THE FIRST DPS Sustain Hybrid | Aventurine CN Analysis

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our first ever DPS sustain hybrid enters pentony heralding a new era of sustain featuring damage output on top of the ability to keep your team alive fight or be forgotten hey guys Mr Pokey here back with another video and for the second half of version 2.1 adventuring is now on the banner as a five-star preservation that has the ability to both comfortably sustain your entire team with his extremely powerful shields on top of dealing respectable damage over time with his high frequency of followup attacks as well as ultimate damage as usual for a more basic outline of adventuring feel free to check out my previous video of cen's first impression and for this video we're going to really dive deep into his kit and without further Ado let's get into today's content so just very briefly going over his abilities uh his basic attack is just a very normal basic attack that skills with his defense and set of attack and for venturing rotations it will always be skill basic basic and we will aim to achieve a Tre turn ultimate so leveling this basic attack does offer some additional damage considering that adventuring kit itself is focused on damage uper right so it would not be as useless compared to the other sustained spasic attack which pretty much will deal no damage whatsoever for his skill corstone Deluxe play seem to know that at 4,000 defense this is basically equivalent to 1,280 Shield or 2,00 560 at at full 200% efficiency this is with no four piece knight or any external Buffs for his shoe amount just for a little bit of comparison majority of our current DPS and supports hovers around 3,500 HP so this shoe basically doubles our effective Health pool for most if not all of our DPS and sustains and as long as the enemies cannot penetrate this Shield at 4,000 defense or even higher Avent will pretty much have no issues sustaining your entire team since this Shield does apply to the entire team and for his ultimate randomly gains one to seven points of blind B and then inflicts unnerfed on a single Target which is increasing the crit damage dealt from your airline whenever they hit an un Nerf Target right so this ultimate itself it does do quite a considerable amount of damage since it does go with 270% of avent's defense and the RNG factor of 1 to7 of blind B pretty much one additional full up attack from his talent the unnerfed itself is a debuff that increases our in coming crit damage assuming that we actually land a crit so this is basically a 15% crit damage buff additive to whatever your nit have similar to your bendry four piece or your silver bols Inc rain it also counts the debuff keep that in mind so for units like doctor ratio and acon or any future units that want some sort of debuff then note that this unnerfed debuff will help in achieving these criterias and for his talent which is pretty much one of the most important part adventuring kit first part is the increases effect rest for everyone with 45 wager which is his shield so basically entire team we have an additional 50% effect rest now 50% effect rest it is not very impactful if a unit has like close to Zero Effect rest so from 0 to 50 you're probably still going to get crowd control but for units who already are stacking on the rest especially your previous supports they are running broken qill so maybe you have like 10 20 or even 30% in Fair rest then this jump from 30% to 80% in Fair rest will bring about a very noticeable difference and you find a units will resist a lot a lot of debuffs because of this additional 50% effect rest and not to mention this also helps players to trigger the broken kills condition which will only gr a create damage when you're at at least 30% in rest right so just a very very comfortable thing for you to provide your entire supports blind B Stacks are also gained from getting hit so this is inclusive of the entire team and aventurine himself but for adventuring himself he's going to get two stacks but R of team is going to get one stack so for example if a o attack would to hit your entire team such as Kia's ultimate or true Storm's ultimate or yin's Ultima he will gain five stacks of blind B since it is Three Stacks from three different allies and two stacks from him getting hit himself which will greatly improve his fullop frequency and 25% of the defense multiplier per hit it is going to be multiplied by seven which is 175% for every single followup attack and in practice this damage ramps up very very considerably over time because his frequency of of the followup attacks can be very very high itself and lastly for vent's technique is pretty much whether you gain a 24% or 60% defense buff whether do you gain this buff at the highest value or the lower value adventuring can still very comfortably sustain your entire team although the defense percentage does drastically reduce incoming damage for the first three turns so especially for squisher teammates that you're teaming your PA then this 60% defense can be quite considerable then moving on to his tracers he has 35% defense for for 12% imaginary damage boost and 10% effect rest all of these are excellent excellent tracers and even the imaginary damage boost is going to be beneficial for aventurine because he does not have any access to damage percentage Buffs and as a damage dealer like I mentioned in my previous video as well avent's best build should be built as a sub DPS imaginary damage boost is definitely going to be quite beneficial to it overall kit and the first major Trace Bingo this is extremely extremely good for his overall sustain and the frequency of the Flop attacks because now whenever any Ally with the shield launches a flop attack you can gain one additional blind B up to three times and then you have to refresh on Avent turn similar to how march 7's counter works right so this will allow for a much higher uptime of Avent own flop attacks with teammates like Dr racio topz and Clara and like I've seen from the previous video usually if your venturing goes at a normal tree turns you probably will get 4.5 fullop attacks across this tree turns but now with a team teammate like doctor ratio and topest this frequency can go up from 4.5 to six times but again this is just in a theoretical assumption tldr bottom line fullop frequency goes up right but on top of this increased fullop attack frequency there's also a small amount of Shield generated upon each full up attack now at a glance this is very very small which is only 7% of his defense plus 96 but this is stackable so whenever your teammates are