Paladins: Grohk
Grohk was either the first or second champion (mixed up with Seris hehehe) that I unlocked using in-game gold currency. He is now currently level 7.
The reason why I'm blogging about him instead of Seris (which I believed is a slightly better healer) is because I have only one video clip recorded and that's of him.
For details on his abilities, please refer to this information from Paladins Wiki.
My default build is as follows:
(1) Build name: Totemic Ward
- main aim of this build is to heal
Totemic Ward legendary card
- mainly for the increased amount of healing
- the 2s cc is a bonus
Outreach IV
- totem is always placed at your feet i.e. you can't just lob it to heal an ally in a distance
- this card is useful to increase the chance of healing as many allies as possible
- also useful when you want to move back a little away from any intense exchange at the front and shoot from a safer distance
Crackle II
- more healing via increased duration
Shamanic Might II
- since he has to move close to ally in order to heal, increased hp helps him survive better
Totemic Rescue III
- with the increased hp above, his total hp is now 2900
- at, say, 20% max hp, he'll have a total life of 20%*2900 + 600 = 1180 for 4s
- should be able to withstand at least a single shot from a primary attack (Evie's primary shot damage is 900+)
Gale I
- you use Ghost Walk because you're in trouble and so this card enables you to get back Healing Totem asap to hopefully use it on yourself and allies soon
However, if I notice there are enemies whose ultimate abilities can pretty much kill me, then I use another build:
(2) Build name: Wraith
- main aim is to use the legendary card Wraith to survive such one-shot kill ultimate ability and yet have cards that help to buff up healing in the absence of the bonus 50% heal from legendary card Totemic Ward
Wraith legendary card
Outreach IV
Crackle II
Shamanic Might II
Gale I
- same reasons as in the Totemic Ward build
Healing Rain III
- for increased healing amount per second, to compensate for the loss of bonus healing from not using Totemic Ward
The reason why I'm blogging about him instead of Seris (which I believed is a slightly better healer) is because I have only one video clip recorded and that's of him.
For details on his abilities, please refer to this information from Paladins Wiki.
My default build is as follows:
(1) Build name: Totemic Ward
- main aim of this build is to heal
Totemic Ward legendary card
- mainly for the increased amount of healing
- the 2s cc is a bonus
Outreach IV
- totem is always placed at your feet i.e. you can't just lob it to heal an ally in a distance
- this card is useful to increase the chance of healing as many allies as possible
- also useful when you want to move back a little away from any intense exchange at the front and shoot from a safer distance
Crackle II
- more healing via increased duration
Shamanic Might II
- since he has to move close to ally in order to heal, increased hp helps him survive better
Totemic Rescue III
- with the increased hp above, his total hp is now 2900
- at, say, 20% max hp, he'll have a total life of 20%*2900 + 600 = 1180 for 4s
- should be able to withstand at least a single shot from a primary attack (Evie's primary shot damage is 900+)
Gale I
- you use Ghost Walk because you're in trouble and so this card enables you to get back Healing Totem asap to hopefully use it on yourself and allies soon
However, if I notice there are enemies whose ultimate abilities can pretty much kill me, then I use another build:
(2) Build name: Wraith
- main aim is to use the legendary card Wraith to survive such one-shot kill ultimate ability and yet have cards that help to buff up healing in the absence of the bonus 50% heal from legendary card Totemic Ward
Wraith legendary card
Outreach IV
Crackle II
Shamanic Might II
Gale I
- same reasons as in the Totemic Ward build
Healing Rain III
- for increased healing amount per second, to compensate for the loss of bonus healing from not using Totemic Ward
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