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RESTO DRUID HEALING COURSE
RESTO DRUID PLAYSTYLE
Welcome to the healing course for Resto Druid in The War Within. In this first section, we're going to be breaking down the playstyle of the spec in Arena.
Resto Druid is, by definition, a maintenance-heavy spec, which means you're rewarded for staying ahead on keeping up your hots, and then punished for falling behind. If you're used to healing only by reacting to enemy damage, you're already going to be making a crucial mistake when playing Resto Druid.
In order to truly deal with the pressure of damage inside of Arena, you need to be planning ahead, focusing on maintaining your hots at all times. Now, because of this, Resto Druids are best played passively, avoiding any needlessly risky offensive plays in favor of a more conservative playstyle.
Now, many inexperienced Resto Druids are going to make the mistake of playing too aggressive, going for stuns and cyclones, even when it's not really needed. And by doing so, they run the risk of taking avoidable CC, which can cause hots to fall off and put them very, very far behind.
Now, this doesn't mean you shouldn't be using your CC kit. We're not saying that.
Because routinely landing cyclones can be enormously beneficial, not only in helping your team secure a kill, but also by making it easier. In fact, the Forest Guardian talent rewards you for making aggressive plays at the right time.
When you use Wrath, Starfire, Cyclone, or any other combo point generating ability, you extend the duration of all active hots by one second.
Then when you cast Star Surge or use any combo point spinning ability, it increases the tick rate of your hots by 20%, which effectively turns these damaging abilities into a mini flourish. A good Resto Druid knows how to balance top maintenance with assisting their team in securing a kill.
And that doesn't just mean landing CC on the enemy healer. Using Wrath, Star Surge, or simply contributing damage can make a huge difference in shaping the outcome of the match.
In many situations, the safest and most effective offensive play a Resto Druid can make is using Cyclone or even rooting an off-target enemy DPS. This not only slows down their damage, but also means one less interrupt or stop for your team to deal with.
By doing this, you create an opportunity for a teammate to CC the enemy healer, and if timed correctly, this can be a game-winning play. So if you want to know what to expect in Arena, keep one thing in mind.
While you technically are a jack of all trades, you're also a master of healing. If you can adopt a maintenance mentality instead of a reactive mentality and really hone in on preparing for damage before it happens, you're going to have a much easier time learning this spec.
So in the next video on healing goals, you're going to learn some of the fundamental parts of your maintenance and how they help maximize healing output.
RESTO DRUID GOALS
In this next section, we're going to be giving you some basic healing goals you can safely follow in every single arena game in order to maximize your output. Our number one priority above all else is to maintain Lifebloom on the kill target.
This single spell provides an enormous amount of healing. In most games, Lifebloom won't just be one of your top heals, but it will also enhance your other spells dramatically thanks to the Harmonious Blooming talent, effectively acting as three stacks of Mastery.
Now keep in mind that with our reworked Mastery, the effectiveness of our Mastery ramps down with each additional hot, leading to diminishing returns as they stack. But if a target has no hots up, then Lifebloom should immediately be applied.
And if you're playing Budding Leaves, Lifebloom should be applied as well. Lifebloom will even grow in strength over time the longer the hot stays applied.
Your second healing goal is to keep at least one charge of Grove Guardians on cooldown. This ability, which summons trance to automatically heal, has three charges and a shorter GCD, providing additional benefits as Keeper of the Grove.
But no matter what hero spec we're playing, we want to make sure we have at least one charge on CD at a time and keeping the rest in reserve when more healing is needed. Grove Guardians will also help reset the cooldown.
We'll be using the On Incarnation and Ancient of Lore whenever they expire, which makes use of this spell crucial for maximizing CDR.
As Keeper of the Grove, trance are even stronger, providing you with additional dream petal heals when summoned, while also buffing your other hots by 5% while active, and then even doing a considerable amount of damage by automatically casting Moonfire.
If you don't have a trance active, you are losing out on a bunch of downstream healing and even damage itself. As a third solo shuffle specific goal, you can also use the Trance of the Grove to heal your opponent.
As a third solo shuffle specific goal, you should also aim to use Incarnation or Ancient of Lore very early into every round. Solo shuffle is dictated by two important events.
The initial clash at the start of every game when everyone's popping off offensive cooldowns, and then the late game when these two-minute offensive CDs rotate back. These two points are where pressure is going to be at the absolute highest.