facing issues where Sho is dangerously it can further St on to whatever Shield that Avent have on top of that and it adds up to 200% of his skill value but keep in mind it will not exceed over 200% so if you really have at the maximum Shield at 200% efficiency then this will not add on right another Trace hot hand all Ally gains a 45 Shield at the start of the turn which is 100% to the skill which is basically exactly the same as run may but you don't have to C the technique point right you instantly start the battle with the shield equivalent to the shield given from your skill so this can greatly improve overall Comfort at the start of battle especially against high pressure endgame content also this allows aventurine first skill cards to instantly hit the 200% cap of the Shoe Right the full shoe amount and for the final Trace which is arguably one of if not the most important traes which makes adventuring a excellent sub DPS is leverage for every 100 defense that exists 1,600 increase crit rate by up to 48% now this is basically why DPS adventuring is such an excellent excellent build right 48% crit rate or 96% crit value is granted upon reaching 4,000 defense 4,000 defense is going to be the cap any additional defense you can still make him deal more damage you can still make the shield stack on even more but it will not give you additional cre rate this means that aventurine can maintain his sustained capabilities since you are going to try to hit 4,000 defense which means his shield is not going to be anywhere low right on top of that it allows him to deal additional damage from his flup attacks from his basic attacks from his ultimate so this makes it the perfect Synergy for our first ever hybrid sub DPS sustain that is aventurine and you can see his effects when you try him in battle in memory of chaos when you get him right so moving on to his idence for his Idol one increase crit damage for all allies with the shield which is basically like full strength E1 give a 30% crit damage buff for for event is always going to be 20% slightly better benefit is that after use ultimate you also gains the exact same Shield that you would have cast up from your skill right so this is a very well-rounded Idol which improves both adventuring sustain and damage capabilities through the crit damage buff and the increased Shield stacking after casting Tima now moving on to aventurin ID 2 that is going to be his first gamechanging ID right when using basic attack reduce all type Rest by 12% for three turns now not only is this rest down an excellent excellent damage increase because it is a separate multiplier it also counts the debuff by itself which means DPS units such as Doctor Ratio or even acon they can benefit from the fact that this will count as a debuff so when it comes to team building when it comes to flexibility when it comes to the utility adventuring is going to provide to all these teammates so this means that it'll greatly benefit DPS like daughter ratio which increases the chance of him cting his full up attack or Acron which greatly improves his ultimate up time since you now gain an additional stack of Slash stream right so that's going to be that really really good then moving on to adventuring idand 4 now this is very similar to idand 1's application which is basically a mix of both overall sustain and damage capabilities this time with a 40% defense buff and increasing the full up hit from 7 to 10 which is effectively a 75% increase in damage multiplier since you have three additional hits of 25% and as we know multiplier increase they are excellent excellent sources of damage increase and with aventurine E4 his damage output can see it up to 45% final damage increase because his flow attack not only does he gain an additional 75% % increase in multiplier but the additional 40% defense will also help him skill with all of his damage his full up attack his basic attack is Ultimate since they all skill defense and this is going to be a very very good ide if players really really want to increase damage output and speaking of the absolute highest increase in damage output then you're going to jump into his Idol six which is pretty much an up to 150% damage buff for every Alli of a shield right a 150% damage buff for vent is extremely beneficial since like I mentioned earlier on he personally lacks damage percentage unless he's pair with supports like runme so without runme this is going to be a roughly a 100% final damage increase and if you're going to be using him with run mate or any form of supports that Buffs his damage percentage it is going to be still a roughly 60% final damage increase very very high value here so in summary aventurine kit has pretty much complete EO and the further idence improves his overall comfort for players requiring more Shields and more damage E2 it opens up more rotations for specific team comps such as Doctor ratio and acon right but one important thing to note when you're considering to pull for aventurin idence with the objective of increasing damage so if you're pulling for his idence not to increase his overall sustain but just to increase damage then consider that all these adventuring Idols they can also be allocated to your main DPS or support ID for example your acon your do ratio or your RAM ma idland right so they t to perform much better when it comes to increasing your overall damage output as compared to a sustained ident such as a venturine for damage p and once again referred to my previous video for where should you pull for aveng especially for his Idol right so that's something to consider and there's going to be pretty much it for his overall Idol and jumping straight into his relics first portion energy threshold very very straight for rotation Avent will focus on a Tre turn ultimate in order to maintain the 100% up time for his ultimate Nerf debuff right note that for each followup attack eventually will gain seven energy so this is going to be quite crucial for his rotations and as you can see over here our first rotation is going to be our skill basic basic with three followup attacks right no ER Rope two pie with kill or Salo for 0% ER you can see that he gains 96 energy so as long as you get hit twice across three turns Avent can complete a Tre turn ultimate now CN they heavily prefers this setup because they open opens up other main stats for more offensive options namely crit damage chest and imaginary damage sphere while still maintaining a Tre turn ultimate by getting hit so since aventurine himself is a preservation unit with a higher T value than the rest of the team aventurine will have pretty much no