Home > KvK > Bloodflayer – Khorne Healer

Bloodflayer – Khorne Healer

“Blood for the Blood God! Yes my lowly minions, blood! Kill the weak! Kill those who are unworthy to have Khorne feed on their blood! Their blood is unworthy of Khorne but suitable for your sustenance. Let the blood flow and drink of it. Drink of the blood and grow closer to Khorne! I am the scythe that reaps the blood-harvest. Walk in my shadow and consume the blood that will feed Khorne’s army. Where I go blood will soak the land and from this blood will rise a crimson dawn to honor the Blood God!” Vordred Bloodhand, Disciple of Khorne

Bloodflayer

Archtype – Healer

Armor – Medium Robe

Weapon – Great-Flail

Mechanic – Khorne’s Blood

  • You have a pool of 0-100 Blood of the Fallen which is harvested through certain abilities. You may use this secondary pool of points to enhance the performance of an ally temporarily, but they must be above 20% health.

Mastery Trees

  • The Sanguinary – A mastery path focusing on attacks that heal your allies by drenching them with the blood of your enemies.
  • The Gory – A mastery path focusing on attacks which damage your enemies and harvest Blood of the Fallen.
  • The Hematic – A mastery path focusing on infusing your allies with the charged Blood of Khorne. 

R1. Blood Offering <The Sanguinary> You cut at your own flesh and offer up your blood to heal an ally by ‘x’. 40AP, 2s Cast, No CD, 50ft Range.

R1. Flayer’s Embrace <The Gory> You swing your flail at your enemy letting the chains embrace them and drain their blood. You deal ‘x’ damage to your opponent and build20 Blood of the Fallen. 35AP, Instant Cast, No CD, 5ft Range.

R2. Blood Font <The Sanguinary> You swipe at your enemy with your flail tearing at their flesh dealing ‘x’ corporeal damage and healing  your defensive target if they are within 30 feet of you for 300% of the damage dealt. This ability will heal the caster for 150% of the damage dealt if no defensive target is selected. 35AP, Instant Cast, No CD, 5ft Range.

R3. Plasma Infusion <Core Ability> You take of your precious Khorne’s Blood supply and force it down your ally’s throat, healing them for ‘x’ over 10 seconds. 30AP, Instant Cast, No CD, 50ft Range.

R4. Touch of the Blood Frenzy <The Hematic> Khorne’s contempt for weakness fills you as you attack your ally and fill them with the Blood Frenzy. You deal ‘x’ damage to your ally but increase their auto-attack speed by 25% for 10 seconds. This ability requires 20 Blood of the Fallen if used on an ally, or 40 Blood of the Fallen if used on the caster. No Cost, Instant Cast, No CD, 20ft Range.

R5. Barbed Coil <The Gory> You swing your barbed flail-heal around your enemy’s legs tearing at the flesh; you deal ‘x’ damage and reduce their movement speed by 40% for 5 seconds. This attack will build 15 Blood of the Fallen. 30AP, Instant Cast, 10s CD, 5ft Range.

R6. Flayed Arms <The Sanguinary> You strike at your opponents arms cutting deep into the flesh; you inflict an ailment which will deal ‘x’ corporeal damage every time your opponent uses a melee attack, this effect will last 10 seconds. The damage dealt by this ailment will heal your defensive target by 150% if they are within 50 feet of the affected enemy. 30AP, Instant Cast, 10s CD, 5ft Range.

R7. Blood Piercing Cry <Detaunt> You detaunt your target, making them to hate you less and causing them to deal 50% less damage to you for 15 seconds. If you attack anyone you have detaunted, the effect will immediately end. 20AP, Instant Cast, 15s CD, 100ft Range

R7. Mark of the Brass Legion <The Hematic> You temporarily give your ally a taste of the infamous Brass Legion of Khorne. You deal ‘x’ damage to your ally but cause them to ignore incoming armor penetration for the next 10 seconds. This ability requires 35 Blood of the Fallen if used on an ally, or 70 Blood of the Fallen if used on the caster. No Cost, Instant Cast, 40s CD, 20ft Range.