So, by using Tree Form early in the game, you're going to have it at exactly the right time later on. Ensuring you can deal with the late game pressure.
Your last goal, which is related to goals 1 and 2, is to not neglect your healing maintenance. Resto Druid is a momentum-based healer, which means you're rewarded for staying ahead and punished for falling behind.
While you might have several opportunities in every single game to push for Cyclones, you should avoid doing so if it can result in taking an extended CC chain and falling behind on healing Globals. You should avoid doing so if it can result in taking an extended CC chain and falling behind on healing Globals.
You should avoid doing so if it can result in taking an extended CC chain and falling behind on healing Globals. One of the advantages is that Forest Guardian creates more opportunities to play aggressively.
It pairs best with classes that can peel for you if you get caught in the open, such as Warlocks, Mages, and Rogues. This talent lets you support your team and help land kills while minimizing the risk of falling behind on your maintenance healing.
RESTO DRUID MAINTENANCE HEALING PRIORITY
Now that you know your healing goals, let's dive into how you need to prioritize your maintenance heals. Here we're going to break down how you're going to deal with passive sources of damage, teaching you exactly how you can keep health bars stable at any stage of the game.
Note that this is not a rotation. It's not a rotation, but instead, it's a priority system.
First up, you're going to want to make sure Lifebloom is always applied to the main kill target. Not only is this going to be your number one source of healing in most games, but it's going to dramatically increase the strength of your other hots while it's active, thanks to Harmonious Blooming.
Our next priority is to have at least one charge of Grove Guardians on cooldown at all times. Once again, using your trance regularly not only provides a buff to downstream healing, but the additional cooldown reduction on Incarnation is extremely valuable as well.
You should always... aim to scale your trance usage with the amount of incoming damage. If damage is incredibly high, you should be willing to use more than one charge, but if damage is much lower, you only need to invest one charge at a time.
After this, your maintenance should include keeping up with a Soul of the Forest rejuvenation. We're going to cover Soul of the Forest a little bit later in the course, but if you have the buff active and don't need any immediate burst healing, it can safely be consumed with a quick rejuvenation.
Next up, you should prioritize Cenarion Ward, but only if Swiftmined is available or coming off cooldown soon, so that Cenarion Ward and the rest of your hots can be extended with Verdant Infusion if Talented.
While this is technically a spot healing sequence, it should be woven into your healing rotation as often as possible to keep HP stabilized. Next on your priority is keeping Lifebloom on a standard, and you should be able to do so in a very short time.
If you're not able to do so, you should prioritize a secondary target. This can either be a second DPS or yourself, and we discuss when to prioritize each in our Master in Minutes course.
Following this is keeping a regular rejuvenation on any target taking damage, especially the kill target, if an empowered rejuvenation isn't already active with Soul of the Forest. Do keep in mind that if you need to quickly burst heal with Swiftmined, you're going to need to prioritize rejuvenation even higher.
Next on our list is the most common rejuvenation, and it's the most common one. Next on our list is keeping the regrowth hot applied, which is something we can easily do on three targets at a time with Rampant Growth.
You can learn how to abuse this mechanic in our Master in Minutes course. Next up on our maintenance is Wild Growth, but only if you're playing Wildstalker, as Implant will now cause it to proc Symbiotic Blooms.
Wild Growth is very mana intensive, so this is not something we're going to be doing often, and can be difficult to actually use without early Spring. In any case, if we've done all our maintenance and still want to maximize healing output, Wild Growth is going to be the move.
Last on our healing priority list is Efflorescence, something we can only consider pushing after everything else on our maintenance priority is taken care of. This spell is optional since in most games you won't even need to use it.
It's mainly useful when playing with Verdancy and Disentanglement. However, Efflorescence comes at a high mana cost, and with the recent mastery changes, it has limited value unless you invest in the additional talents.
RESTO DRUID SPOT HEALING PRIORITY
So with maintenance healing out of the way, let's take a look at how to deal with bigger damage spikes. So to do this we're going to cover a few different spot healing combos you can use to quickly top HP.
First up before we go into any healing combos, what's vital to understand is that any burst healing is going to be exponentially stronger on targets who have Lifebloom active because of your mastery.
Without Lifebloom up, your downstream healing is going to be so much weaker, so unless a target is at immediate risk of dying, always Lifebloom first before spot healing. Alright, let's start out with one of our strongest healing sequences.
