Paladins

Paladins

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How to heal with Grohk
Grohk can be an effective healer if your team is point heavy (2 tanks) and/or the damage/flank players realize they likely have to come to the point for healing.
The golden rule of support classes: You're a support! Grohk is a support class with a totem that heals for quite a bit, therefore, it's extremely important that you don't tunnel into doing damage leaving your totem off of its cool down. As soon as you get into the mindset of solely supporting the tanks and team, the better you will be. Grohk can put out a large amount of damage so when your totem is down, damage away but do not chase or get baited from the point and the tanks.
Abilities: Lightning staff: A staff that creates a channeled beam of lightning dealing 75 damage per hit every .1 seconds. (Recently nerfed in OB46 from 82/.1 second). The Lightning Staff cannot be manually reloaded and instead recharges when not firing.
This supplies 750 damage/second IF you land all 10 shots, which is a ton for a support class. However it's important to not tunnel on doing damage while the tanks wither away and die. Totem --> Damage --> Ghost walk --> Totem --> Repeat (I expand on this rotation later)
Shock Pulse: Fire a projectile that deals 125 damage and bounces between enemy players slowing them by 30% for 2s.
This ability is awesome! It bounces a base number of 6 times giving it a potential of 750 damage spread among targets. And it slows! Use this often and try not to miss! To mitigate the chance of missing shoot Barik's turret or Ying's illusions. This ability is awesome for harassing an enemy Ying.
Healing Totem: Deploy a totem with 900 health that heals nearby allies for 520 Health every second and lasts 6 seconds.
Keep it on cool down as long as healing is needed! Positioning/placement of this totem is CRITICAL. Grohk's healing can be completely mitigated by killing his totem, so do not put it directly on the point. In almost every map there's a corner or box to but it behind so it covers ~1/2 the point without being a gigantic target. Most people complain about being able to kill Grohk's totem, but don't even attempt to mitigate the possibility. Hide it!
Ghost Walk: Become untargetable and gain 20% movement speed for 1.5s. Removes all debuffs on use.
Pretty self explanatory. Try to use it during times of high aoe damage or when the enemy team is trying to pick you off because you CAN NOT use healing totem while this ability is active. I normally try to put a totem down immediately before I use this, if possible of course.
Ultimate: Tempest: Surge with power for 3s, slowing and striking 2 nearby enemies at a time for 200 damage and speeding up and healing 2 nearby allies for 500 health every .5 seconds.
This is used improperly by nearly every Grohk I've played with. This is not an offensive ultimate. It targets 2 enemies for 200 damage/ tick for 3 seconds. You can almost put out more damage with your primary ability that this. This is a healing ultimate. 500 heals every 1/2 a second is decent and can be used to heal up teammates on the point. I suggest using this ability around a corner, behind Inara's wall or somewhere out of sight. Do not use this and charge the enemy team, you will die and only tickle them.
Loadout(s):
As with most loadouts there is no perfect one, but there are few cards that are required to be effective.
Outreach (1-3 points): Each point increases the range of your totem by 10%, I personally usually put 2-3 points in this so I can hide my totems in better spots and still heal people on the point.
Healing Rain (3-4): Your totem heals your teammates %1 of their health every second for each point, and this is in addition to your totem healing. I use this mainly for rapidly healing tanks, but it's helpful for damage characters as well. This may not sound like a lot but lets do the math for a few characters.
Skye: 1800 health. 1% = 18, 4% = 64/second Fernando: 5500. 1% = 55, 4% = 220/second Viktor: 2200. 1% = 22, 4% = 88/second.
As you can see tanks benefit the most, obviously, and that's where you should be putting your totem anyway.
Gale (2-3): Using Ghost walk lowers the cooldown of your totem by 1 second for each point. This is critical. Your totem is going to get killed, period. The only way to mitigate that is to be able to use it more. I make sure to use ghost walk after every totem, before the cooldown is up, saving it as long as I can to avoid potential damage and death.
The other two cards are up for debate, but I personally like to reduce the CD of ghost walk and the personal shielding card below 30% health.
Rotation: Totem --> Damage --> Ghost walk when needed or before 3 seconds left on totem --> Totem --> Repeat
Remember, don't get sucked into damaging constantly.
If you use Gale III and get chronos II, you can have a CONSTANT totem down. You won't be healing constantly because someone is going to kill it, but it allows you to have totems very frequently. \
Legendary: There's only one for healing,Totemic Ward
Totemic Ward: Allies healed by Healing Totem receive CC Immunity for 2s and Healing Totem heals for 20% more.
20% additional healing? Awesome! But the real buff here is CC immunity for 2 seconds. Want to drive Bomb king mad? Place a totem down during his Grumpy bomb! The minimal damage it does is healing in less than a second and no one is stunned. There are tons of other CC's and none of them function if the totem is down.
In game cards:
Cauterize: Similar to Viktor, Tyra and other characters that can spray the entire enemy team in very little time, Cauterize is a very good card to use. With one swipe across the point the entire enemy team is affected.
Chronos II: Your ultimate is not worth morale boost, so get Chronos, but not more than II due to the rotation below.
Side note: Do not place your totem down preemptively when the round 1st starts. Everyone sprays AOE right off the bat and a fire spit, grumpy bomb, salvo, random weapon spray is going to kill it. Wait for some damage to be taken and again place it somewhere hidden from obvious LOS.
Grohk can be effective if the team knows how he works and doesn't expect him to go spot heal a flank. He does have a bit of a disadvantage healing compared to some of the other healers, but he makes up for that with his damage.
Please feel free to discuss or come to my stream to watch/ask in real time: https://www.twitch.tv/butterybuttermilkbiscuit
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Showing 1-6 of 6 comments
dude..make a guide
AlexFzk Apr 5, 2017 @ 8:51am 
press Q
Prbtt Apr 5, 2017 @ 9:18am 
Sum up:

Get the card that reduces the cooldown of totem for 4 sec after using ghost walk and the one that reduces the cooldown of totem itself. Press q then press f ez wins.
Originally posted by Prbtt:
Sum up:

Get the card that reduces the cooldown of totem for 4 sec after using ghost walk and the one that reduces the cooldown of totem itself. Press q then press f ez wins.


Yup
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Showing 1-6 of 6 comments
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Date Posted: Apr 5, 2017 @ 8:48am
Posts: 6