boost and +20 dodge at deaths door (and another 20% more damage with +85 stress). All this ontop of his affliction being activated for an even larger boost and much more risk.
If you go this way, expect a massive damage potential but also to burn through your flaggs like all hell. This build is pure darkest dungeon RNG at its most concentrated.
I've had flags plow through bosses and major enemies at deaths door, resisting every time along with whatever dodges and guardian shield i could afford them.
I've had flags die one turn after deaths door because they got a dot (despite high resistance) between enemy turns just before the flag got a turn.
I've had flags stress out my entire team and/or beat the hell out of them EVERY TURN, forcing me to retreat from that fight but have also had flags go in and out of deaths door every turn, doing mass heals every time and essentially sustaining us against impossible odds while blowing chunks out of the enemy.
Not to mention that FLA doesn't benefit all that much from +damage cause most of his damage comes from bleeds. So it's really more of a very high risk, medium reward kinda play style.
As said before in this thread, best way to play FLA is like you would play any other hero. Deaths door flag is a fun off meta thing, but too dangerous to be viable as an actual build.
High risk, certainly, but high reward is a stretch. The reward is barely worthwhile compared to improving a Flagellant across the board via normal means, which is much less riskier and doesn't require them to be injured or dying to justify their trinkets (which only come into play on death's door and effect very little else).
Exception: Punishment's Hood but its main feature is boosting bleed, which can be okay for bringing him along in dungeons like Cove with high bleed resist enemies.
Shard of Glass is an even better bleed booster, but unfortunately, the other half and the set bonus itself suck. I am not a huge fan of +HP at all. In theory it seems like this kind of thing should be good for keeping you off DD, but the issue is by not bringing a better trinket that actually kills enemies, you (and the rest of the team) are sucking up more damage anyway, so what's the benefit? I can possibly see it for a character like Grave Robber who is absurdly flimsy but even there, not really. And the biggest benefit for +% to HP would be for characters who already have high HP. And things like Leper are already built like a brick ♥♥♥♥♥♥♥♥♥ and never die anyway, so again, what's the benefit?
This said, I don't really recommend -% HP trinkets either, so I only occasionally use the Acidic Husk Ichor despite an absurdly good DMG bonus (+30%) that comes at the cost of an HP debuff (-25%).
So in short, most of the FLA trinkets are actually pretty bad, but he benefits from a lot of the normal trinkets. I usually go with a generic strategy of maybe Shard of Glass, maybe Punishment's Hood, but in general, +ACC, +DMG (to the most prevalent enemies in a specific dungeon), maybe +SPD (if I have a bleed team and want to start stacking bleeds from the very beginning).
I recall using shard of glass and the -HP% trinket in the endless video for fun. Some might argue that lower health = easier access to threshold skills, but that isn't really a perk - and less so since the per-battle & healing-debuff nerfs that prevent him from benefiting much when said abilities are used in quick succession.
Still - for as long as he was kept alive, he was frequently pumping out raw damage comparable to an endless-trinket HWM, nevermind the fact it had his bleeds on top - but you could achieve similar with normal trinkets as well.
It's too bad the random act outs, semi random turn order, and tendency to implode in spite of an 87% deathblow resist build make it hard to to play him on his designed strengths. Like the whole point of Endure is that he'll get 'stronger' when afflicted. But since he randomly acts out its actually really risky and more of an affliction than anything. So why take a skill that trades stress when you can just take a hero with a better net effect? Same for Suffer, which is neat in concept but the lack of healing means I see little practical use for it most of the time unless the flagellant got to roll his resists.
So for example Hero's Ring give +25% virtue chance and -25% random act outs. If you fail your virtue check you can still keep it on to reduce the self harm or refusing to heal. Skills like Lash's Anger and Endure need to give a temporary buff with this affect as well. This would be powerful on the Flagellant as it would make Rapturous more reliable and encourage you to hulk out with him.
His raw damage potential isn't terrible if you're willing to spec for it. While his attacks do reduce bleed res, you really want them going off immediately to get the most benefit. Slapping an enemy for a turn and then maybe getting a bleed off after a second attack (assuming you even apply the res-reduction debuff which can be resisted) is not nearly as good as guaranteeing the bleed is landed on the first hit whenever possible -- especially when dealing with high-health enemies where you really want to wrack up that dot-count quickly.
Because it has good potency, buffs his speed, and is on a hero who can casually dump 50 stress for minor camping cost if you really need it. Endure's relief is equivalent to a stress-trinketed CRU @ 10 stress at level 1. They can both stress-heal from any position, which is amazing in itself. Nobody can deny that JES is still the best at that particular task, but then, you can't have stress-flex seeing as he's restricted to the back for the most part.
FLA works very well with a JES because they can flit between the role to suit a fight. FLA is good for normalizing stress unto himself so that his own camping skill (or a JES) can casually dump it. The JES stress-red-buff also causes Endure to inflict less on the FLA as well, as do the stress-red camping skill, so you end up with obscenely high stress-relief without forcing one hero to deal with it all himself.
Just don't bring him to the ruins unless you thought vestals had too many stuns, needed weaker heals, and attacked too far away.
Honestly, damage was never a problem unless all you want is raw physical burst, in which case sure, you can do better - but he still has perfectly fine damage roped into a generalist kit no matter how you spin it.
And yes, FLA is the biggest sufferer when it comes to the Ruins, despite the fact you'll meet cultists, bandits and beasts all day. If not, you'll just have to accept that you have a relatively decent backup sustainer at best. Other bleeders are a different story. I don't think anyone will complain about having a ♥♥, HEL, HWM, HM, or even a stress-heal JES in the ruins, with or without bleed options. Could include BH but that'd mean actually slotting Caltrops.
This from someone who thinks 100 dodge isn't reliable enough.
Not sure how that has any relation to my opinion of dodge as a full-on strategy at any value of dodge.
The chance of a 100 dodge jester being hit twice in a row at all is extremely low, let alone being crit, not getting a heal in time, being hit again, and failing the deathblow check. The chance of a FLG being unable to contribute more than 8 damage a round in the ruins is 2 in 3. Feels like running a 3-man party. VES and FLG, by their powers combined: attack as much as any one other character.
P.S. I just realized how completely terrible the FLG +stress camp is. If rapturous was in fact good instead of bad and you wanted your FLG to rapture all the time, you would put on dismas+junia's head and then simply never take him on a whipping frolick. He'll stay insane almost forever. It's nothing more than a waste of a slot and development time.
How common either case is, I can't say, but it's less about that and more to do with all the other bleed-capable heroes. None of them would care about the subject even a quarter as much as a FLA would. It's just awfully convenient how most of the bleed-capable heroes are some of the best in the game for various reasons. FLA's good too of course, but every aggressive option is bleed-centric.
FLA is the most effected by the whole don't-bleed-ruins trope, no doubt nor argument here, and I doubt anyone of sane mind will put a case forward for his +stress camping. The idea of using respite to stress yourself would remain alien to me even if Rapturous was half-decent.
As for the DODGE point, I never proclaim those things to be outright down and out bad - often just questioning the turn-efficiency when so many battles will be won in so few rounds via the good ole reliables. I consider buffing, debuffing and marking in a similar vein, knowing full well that all of them can work.