Ideally we're going to start with Lifebloom and Rejuvenation already rolling, and then if we have time we'll summon some Trance which will provide extra healing and additional benefits as Keeper of the Grow.
Then we're going to use Cenarion Ward and wait until it procs from damage once we get to the top of the health bar. Then we're going to use Scenarion Ward and wait until it procs from damage once we get to the top of the health bar.
Then we're going to use Scenarion Ward and wait until it procs from damage once we get to the top of the health bar. Once it does, we're going to Swiftman to extend all of our Hots.
And then we're going to have to decide what to do with our Soul of the Forest. If the target is critically low and you can free cast, then you should regrowth.
Otherwise, if hard casting is limited or HP seems to be stable, we'll instead use Rejuvenation, which is relatively safe to do if you're playing with thriving vegetation. Make sure to watch our video on Soul of the Forest a little bit later in the course to explain the decision making involved in consuming your proc.
So if Grove Guardians aren't available, you're going to simply do the same sequence just without them, starting by making sure Lifebloom and Rejuvenation is active, then using Scenarion Ward, extending everything with Swiftman, and then deciding what to do with our Soul of the Forest.
As long as you stay ahead of your maintenance, these simple combos should be enough to heal through most forms of burst damage. The main problem you're going to want to avoid is falling behind too far in maintenance, and, then attempting to just spam regrowth through it.
This is a common trap that druids fall into, and it's why playing passively is generally the safest option you can go with. Alright, so what about situations where you're coming out of CC, you have no cooldowns to press, and you need to quickly save a target?
Well here, we need to assess how much time we actually have, but no matter what, we know for a fact that we're going to want a Swiftman. Which means we need to get a Rejuvenation on the target first, so Rejuve Swiftman is our fastest possible spot heal.
But if we can manage one extra global, we're going to want to make sure Lifebloom is up first, before anything else. And since Grove Guardians have a lower GCD, we can press them at any time during this sequence.
So, depending on how much time you have, you can potentially squeeze in slightly more healing with a Lifebloom, and always instantly get some healing going with a quick
HERO TALENTS: WILDSTALKER
Welcome to our guide on the Wildstalker Hero Spec for Restoration Druids. So if you're coming to this video after watching our Sustained Healing and Burst Healing guides, then you're in luck, because most of the benefits of Wildstalker are applied passively simply by sticking to your rotation.
But let's start with a disclaimer first here. The reason you play Wildstalker is not for damage.
Even though the tree has numerous mentions of cat form abilities, it is entirely used to do more healing. To begin to understand what all this means, let's focus on the capstone and end cap talents.
Thriving Growth and Vigorous Creepers Thriving Growth causes some of your healing spells to periodically proc Symbiotic Blooms on the target, which act as their own healing over time effect, but more importantly cause any affected targets to take 20% more healing thanks to the end cap talent, Vigorous Creepers.
This is a massive healing multiplier. The heals that can proc Symbiotic Blooms on a target include Wild Growth, Regrowth, and Efflorescence.
Now as far as Efflorescence is concerned, while you can weave it into your rotation to proc Symbiotic Blooms more often, this really isn't something you should be focusing on, both because of the extra mana cost and the fact that you're adding even more complexity to an already difficult rotation.
Now the reason we mention Wildstalker in the first place is because of Implant, which causes Swiftmint to automatically proc Symbiotic Blooms. Wild Growth will also proc it too, but on a random target.
Now what this means is that if you're sticking to your gameplay loop by applying Full Hots, using Cenarion Ward, Swiftminting, and then using a Soul of the Forest rejuvenation, then you are now adding to that burst healing sequence with a 20% healing modifier, which is pretty cool.
And speaking of Soul of the Forest, the fact that you now have an additional modifier after pressing Swiftmint, you now have even bigger Soul rejuvenations, which also translate into bigger thriving vegetation healing too. This allows you to commit more Soul procs into rejuvenation rather than regrowth.
Alright, so now let's discuss some of the decisions you're going to be making on your tree, starting with Resilient Flourishing and Root Network.
Now while the latter might seem more practical because it's a 20% healing increase, we're actually going to be playing with Resilient Flourishing instead, simply because the extra 2 seconds of Symbiotic Vines means a larger window for our 20% healing multiplier.
