Rampant Blooming
Healing allies with Blossom will heal them for an additional 150 Health per second for 3s.
Blossom
Perennial
Reduce the Cooldown of Blossom by 0.5-2.5s.
Blossom
5
Verdant Expanse
Increase the radius of Blossom by 10-50%
Blossom
5
Adrenaline
Eliminations reduce all active cooldowns by 10-50%
Armor
3
Vine Grasp
Increase the range of Vine by 10-50%
Vine
1
Force of Nature
Dropping to or below 50% health grants a 150-750hp Shield for 3s.
Armor
1
Guide
As we all know, the only time a Front Line champion dies in Paladins is when they have a bad healer. These are facts. The Front Line's sole focus should be on running directly to the capture point while it is contested by the enemy team and to stand there until the "Victory" screen pops up. Let the Flanks worry about wasting their time worrying about things like "enemy location" and "line of sight". This build is intended to make the Grove Man the best gosh darn healer he can be while the FL leads us to glorious victory. With this build we are focused on spamming Blossom while maintaining as much distance from the opposition as possible. This provides the Grove-meister with room to breathe while healing with the benefit of more DPS from his "Distance = Damage" ax. The first two cards increase his healing area and lower his cool-down time for Blossom. "Heal big; heal often", as my grand pappy used to say. Next we have Adrenaline to further decrease time to heal (or TTH, which I think I just made up). With the TTH as low as it can possibly go, we toss our remaining two points at Vine Grasp and Force of Nature like pocket change to a beggar. It doesn't matter that they will just use it for more booze. At least they try to increase GroGro's survivability. Those two seem like they provide the best ROI with a budget of one point each. Hopefully this build will prove useful keeping your team alive, and more importantly, keep your fearless FL alive during his hapless venture unto the fray.
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