R8. Divine Favor <Archtype Morale 1> A strong heal that will restore 1800 health to your target.

R8. The Garote <The Gory> You let the rage of Khorne build up within you and  you release it in a tremendous burst of rage; you deal ‘x’ damage to your enemy. This ability will continue to build while moving. This attack will build 50 Blood of the Fallen. 50AP, 2s Cast, 5s CD, 5ft Range.

R9. Crimson Torrent <The Sanguinary> A daemonic possession takes control of you as you ravage your target for 6 seconds sending their blood splattering about, dealing ‘x’ corporeal damage every second. Your defensive target will be healed for 200% of the damage dealt if they are within 30 feet of you. This ability will heal the caster for 100% of the damage dealt if no defensive target is selected. 20AP/s, 6s Cast, 15s CD, 5ft Range.

R10. Not Your Time <Resurrect> Resurrects your target with 20% health. 20AP, 3s Cast, 6s CD, 100ft Range

R11. Gift of Khorne <Racial Tactic> You regain 40AP every 4 seconds

R12. Rampaging Siphon <Archtype Morale 2> Deals 600 damage to all enemies within 30 feet, and heals group members within 100 feet for the full damage dealt.

R12. Taste of Young Blood <The Hematic> You coat your flail with the blood of a slain youth and attack your ally to infuse them with the child’s youthful vigor. You deal ‘x’ damage to your ally but cause them to move 20% faster for 10 seconds. This ability requires 30 Blood of the Fallen if used on an ally, or 60 Blood of the Fallen if used on the caster. No Cost, Instant Cast, 20s CD, 20ft Range.

R13. Divine Fury <Archtype Tactic> You deal 25% more damage, but all of your healing becomes 20% less effective.

R14. The Shredder <The Gory> You assail your target repeatedly for 3 seconds, dealing ‘x’ damage every half second and building 20 Blood of the Fallen per second. 25AP/s, 3s Cast, 8s CD, 5ft Range.

R15. Deft Touch <Tactic> Touch of Blood Frenzy will also increase your target’s parry by 10% but costs 5/10 Blood of the Fallen more.

R16. Steal Life <Archtype Morale 1> Your target suffers 900 damage over 9 seconds, and you are healed for half the damage dealt.

R16. Ignore the Pain! <Core Ability> You cleanse your ally of one hex or ailment. 35AP, Instant Cast, 5s CD, 50ft Range

R17. Incorruptible <Racial Tactic> Your corporeal resistance is increased by 252.

R18. Drive of the Flesh Hound <The Hematic> You coat your flail with the seering blood of the flesh hounds of Khorne and  attack your ally dealing ‘x’ damage to them, but for the next 5 seconds their attacks will ignore their target’s armor. This ability requires 40 Blood of the Fallen if used on an ally, or 80 Blood of the Fallen if used on the caster. No Cost, Instant Cast, 25s CD, 20ft Range.

R19. Discipline <Archtype Tactic> Increases your willpower by 160

R20. Focused Mind <Archtype Morale 2> For the next 10 seconds you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities will build 50% faster and may not be set back.

R20. Bloody Lash <The Sanguinary> You spin in a vicious circle of death as your flail tears at the flesh of all enemies by you. You deal ‘x’ corporeal damage to all enemies within 25 feet of you and heal all group members within 50 feet of you for 250% of the damage dealt. 50AP, Instant Cast, 2s CD, No Range.

R21. A Strong Host <Tactic> Blood Offering will also increase your target’s toughness by ‘x’ for 10 seconds. This will not affect the caster.

R23. Blood of the Slain <Racial Tactic> You regain ‘x’ hit points when you deal a killing blow

R24. Divine Protection <Archtype Morale 3> Each group member within 100ft is surrounded by a protective shield for the next 10 seconds that will absorb up to 4500 damage from melee abilities.

R25. Subtlety <Archtype Tactic> All of your heals will cause enemy monsters to hate you 25% less than normal.