Then going into the middle column, we have a choice between Entangling Vortex and Flower Walk. Here, the selection is a little bit more nuanced.
Entangling Vortex is going to be the default choice as long as you're playing with Ursal's Vortex. This can be exceptionally good into melee cleaves.
However, if you're playing with a mage or if you want as much defensive bulk as possible, you might want to opt instead for Flower Walk, which causes Barkskin to increase movement speed and burst out a small AoE heal.
Now while this additional healing might not seem like much initially, it can actually add up quite a bit, especially since Barkskin lasts a fairly long time. Flower Walk really does have a lot of potential, and it's a good way to get a little bit of a boost.
It's not something you want to play around, but it simply adds some extra defensive bulk when you really need it the most. Then going down the right side of the tree, we're met with a choice of Bond with Nature or Harmonious Constitution.
While 35% additional regrowth healing on ourselves might seem OP at first, I get that, we're usually going to get more value playing with Bond of Nature since most of the time we aren't bombing regrowths into ourselves and instead we're mostly pad healing any minor damage we want.
So, if you're playing with a mage or a flower walk, you can go for Bond with Nature, which is a good option to get a little bit of a boost. Combine Bond with Nature with Natural Recovery, and we're looking at a combined 8% passive healing bonus to ourselves with every heal in our toolkit.
And finally, we have the choice between Implant and Twin Sprouts, but in Arena, the choice is really going to be obvious here, and that, of course, is Implant. Now as mentioned, this guarantees a symbiotic growth with Swiftman, which allows us to control when we tap into that 20% bonus multiplier.
Now with that said, we could also use the same method to get a little bit more damage on our team, which is to say, we're going to have to go back and regroup our team, and we're going to have to go back and regroup our team, and we're going to have to go back and regroup our team, and we're going to have to go back and regroup our team, and we're going to have to go back and regroup our team, and we're going to absolutely see Twin Sprouts being somewhat useful in BGs, and especially Epic Battlegrounds, where there are a lot of potential targets to heal.
Okay, so let's recap everything we just talked about. Wildstalker is for healing.
Period. Full stop.
With the Season 2 tier set, this hero spec simply rewards you for sticking to your healing maintenance while being consistent in using Swiftman to extend Cenarion Ward and apply Soul of the Forest Rejuvenation. If you're able to do these two things, you're going to be able to get a lot of healing.
So, if you're able to do these two things, you're really going to find this hero spec massively beneficial.
HERO TALENTS: KEEPER OF THE GROVE
In this video we are going to be breaking down everything you need to know about the new Keeper of the Grove Hero Tree. The Hero talents in this tree provide you with significant buffs to your Grove Guardians as well as some additional perks that you need to abuse.
The key healing increases from this tree come from Dream Surge which is going to give you a small AoE burst heal on your next direct healing spell cast immediately after using a charge of Grove Guardians.
The heal from Dream Surge is called Dream Petals and it's going to affect the target of the heal and any friendly player within 4 yards. Dream Surge can be procced with Swiftman, Regrowth, Wild Growth and even Rejuvenation since it has a direct heal component.
But Lifebloom, Cenarion Ward, Efflorescence and Tranquility will not consume Dream Surge. What this means is that every time you press Trenz, your next regrowth or rejuvenation is going to also burst heal the target and any other friendly player within 4 yards.
That's right, it essentially turns Rejuvenation into an instant burst heal. So in short, Dream Surge can act as a bonus to both your maintenance healing and your spot healing, allowing you to do both more effectively at the same time.
And before we go on, you should note that using Overgrowth can consume multiple Dream Surge procs at once. Giving you an even stronger burst heal when you use Overgrowth.
And that's why I'm going to be using Overgrowth to help you out with your rejuvenation. The Hero Tree also gives you two different healing buffs for each Grove Guardian active.
You're going to get a flat healing increase to your main hot effects with Power of Nature and even get an overall healing increase with Harmony of the Grove. Both of these buffs can stack for as many Trenz as you have active, which can be upwards of 5 or more during Incarnation.
And while we're on the topic, the free Trenz summon during Incarnation will also automatically grant you any of the healing bonuses we've already discussed. It's important to note though however, that Dream Surge cannot stack higher than 3, which can happen during Incarnation.
So if you want to truly min-max your healing here, you should aim to consume one stack with Rejuvenation or Regrowth to avoid overcapping. So at this point you might be asking, does this change how and when you use Trenz?
