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Complete Venatori Faction Guide


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#1
-PenguinFetish-

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So I created a faction guide which details all the abilities and traits of every enemy from the Venatori faction. Ive made a video to display each ability and behavior, while also listing the weaknesses, resistances and immunity of every unit. Ive also commentated over the top of it to explain these a bit more, and written a transcript for those who want to get the information, but don't want to watch a video to get said information.
 
Link to the video is here, hope you enjoy watching :)
 
FULL TRANSCRIPT
 
Hello and welcome to my venatori faction guide. Ill be covering all the enemies including all their resistances, weaknesses, immunities and any other observations that I find.
 
Zealots and Marksmen are the two most common enemies you will find in this faction. Zealots have a standard melee attack and have a chance to block melee attacks, while the marksmen can utilise the Full Draw ability. You can see this when the marksman drops down on one knee, and his arrow will turn purple. He also has an ability where he will run backwards after being attacked, then do a 180 turn and quickly shoot for massive damage. This shot will deal well over 1000 damage and often will result in a 1 hit kill. Neither of these two enemies have any resistances, weaknesses or immunities. 
 
 
Gladiators are the enemy you will find who carry a large rectangular shield. They have the charging bull ability which will knock you down and they also can use sheild wall to block most incoming melee attacks and projectiles from the front.The mace that they carry will always knock you down if hit with it. Gladiators are vulnerable to Electricity and has no immunities or resistances.Its best to use a disabling ability such as winters grasp, knockout bomb or static cage on this enemy. 
 
Spellbinders wear large robes and carry a book which enables them to cast elemenatal runes infront of them and cast elemental projectiles at you. They have the ability to enchant and cast barriers on their nearby allies. This barrier, unlike player cast ones, do not expire naturally and must be destroyed before units can be damaged. Enemies that recieve barriers also recieve an elemental enchantment, this enchantment gives the unit reistance to whatever element the spellbinder carries.
 
There is 3 different elemantal varients of this enemy and this can be identified by the color of the runes they cast. Fire spellbinders have orange runes, ice = blue runes, lightning = purple runes. Walking over these runes will either shock, chill or burn you while also knocking you down. Jumping immediately after activating a rune will deonate it, but it wont hit you. Spellbinders can also vanish and warp to a different location when being damaged.  
 
Spellbinders are resistant and immune to whichever element they carry for example, ice spellbinders are resistant to cold damage, and cannot be frozen, electrical spellbinders are resistant to lightning and can't be paralyzed and fire spellbinders are resistant to fire, and can't be panicked. 
 
Mages are units which wield staffs and cast elemental magic. Like the spellbinder, they come in 3 forms, fire, ice and lightning, and this determines the element they will attack with. They can cast runes on a player, which they then remotely detonate. If this rune damages you, a green orb appears and homes back in on the mage, providing him with a barrier. This can occur 3 times. On the third orb, the mage will purge his barrier and launch an energy barrage at you. Mages can also retreat, similar to fade step, leaving an elemental trail which will shock, chill or burn the attacker. Mages, like spellbinders are resistant to their own elemental type and also immune to its own elemental status effect. In addition, they cannot be put to sleep. 
 
Brutes are large armored enemies that carry 2 handed axes. They take can use mighty blow which will knock you down if hit, and their auto attack will knock you down on the last hit, regardless if the previous 3 hit or not. They can also activate rampage which will cause them charge the player, then rotate and ground smash around them. This move gives them full guard. Brutes are vulnerable to lightning and cannot be disabled by physical effects (stuns, knockdowns etc). If they have guard, they will be immune to all disabling 
effects.
 
Stalkers are dual bladed rogues that utilise stealth to attack you from your flanks. They will active stealth upon being aggroed. You cannot target the stalker while he is in stealth unitl he is in close range of you, then you will perceive him and he can be targeted. The Stalker will use twin fangs out of stealth, and will use combat roll and other evasion moves when you target him. He can reenter stealth and will often teleport to a new location nearby to avoid any tracking. Stalkers can't be put to sleep, slowed or panicked. They also have no elemental resistance or weaknesses.             
 
