Flagellant

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Punish 1
Melee
ACC: 90 / CRIT: 2%

Bleed (100%)
3 pts/rd for 3 rds

ACC: 95 / CRIT: 3%

Bleed (110%)
3 pts/rd for 3 rds

ACC: 100 / CRIT: 4%

Bleed (120%)
4 pts/rd for 3 rds

ACC: 105 / CRIT: 5%

Bleed (130%)
5 pts/rd for 3 rds

ACC: 110 / CRIT: 6%

Bleed (140%)
6 pts/rd for 3 rds

+
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Exsanguinate 1
Melee
ACC: 95

Cooldown: 2 rds
+DMG Buffs Affect This Skill Twice
+3 HP Healed if HP below 40%
+3 HP Healed if HP below 20%
Self:
Heal 3 HP

ACC: 100 / CRIT: 1%

Cooldown: 2 rds
+DMG Buffs Affect This Skill Twice
+3 HP Healed if HP below 40%
+3 HP Healed if HP below 20%
Self:
Heal 3 HP / Exsanguinate Disabled!

ACC: 105 / CRIT: 2%

Cooldown: 2 rds
+DMG Buffs Affect This Skill Twice
+4 HP Healed if HP below 40%
+4 HP Healed if HP below 20%
Self:
Heal 4 HP

ACC: 110 / CRIT: 3%

Cooldown: 2 rds
+DMG Buffs Affect This Skill Twice
+4 HP Healed if HP below 40%
+4 HP Healed if HP below 20%
Self:
Heal 4 HP

ACC: 115 / CRIT: 4%

Cooldown: 2 rds
+DMG Buffs Affect This Skill Twice
+5 HP Healed if HP below 40%
+5 HP Healed if HP below 20%
Self:
Heal 5 HP

+
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Rain of Sorrows 1
Melee
ACC: 90 / DMG: -33%

Bleed (100%)
1 pts/rd for 3 rds
+1 pt/rd per 20 Stress (80 max)

ACC: 95 / DMG: -33% / CRIT: 1%

Bleed (110%)
1 pts/rd for 3 rds
+1 pt/rd per 20 Stress (80 max)

ACC: 100 / DMG: -33% / CRIT: 2%

Bleed (120%)
2 pts/rd for 3 rds
+1 pt/rd per 20 Stress (80 max)

ACC: 105 / DMG: -33% / CRIT: 3%

Bleed (130%)
2 pts/rd for 3 rds
+1 pt/rd per 20 Stress (80 max)

ACC: 110 / DMG: -33% / CRIT: 4%

Bleed (140%)
2 pts/rd for 3 rds
+2 pts/rd per 20 Stress (80 max)

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Reclaim 1

Heal 3 pts/rd for 2 rds
Self:
Bleed (100%)
1 pts/rd for 3 rds

Heal 3 pts/rd for 2 rds
Heal 1 pts/rd for 2 rds (50%)
Self:
Bleed (110%)
1 pts/rd for 3 rds

Heal 4 pts/rd for 2 rds
Self:
Bleed (120%)
1 pts/rd for 3 rds

Heal 4 pts/rd for 2 rds
Heal 1 pts/rd for 2 rds (50%)
Self:
Bleed (130%)
1 pts/rd for 3 rds

Heal 5 pts/rd for 2 rds
Self:
Bleed (140%)
1 pts/rd for 3 rds

+
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Redeem 1

Buff Applies Before Heal
Self:
Heal 3 HP
Buff Target:
+33% Healing Received
+33% Healing Received if HP below 40%
+33% Healing Received if HP below 20%

Buff Applies Before Heal
Self:
Heal 4 HP
Buff Target:
+33% Healing Received
+33% Healing Received if HP below 40%
+33% Healing Received if HP below 20%

Buff Applies Before Heal
Self:
Heal 5 HP
Buff Target:
+33% Healing Received
+33% Healing Received if HP below 40%
+33% Healing Received if HP below 20%

Buff Applies Before Heal
Self:
Heal 6 HP
Buff Target:
+33% Healing Received
+33% Healing Received if HP below 40%
+33% Healing Received if HP below 20%

Buff Applies Before Heal
Self:
Heal 7 HP
Buff Target:
+33% Healing Received
+33% Healing Received if HP below 40%
+33% Healing Received if HP below 20%

+
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Endure 1

Heal 10 Stress
Self:
Stress +8

Heal 11 Stress
Self:
Stress +8

Heal 12 Stress
Self:
Stress +8

Heal 13 Stress
Self:
Stress +8

Heal 15 Stress
Self:
Stress +8

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Suffer 1

Self:
Heal 10 Stress
Suffer 4 DMG
Buff Self:
+25% DMG
-25% Stress
+2 SPD

Self:
Heal 11 Stress
Suffer 5 DMG
Buff Self:
+27% DMG
-27% Stress
+2 SPD

Self:
Heal 12 Stress
Suffer 6 DMG
Buff Self:
+29% DMG
-29% Stress
+3 SPD

Self:
Heal 13 Stress
Suffer 7 DMG
Buff Self:
+31% DMG
-31% Stress
+3 SPD

Self:
Heal 15 Stress
Suffer 8 DMG
Buff Self:
+33% DMG
-33% Stress
+4 SPD

+

Buff duration: 2 rds

Other Changes

Stats
Speed reduced by 1, and now scales like other heroes
Base Stun and Move resistance reduced to 20%
Base Blight, Bleed, and Disease resist reduced to 10%
Base crit increased by 2%

Misc
Death’s Door heal & buff removed
Forward move lowered from 3 to 2
+DMG removed from Rapturous (still +3 SPD & -20 DODGE)

Group restriction removed
Now gains -25% Stress Received and +25% DMG at <40% HP and <20% HP, which last until you go above the threshold

Lash’s Solace (camping skill)
Stress healing reduced from 50 to 40
Now deals 20% HP damage to self

Gyll's Notes

I had several goals for the Flagellant redesign:

  1. Drastically tone down his self heal skills
  2. Make him feel more like a normal hero (less reliance on special mechanics)
  3. Allow him to be a viable main healer
  4. Give him a viable backline build

The new Reclaim & Redeem form the backbone of his healing kit. Reclaim now does significantly more healing, but only ever lasts 2 rounds and will bleed much more often thanks to the significant nerf to his bleed resist. Redeem can be used as a spammable self-heal or in combination with Reclaim to provide some heavy healing output across the whole group.

Something I realized while working on this redesign is that, in order for a “martyr” mechanic to be interesting, the payoff has to be something other than what you’re encouraged to be low on. That’s what makes it feel more like a risky balancing act than ex. “+healing when low HP”, because when you’re low HP you already want to use your heal skill so that mechanic isn’t creating any extra tension. This realization is where many of the martyr mechanics in my redesign came from, such as the bonus DMG/stress resist when low HP, and the bonus bleed from Rain of Sorrows.