Well the short answer? Honestly yes, but really it's not that dramatic.
Because Trenz now provide you with even more healing, using 2 or 3 stacks at once is like using an actual healing cooldown. Dumping multiple stacks at a time can be an efficient way to deal with enemy cooldowns.
So whenever there are times where intense healing is needed, just be ready to commit multiple charges. But if damage is much lower and you only need to pad heal.
Then there's no need to be spamming your Trenz. There's simply a power up you can tap into if you need it, and not a replacement for your hot maintenance.
No matter what though, you should stick to your main healing goal of keeping 1 charge of Grove Guardians on CD at all times, since it's going to provide you with more passive healing and it's going to help give you cooldown reduction on Incarnation.
The other reason you're going to want to use Trenz regularly and keep at least 1 charge on CD. Is because the Keeper of the Grove Tree is a very powerful healer.
And it's going to be a good way to keep your Trenz on CD. And it's going to be a good way to keep your Trenz on CD.
And it's going to be a good way to keep your Trenz on CD. The Keeper of the Grove Tree also causes them to do a considerable amount of damage with Moonfire.
Yeah, that's right. By just doing your standard healing maintenance, you can effortlessly do damage at the same time.
There are also other defensive and utility perks from the Keeper of the Grove Tree. One of these is Protective Growth, which gives you damage reduction while regrowth is active on yourself.
This talent reinforces a habit you should already be doing. Which is to use Rampant Growth to regrowth yourself often.
Which can spread the regrowth hot automatically to your 2 DPS if they have Lifebloom active. This means not only do you have a regrowth hot to Swiftmend if needed, but you're now potentially protected with a swap thanks to a free 8% damage reduction.
The tree also gives you a temporary haste increase every time Swiftmend is used. This isn't really something you should worry about too much, but it will make it easier to land regrowth on yourself.
So, if you're going to be regrowing yourself, you should be able to do that. You can also use the Regrowth or Cyclone cast immediately after using Swiftmend.
Finally, Keeper of the Grove will also make Entangling Roots, Wrath, or Starfire instant after regrowth has been used 5 times. It can also make Regrowth instant after Star Surge has been used 5 times.
This is relatively minor, but we would recommend tracking this buff with a weak aura, which you can do by creating an icon with a buff trigger called Blooming Infusion. This will make it easier to see the buff on your screen.
Thanks for watching! I'll see you next time!
Bye!
RESTO DRUID OPENER
Welcome to our Openers Guide for Restoration Druid, where we're going to be showcasing a few different situations and how you need to deal with them all.
We're going to start with a very extreme example here, since it's going to help us understand Openers in general, where we're up against a Frost EK and Assassination Rogue, two specs with brutal AoE damage and CC.
Now, before the gates even open, we need to do some housekeeping here, making sure Mark of the Wild is up, and then using Symbiotic Relationship on who we expect to be the kill target.
Then, once the gates open, we're going to always Life Bloom both of our DPS and then Regrowth ourselves in order to spread the hot across all three targets, and then we're going to immediately Prowl.
Since we're up against a Rogue though, we also want to get in combat as soon as possible to avoid a Sap, but once the Rogue is open, we need to buckle up and get ready for the massive AoE burst from the Frost EK. Since our Druid senses pressure and intensity, and he anticipates a stun, he immediately goes Bear Form.
And the moment he becomes actionable, he then immediately uses NS into Ancient of Lore, giving him the much needed healing boost to deal with the insane amount of damage.
Now, we warned you this would be an extreme example, but being liberal with your Tree Form is going to be essential for dealing with early game pressure like this. In virtually every single game, your first few Globals will be exactly the same out of the gates.
You're going to apply Life Bloom to both of your DPS, Regrowth yourself, and then Prowl. Now, most of the time you don't need to care about making any offensive plays super early on.
There's no need to push across the map to CC the healer, especially if you don't have Hotsup. In the early stages of every game, all you need to worry about is managing momentum.
You can achieve this by sticking to the maintenance priority that we outlined earlier, and by using Tree Form to trade 1-1 in early game cooldowns. If you want to help out your team, you can use the Tree Form to trade 1-1 in early game cooldowns.
If you want to help out your team, you can use the Tree Form to trade 1-1 in early game cooldowns. If you want to help out your team, you can use the Tree Form to trade 1-1 in early game cooldowns.