R25. Purge Magic <Core Ability> Khorne’s hatred of magic fills you as you strike your opponent dealing ‘x’ damage and shatter one enchantment. This ability requires your target to be under the effects of an enchantment. 40AP, Instant Cast, 5s CD, 5ft Range.

R27. Curse the Winds <Tactic> Purge Magic will remove up to 2 enchantments.

R28. Khorne’s Creed <Bloodflayer Morale 1> Your group takes 75% magical damage for 7 seconds.

R29. Restorative Burst <Archtype Tactic> Anytime one of your direct healing effects critically heals an ally, you will regain 40 action points over 3 seconds.

R30. Scourge the Weak <The Gory> You cut a path of blood in front of you dealing ‘x’ damage to all enemies 30 feet in front of you and building 10  Blood of the Fallen per target hit. 55AP, Instant Cast, 10s CD, No Range.

R31. The Chains That Bind Us <Tactic> Whenever you are disarmed, the enemy disarming you is rooted and disarmed for the same duration irregardless of their immunity timers.

R32. Burning Blood <Bloodflayer Morale 2> You deal ‘x’ additional corporeal damage on your next 4 attacks, healing yourself for the additional damage dealt.

R33. Whip Lash <Tactic> Bloody Lash has a 25% chance to strike a second time without cost to the Bloodflayer.

R35. Indifference <Tactic> You can now use Hematic abilities on allies regardless of their health, but you cannot kill them.

R35. Feverish Burst <Core Ability> You knock back all targets within 30 feet. 40AP, Instant Cast, 30s CD, No Range.

R36. A Trip Down Bastion Stair <Bloodflayer Morale 3> You deal 800 damage to your target and knock themt down for 3 seconds.

R37. Red Chrism <Tactic> On a kill-blow you gain 60 Blood of the Fallen and your Khorne’s Blood pool is temporarily increased to 120 for 10 seconds.

R39. Favored of Khorne <Tactic> Your chance to critically hit with melee attacks is increased by 5% and your strength is increased by 80, but your initiative is decreased by 80.

R40. Alter Fate <Archtype Morale 4> Resurrects all groupmates within 30 feet. Anyone who is brought back from the dead will also be healed for 472 over 9 seconds, and they will deal 20% more damage for 10 seconds.

R40. Kaarn’s Frenzy <The Hematic> You infuse your ally with the unpredictable rage of Kaarn the Vanquisher. You deal ‘x’ damage to your ally but decrease their cool-downs of their abilities by 5 seconds for the next 7 seconds. This ability requires 40 Bestial Prowess if used on an ally, or 80 Bestial Prowess if used on the caster. No Cost, Instant Cast, 25s CD, 20ft Range.

Mastery Trees

The Sanguinary

R3. United By Blood <Tactic> If your defensive target falls below 20% health they receive 50% more healing from your Sanguinary abilities.

R5. Gushing Wound – You swipe at your enemy’s artery causing a wound that bursts forth with their life-giving blood. You deal ‘x’ damage to your opponent and your defensive target regains 25 Action Points if they are within 30 feet of you. This ability will not affect the caster. 25AP, Instant Cast, No CD, 5ft Range.

R7. Indiscriminate Harvest <Tactic> Whenever someone in your group is critically hit you gain 10 Blood of the Fallen.

R9. Blood Mist – You swing with a ferocious might that causes the blood of your enemies to turn to a fine mist. You deal ‘x’ corporeal damage to all enemies 30 feet in front of you and heal all allies within 30 feet for 200% of the damage dealt. 40AP, Instant Cast, 10s CD, No Range.

R11. Life Force <Tactic> Gushing Wound now gives 45 Action Points to your defensive target.

R13. Blood Rage – You are filled with the very blood-rage that Khorne is made of, you attack your target for 3 seconds dealing ‘x’ corporeal damage per second and healing your group for 300% of the damage dealt if they are within 50 feet of you. 25AP/s, 3s Cast, 5s CD, 5ft Range.