Venatori Commander is the fire mage boss of the faction. She has fade step, an immolate style move which detonates 4 small runes in an area, wall of fire, barrier and energy barrage. Fade step will be used to dodge attacks if it is available, even if you are attacking from behind. Wall of fire will move in the direction it was cast, albeit slowly, and barrier can only be cast on the commander herself. Venatori commander is resistant to fire and immune to sleep, fear, paralysis and all physical effects. this means she can be frozen. 
 
This concludes my venatori faction guide, I will be following this up with the other two factions, plus all other enemies such as guardians and animals. Ive put the transcript of this guide into the description, so if you want to refer back to it without watching the video, then its down there. Thanks for watching, goodbye. 

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#2
Yumi

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I always find your guides in general to be very informative. Thanks for taking the time to do this and the other guides. This kind of stuff is good for community building as well! Cheers mate.

PS: Could you PM me the links to your other guides? I'm not too lazy to do it myself, but I often forum on my iPhone an having links in the pm makes it easy to navigate.

#3
Nintz2000

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I'm not sure why exactly but earlier today I discovered that blocking a gladiator attack with Shield Wall will stun them for a couple seconds, lowering their shield guard as well as immobilizing them. Not particularly practical in most situations, but figured I would mention it. Good summary btw. 



#4
-PenguinFetish-

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I'm not sure why exactly but earlier today I discovered that blocking a gladiator attack with Shield Wall will stun them for a couple seconds, lowering their shield guard as well as immobilizing them. Not particularly practical in most situations, but figured I would mention it. Good summary btw. 

 

This is correct, pretty much all enemies that melee a shield will get knocked back



#5
DarthLinebacker

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Excellent work as always Penguin. Nice writeup.

#6
Nintz2000

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This is correct, pretty much all enemies that melee a shield will get knocked back

Ah, interesting. Never seemed to notice it before, probably because no one lived long enough after hitting my shield in a full party. Only saw it cause of the axe weekend thing I was soloing as Lego. 



#7
KalGerion_Beast

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I'm not sure why exactly but earlier today I discovered that blocking a gladiator attack with Shield Wall will stun them for a couple seconds, lowering their shield guard as well as immobilizing them. Not particularly practical in most situations, but figured I would mention it. Good summary btw. 

Block and slash accomplishes a similar effect, but complete knockdown instead of stun.  I think it also does damage, but would need to check before confirmation.  



#8
-PenguinFetish-

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Ah, interesting. Never seemed to notice it before, probably because no one lived long enough after hitting my shield in a full party. Only saw it cause of the axe weekend thing I was soloing as Lego. 

 

Its especially useful against knights. His punching will stun you if not blocked.



#9
BronzTrooper

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Venatori Zealots also possess the ability to knock you down as a retaliatory strike after blocking a melee attack, similar in essence to Block & Slash.  They can also block ranged attacks, specifically arrows.

 

The Venatori Commander can also summon 4 fire runes around her when attacked by melee, all of which explode dealing fire damage and knockdown a couple seconds after casting.



#10
-PenguinFetish-

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Venatori Zealots also possess the ability to knock you down as a retaliatory strike after blocking a melee attack, similar in essence to Block & Slash. They can also block ranged attacks, specifically arrows.

The Venatori Commander can also summon 4 fire runes around her when attacked by melee, all of which explode dealing fire damage and knockdown a couple seconds after casting.


Ill add this in, thanks

#11
Rome_II

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Great job Penguin as always



#12
Apl_Juice

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Good guide as usual. Make sure you bold the Commander in Venatori Commander like you did with everything else. Don't know why, but it irks me :(



#13
-PenguinFetish-

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Good guide as usual. Make sure you bold the Commander in Venatori Commander like you did with everything else. Don't know why, but it irks me :(

 

Done.