If you want to help out your team, you can use the Tree Form to trade 1-1 in early game cooldowns. If you want to help out your team, you can use the Tree Form to trade 1-1 in early game cooldowns.
If you want to help out your team, you can use the Tree Form to trade 1-1 in early game cooldowns. If you want to help out your team, you can use the Tree Form to trade 1-1 in early game cooldowns.
If you want to help out your team, you can use the Tree Form to trade 1-1 in early game cooldowns. If you want to help out your team, you can use the Tree Form to trade 1-1 in early game cooldowns.
If you want to help out your team, you can use the Tree Form to trade 1-1 in early game cooldowns. before they connect to your teammate. This works best when you're playing with casters and while against one or two melee.
By stunning early like this, you can give your team some time to set up damage and potentially force a trinket in the process. And the only time you might need to deviate from your typical double Lifebloom regrowth opener is when up against Outlaw Rogues.
They're able to cross the map incredibly fast, so you're gonna only have time to Lifebloom your DPS before going stealth.
RESTO DRUID COOLDOWN ROTATION
In this guide we're going to be guiding you through some high stress situations, breaking down how you should think about budgeting your cooldowns in order to avoid a loss. In this first clip we're going to be looking at a pretty typical solo shuffle opener.
Now what you might immediately notice is that before the fight engages we already have HOTS rolling on both of our DPS, even using Innervate early in order to get them applied at zero cost. And once damage starts rolling in we immediately summon a Trent, since one of our healing goals is to keep a charge rolling.
Now at this stage we need to wait to see who the enemy team is going to be committing damage on. Here we notice that our DK has taken most of the damage, and the enemy Hunter has cooldowns popped.
Once we see these two things, we're going to not only Ironbark to trade 1 to 1 into CDs, but we're also going to use Cenarion Ward, since now the enemy team is committing real damage.
Following this we'll end the video by saying that we're going to be using the same strategy as we did in the last clip, immediately Treeform or Ancient of Lore. Not only will this protect us against the damage spikes of the early game, but as Gigatree will be immune to any CC chains during this crucial moment.
And since the Evoker has also committed their offensives at this point, we're going to draw up a few more Trents to help pad damage and give us even more protection for any incoming CC. And just like that, we've accomplished one of our healing goals.
We used Treeform proactively to survive the early game damage spike, and now we're going to use Trent's Rollin to benefit from that sweet CDR from Cenarius Guidance. Now let's take a look at another scenario, where we are in the mid game, trying to recover from an unexpected CC.
Here we get put into a full cyclone, and as you can see, our HOTs are almost completely gone on the kill target. Now in these situations, you really need to take inventory of what you have available.
Here we have Overgrowth, Cenarion Ward, and Swift Mid. We need to think of the best order in which to use these.
Our first global is going to be Cenarion Ward in order to get a big HOT rollin instantly. Then we're going to Overgrowth, which will not only refresh all of our HOTs, but will consume our Dream Surge stacks in the process, doing a mini burst heal on the target.
Now that we have all of our HOTs active, we're going to Swift Mid, proccing our Treeform, and giving us a Soul of the Forest buff, which we're going to use with Regrowth to burst heal and stabilize HP. So to wrap things up, let's take a look at how to manage the late game of Solo Shuffle.
Now because we used our Treeform very early on into the round, we have it back again. And would you look at that.
Enemy cooldowns just came back up too, which gives us a perfect opportunity to pop Tree again, to try and battle against the combination of damage and dampening. But what we didn't expect is that this game would last even longer, and a minute later, the DK has now Pillar Frost up again.
Despite the fact that our Warlock is high on HP, we instantly slam Iron Bark. Damping is so high that we cannot afford to heal through any damage increases so we need the damage reduction rolling.
Now, you might notice that there is another problem here. We're completely tapped on mana.
But luckily again, because we used Innervate super early into the round, we have it up once again and now that it's ready again. So now we're just going to go up and we're going to again, we have to throw the whole kitchen sink at this situation here.
This is going to be one of those rare situations that we're going to use Tranquility for healing, since we need as much HPS as we can to finish off the game.
Then we'll Overgrowth, Swiftman, and then Enes Regrowth with the last few seconds of our Innervate, and since we don't really have any mana left and we need to win the game, we push for a Cyclone on the enemy Holy Paladin, and with all of that, we're able to win the round.