R15. Embrace the Pain <Morale 4> You cleanse your whole group of all ailments and hexes healing them for 400 hit points for each effect removed.

The Gory

R3. Blood Harvest <Tactic> Your auto-attacks will generate 5 Blood of the Fallen.

R5. Severed Calf – You cut at your enemy’s legs causing them to take ‘x’ damage every second they are moving; this ailment will last 10 seconds. This ability will build 20 Blood of the Fallen. 35AP, Instant Cast, 20s CD, 5ft Range.

R7. Cruel Desires <Tactic> The Garote has a 25% chance to decrease your target’s armor by ‘x’ for 10 seconds.

R9. Bane on Magic – Khorne’s lack of tolerance for magic-users fills you as you slam your weapon’s handle into your enemy’s mouth dealing ‘x’ damage and silencing them for 4 seconds. This ability will build 20 Blood of the Fallen. 40AP, Instant Cast, 20s CD, 5ft Range.

R11. Dire Consequences <Tactic> Bane on Magic will cause your target to lose 50AP every time they try to use a magic ability while under its affects.

R13. Crimson Scythe – You summon forth a divine surge of strength and release it dealing ‘x’ damage to all enemies within 30 feet of you. This ability will build 5 Blood of the Fallen per target hit. 50AP, 2s Cast, No CD, No Range.

R15. Slaurith’s Scream <Morale 4> The power of the accursed knight flows through you as you deal 2400 damage to all enemies 30 feet in front of you over 2 seconds.

The Hematic

R3. Youthful Vigor <Tactic> Taste of Young Blood’s speed buff is increased to 30%.

R5. Bloodletter’s Frenzy – You coat your flail with the blood of a daemonic bloodletter and attack your ally dealing ‘x’ damage but increasing their chance to critically hit by 10% for 10 seconds. This ability requires 30 Blood of the Fallen if used on an ally, or 60 Blood of the Fallen if used on the caster. No Cost, Instant Cast, 20s CD, 20ft Range.

R7. Daemonic Touch <Tactic> Bloodletter’s Frenzy will now increase your ally’s chance to critically hit by 15% and last 15 seconds.

R9. Bloodthirst – You attack your ally and fill them with a deep thirst for blood and life. You deal ‘x’ damage to your ally and increase the amount of heals they receive by 10% for 10 seconds. This ability requires 35 Blood of the Fallen if used on an ally, or 70 Blood of the Fallen if used on the caster. No Cost, Instant Cast, 30s CD, 20ft Range.

R11. Blood-Chosen <Tactic> Hematic abilities cost half as much on yourself.

R13. Skull Ward – You coat your flail with the marrow of a daemon prince and strike deep at your ally, causing the marrow to penetrate into their bones. For the next 10 seconds your ally cannot be critically hit. This ability requires 40 Blood of the Fallen if used on an ally, or 80 Blood of the Fallen if used on the caster. No Cost, Instant Cast, 30s CD, 20ft Range.

R15. Blood for the Blood God <Morale 4> Your group’s damage is increased by 15% for the next 10 seconds.

Categories: KvK Tags: ,
  1. July 21, 2011 at 11:01 PM

    Please refrain from comments regarding the ‘realism’ of Khorne having a healing class. This class isn’t designed in the fashion of other healers. The Bloodflayer does not use magic because Khorne despises magic, however the army books do say that Khorne has a different opinion regarding magical weapons which enhance the performance of his warriors. The Bloodflayer does not use magic to heal its allies, it simply spreads about the blood of its enemies upon its allies which heals them. He’s just flailing about spreading blood all over the place, its not his fault his allies run about with mouths agape to take in the fresh blood of their enemies.

  2. Malignant Impudence
    July 22, 2011 at 12:32 AM

    OMG! Think of the hepatitis! It’ll be a pandemic in the Old Wolrd!😄
    Then again, don’t they have a dozen other plagues?😄

  3. Plaguewall
    July 27, 2011 at 12:38 AM

    I actually like the ideas a lot. The reward for punishment and the variation in cost depending on target is great.

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