Outreach - Fighting on Point w/ 2 Tanks

by noizOverlord
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Totemic Ward
Allies healed by Healing Totem receive CC Immunity for 2s and Healing Totem heals for 40% more.
Healing Totem
Outreach
Increase the area of Healing Totem by 10-50%
Healing Totem
4
Healing Rain
Allies inside your Healing Totem are healed for 1-5% of their maximum Health per second.
Healing Totem
2
Gale
Ghost Walk lowers the cooldown of Healing totem by 1-5s when Activated.
Ghost Walk
4
Haunting
Reduces the cooldown of Ghost Walk by 0.6-3s.
Ghost Walk
3
Monolith Totem
Increase the Health of Healing Totem by 250-1250.
Healing Totem
2

Guide

*Info*

As the title implies, this relies on fighting on the point with your team, ideally with 2 tanks.

I find that Healing Rain can be a bit of a 'noob-trap' as it seems a no-brainer to increase Grohk's healing output, but I think this is the wrong idea as no matter the number of healing you'd theoretically get, Cauterize 3 will always make that a small number. If you play this on max and don't play Outreach on 4-5 like the focal point of the build, it limits where your team can recieve your heals. As much as your heals would be increased otherwise, it's useless if your team is limited in where they can play to maximise the healing you dish out. That extra 5% of the player's max health will become non-existent.

I recommend this build be played ONLY with 2 tanks so that more people benefit from your heals and can act as a barrier to the totem itself with shields to protect it from damage.

Outreach as explained earlier is on 4 to increase your maximum effectiveness in terms of positioning on the map. It will make your job easier if you play solo as it makes you more flexible for your tanks if you can't communicate to them. Your tanks can also play just ahead of point much easier and zone whilst being in range of heals, so again you become much more useful to your tanks/team nearby. This will work especially well with points on a corridor like mid-zone, such as Jaguar Falls as it almost guarantees your tanks will stand in your heals if they are contesting the point with you.

Healing Rain is only on 2, because as I explained it can be a bit of 'noob-trap'. The extra 2% per second is still very helpful on top of the base heals of Totemic Ward if utilised properly, and it also frees up room to reduce the cooldown between your Totems, which you will definitely need.

Gale is on 4 to reduce the cooldown of your Totem by 4 seconds every 10.2 seconds, which will be the cooldown of your Ghost Walk because of Haunting on 3, without Chronos. With Chronos 3, your Totem's cooldown can again be reduced every 7.14 seconds, which is still a very good cooldown for what will be good reliable area heals.

Monolith Totem, finally, is on 2 to give your Totem a bit more beef to make sure it is used for the entirety of its duration.

*Item Recommendations*

Obviously, Chronos is chosen to quicker get to your Totems and keep your team in the fight.

Haven/Blast Shields would be the next option, I don't recommend Resilience simply because you should be avoiding CC anyways as a healer and you also have Ghost Walk to help you momentarily avoid it.

Cauterize would be my next choice after these if my team needed it later in the game to keep at least one level of Cauterize of applied to the enemy using Grohk's hitscan weapon, an easy way to apply it.

If you find yourself playing this build with an off-healer also in your team, I would take Rejuvenate to keep yourself in the fight better if you happen to get healed. Otherwise, I recommend Kill To Heal because you can rack up eliminations easily through the new changes to getting eliminations from kills by allied healed by you within their combat timer. Veteran can somewhat be a replacement, although you do have a totem, so you can heal yourself and you should have your team protecting you at that point anyway. I don't recommend Life Rip as your damage output will be too low to benefit from it.

*Possible Card Swaps*

Haunting can be completely swapped out for Crackle to extend the life of your Totem for the exact same amount of time instead if you are confident you can keep your Totem from getting hit and/or don't mind possibly losing out on your escape to keep you alive.

Monolith Totem can also be buffed by a point to help you if your Totem gets destroyed or you are fighting Bulldozer. At that point, i'd take the extra point off Haunting. Don't swap Haunting out for Crackle if you want to do this however, as you would be doing this on the assumption your Totem would be destroyed, so you'd lose value on any points on Crackle at that point.

Hope this helped you out on playing Grohk!


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