 

It bothered me as soon as I noticed :D



#14
Saboteur-6

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Well done Penguin. You seem to be one of the few BSN regulars making quality informational guide vids. Thanks for that.



#15
Cirvante

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Might be useful to include more tells like the glowing arrow for the archers full draw. The Brute will start glowing before charging at you with increased speed for his mighty blow. He will raise his axe horizontally over his head before doing the three strikes that give him full guard. The Stalker will make a very distinct sound when he is in stealth around you. The Zealot will block your attack three times before countering with his payback strike.

 

Including some strategies on how to counter certain units and their moves might not be a bad idea either. Venatori are currently the pushover faction, but I'm sure you will make guides for the other two factions as well.



#16
Chi_Mangetsu

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the marksmen can utilise the Full Draw ability. You can see this when the marksman drops down on one knee, and his arrow will turn purple. He also has an ability where he will run backwards after being attacked, then do a 180 turn and quickly shoot for massive damage. This shot will deal well over 1000 damage and often will result in a 1 hit kill.

 

There's no way these two abilities are Working as Intended, can there? Enemy Full Draw (or as I call it "A Touch of Purple") barely does anything while Walking Five Feet Away and Taking a Potshot obliterates. That doesn't make sense unless Marksmen were specifically designed to frustrate. I've seen more wipes from a small army of these chuckleheads than I have from Commanders.



#17
-PenguinFetish-

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There's no way these two abilities are Working as Intended, can there? Enemy Full Draw (or as I call it "A Touch of Purple") barely does anything while Walking Five Feet Away and Taking a Potshot obliterates. That doesn't make sense unless Marksmen were specifically designed to frustrate. I've seen more wipes from a small army of these chuckleheads than I have from Commanders.

 

I honestly think the values are switched. 



#18
Chi_Mangetsu

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I honestly think the values are switched. 

That was my assumption as well. Hope we can get a hot-fix sooner rather than later (and maybe some official word regarding it). Also, have you noticed that both the Venatori and Red Templar Marksmen are duped and seem to fire in tandem resulting in TPKs? I haven't noticed it in a few days, but for a while there the arrowers were more frustrating than rubberbanding and demon pots put together!



#19
DozenMarks

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I'm not sure why exactly but earlier today I discovered that blocking a gladiator attack with Shield Wall will stun them for a couple seconds, lowering their shield guard as well as immobilizing them. Not particularly practical in most situations, but figured I would mention it. Good summary btw. 

 

Been a while since I played my Legionnaire, but don't they have a passive that stuns enemies that hit you with melee?  This definitely includes when you get hit while guarding, but I can't recall enemies being stunned before taking that passive.



#20
Cirvante

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Been a while since I played my Legionnaire, but don't they have a passive that stuns enemies that hit you with melee?  This definitely includes when you get hit while guarding, but I can't recall enemies being stunned before taking that passive.

 

It's only a 5% chance though. Blocking a melee attack with Shield Wall staggers the enemy and in the case of the Gladiator makes him drop his shield so he can be attacked from the front.



#21
Catastrophy

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It's also the faction with the coolest outfits and I like how Zealots toss their swords up. I think they call "To battle", too - or is that a Templar mook?

I've never noticed the Gladiator is almost unarmoured - nice to see the details when you're not busy pressing keys.



#22
wertysy

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Why u even bother dude? Just Leeeeeeroy Jenkins through Venatori like there is no tomorrow, even on perilous. 

 

Still very nice overview tho.



#23
JRandall0308

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Excellent work as always.



#24
Angel86

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Nice, thank you for the guide Penguin, I enjoy this reading stuff like this.



#25
Chi_Mangetsu

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It's also the faction with the coolest outfits and I like how Zealots toss their swords up. I think they call "To battle", too - or is that a Templar mook?


Both Veal Zealots and Remplar Mookity-mooks do the derpy "To battle!" It would look less silly if they wouldn't do it right before running past the warrior for the mage. ...and if the escortee wouldn't do the same thing before rushing a bleeding Pride Demon.