12 months
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0s | What's up, everybody? |
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1s | I'm Jake, and today I'm going to be showing you how to play Venture like a pro. |
6s | Blizzard hired me to stop y'all from feeding when they go live. |
9s | Of course, I was happy to oblige. |
11s | Venture is a Damage hero whose kit is focused on mobility and burst damage. |
15s | Your skills can be used flexibly for either purpose. |
18s | Your primary weapon is a great damage dealer when it can connect, |
21s | but its range is limited. |
22s | It's important to play around corners |
24s | and other natural cover to avoid long-range engagements. |
27s | Each regular ability that you use will give you an instant 40 HP shield, |
31s | with a hard cap of 75 total. |
33s | As Venture, the extra tankiness from shields and the option to escape with your skills |
37s | allow you to play from flanking positions that most heroes would not be able to safely occupy. |
42s | Your quick melee is also unique, dealing the same 40 damage burst as other heroes, |
46s | with an additional 30 damage over time coming just after. |
50s | The damage is very nice, |
51s | but if you miss, you will be locked into a longer animation. |
55s | Drill Dash has incredible damage potential, |
57s | but it's also an important movement tool to help you get around faster. |
61s | Due to your limited range, it's often necessary to use Drill Dash |
64s | just to take a better position from which to fight. |
67s | The unique strengths of the ability are best seen, |
69s | when you can push opponents out of position for your team to follow up on. |
73s | It's important to know that you can also use your Drill Dash while Burrowed. |
76s | The cooldown will be reduced by 50% |
78s | and you can turn freely helping you to travel long distances more quickly. |
82s | While dashing under enemies does boop them, |
84s | the damage is negligible in this state. |
86s | If though, you dash right away after Burrowing, and delay the exit as long as possible, |
91s | you should already have your next Drill Dash ready as you come out of the ground— |
95s | a perfect way to harass the enemy and make a clean getaway or recommit to finish a fight. |
100s | Burrow can be used defensively as an escape or stalling tool, |
104s | but it can also be used offensively to devastating effect. |
107s | Unlike Tracer’s recall, |
108s | there is a window of vulnerability during which you can be interrupted or killed |
112s | before you make it underground and become invulnerable. |
114s | Be cautious around heroes that can exploit this weakness, |
117s | especially another Venture. |
119s | While you're underground, you can scout out the enemy team's positions |
122s | and decide what to do from there. |
124s | You can get straight to the enemy backline or pop up in the center of the fight |
128s | and drill someone out of position. |
129s | If you don't see any good opportunities, |
131s | just end at a safe position to reset your cooldowns. |
134s | If you've chosen to go aggressive with the Burrow, you'll have the option |
136s | of fully charging to deal 110 to 80 damage based on range. |
140s | Full charging also sends you up into the air, |
142s | which can be a helpful way to grab high ground over your target. |
145s | You can also consider popping out very quickly |
148s | for 55 to 40 damage and use your other tools for follow up. |
151s | The height of your jump is determined by your charge, |
153s | so take positioning into account. |
156s | As you probably already noticed from my gameplay, |
158s | Venture is a hero that can be played very aggressively. |
160s | This means you might be dying once in a while, |
163s | luckily, both of your cooldowns will help you get back to the fight faster. |
166s | This is the cooldown cycle for rollout that I found to be the fastest, |
169s | but certain maps might optimize differently. |
172s | Now a couple of bonus rapid-fire tips about Burrow. |
175s | Most heals from your supports cannot connect with Venture |
177s | while you're underground. |
178s | You can, though, grab health packs without coming up. |
181s | Burrow instantly reloads your primary weapon on use. |
185s | You can also defend objectives while underground and invulnerable |
188s | and trigger overtime on offense, |
190s | but you cannot capture objectives offensively in this state. |
194s | Tectonic Shock: Ventures Ult does devastating area of effect damage, |
198s | but it is easily blocked by shields or simply avoided by enemies on high ground. |
203s | Flying heroes are essentially immune provided they can get away from the ground. |
206s | In the perfect scenario though, this Ultimate can be devastating |
209s | to grouped up enemies. |
210s | On Escort and Hybrid, you can shoot Tectonic Shock charges under the payload, |
214s | which can be especially useful to clear the objective. |
217s | Barring exceptional combo skills like Orisa or Zarya Ult, |
220s | I would suggest Ulting any time you think you can secure a single kill with it. |
224s | It's not flashy, but it gets the job done. |
226s | The Ult also gives you an instant 75 shield, |
229s | which can sometimes be a game changer. |
230s | I found myself using Tectonic Shock quite often for this clutch factor. |
235s | Don't forget that you can |
236s | continue to use your abilities as normal while your Ultimate is active. |
239s | They can help you set up good angles for Tectonic Shock |
242s | or to stay alive if the enemy tries to burst you down. |
245s | All right, |
246s | that's all the coaching you're going to get from me today. |
249s | Now, you're just going to have to go out and give Venture a try yourself. |
251s | Let me know how it goes. Good luck and happy digging. |