issues maintaining this Tre turn ultimate even without energy generation rope but that being said if players really want to get 100% no worry in your mind even if it doesn't get hit you just want to continuously cause a Tre turn ultimate then you can give him an ER giving him 11 14.6 to4 energy guarantee a Tre ultimate every single turn right you don't want to leave things up to turns every single time even if it doesn't get hit trate then that's going to be dead but keep in mind this will negatively affect Avent shield and damage since you are trading away 43% defense for E rope so either you compensate this by giving more defense on your damage sphere or more defense of your chest but if you were to do that then you will lower his overall damage output because uh damage percentage and crit ratio is going to be excellent excellent multipliers more than defense percentage himself so in summary for pretty much almost every single situation defense rope is preferred unless players absolutely need the 100% treaton ultimate every single battle without resetting then in that's the case then feel free to go ahead and get your ER rope right then for aventurin Relic set now note that for all units not just adventuring rainbow or two piece plus rainbow IS F better than a force two-piece with terrible substats right adjust this based on your inventory but assuming that you have similar substat for all of your R sets then the best in slot for DPS adventuring which is also the best in slot build for adventuring is going to be the four piece diver right adventuring main selling point is that his sustain deals additional damage output far greater than any of our other sustains so similar to how H has such a great sustained value from the 40 attack buff as well as the team White Energy regeneration eventually he also increase your team white damage output with his personal full up attack damage ultimate damage as well as the unnerved debuff right so diver four piece will ensure the highest damage increase especially for vent since he himself can apply debuffs every single time you would to use his ultimate but for players that don't really care about damage that much then excellent alternative would be the four piece night set which will give you a much bigger Shield even if you don't have enough defense percentage right for CN players they found that for all current endgame content adventuring with 4,000 defense can easily sustain his entire team even without Knight's four piece effect and defense bonus and hence they tend to prefer for more damage with the four piece diver now if players they really desperately need the additional Shield especially if you're an early game player that just start out playing hongi stario pulling for vent then four piece nights will probably benefit you more since surviving is the name of the game for all early game players right then moving on to planetary set kill will be an ideal Choice as a sustain to offer additional offensive utility for your entire team know that discrit damage buff it is applied to all units as well as being stackable with other supports so teams like do ratio to pass they will greatly benefit from the crit damage buff because both do ratio topz even adventuring himself will gain the 10% crit damage with the 50% effect rest this also guarantees the trigger condition not only for vent but for all other supports in your team pan also be considered for an imaginary DPS team such as do ratio while the 5% additional energy regeneration it will allow adventuring to achieve 110 energy from only getting hit once every Tre turns instead of getting hit twice every Tre turn right because with this additional 5% energy you are now at 100.8 energy after your scale basic basic and you will get 110 now if you do not want these like supportive options then Salo two-piece is also going to be an excellent choice to improve avent's personal damage even further with the additional crit rate ultimate damage and flop damage although it will lead to increased avent's personal damage it will lead to a damage loss on your other carries and aventurine himself he cannot be a main DPS since his full up attack frequency it is unable to increase if you were to funnel him with like your hyper car supports your R Sparkle T he's just fixed to this amount full up attacks whether you're running him as a main DPS or sub DPS so for that most of the time kill and penon doeses offer a little bit more value when you play adventuring as a sub DPS finally moving on to his main and sub stets with two defense percentage main stats Avent can achieve 4,000 defense even without the Cal light cone after getting some defense percentage subsets right now when discussing a optimal adventuring build uh crit damage body defense percentage boots and rope and imaginary damage sphere will bring out the highest damage increase for aventurine fully making use of his kit as a sub DPS SL sustain hybrid but for players who are looking for even more comfort with a bigger Shield then you can opt for more defense percentage main STS on your body and sphere while you use an ER rope and speed boots to ensure timely ultimates and skill point generation so there are two schools of thoughts if you want more Comfort go for the more defensive option if you just want to do more damage then go for the more offensive option now jumping into his light cone section now this is one of the pretty much the best parts about venturine and I would say for almost every single sustain is that they are fundamentally not tied to any of the cyer light coins unlike like your DPS CER light coin which does provide a substantial damage increase so for venturing his S1 is definitely going to be the best in slot right he has the highest base defense in the game which will greatly improve avent's final defense value from all of the defense percentage Buffs he gets from his relics right the main benefit of this lone on top of the extremely high defense value it is not just for the sustain but also more from the damage increment from the crit damage buff and the vulnerability debuff now note that this debuff it also helps with Arron's stacking so if players if you only care about his damage output then S1 adventuring will give the highest damage output but if you only care about adventuring value as a sustain when it comes to keeping your team Al life then there are a lot a lot of different options as I'll be mentioning right here and first of all being the japar lightco moment of Victory right 48% defense especially after you get hit is going to be very respectable despite it having a lower base defense The increased ta chance can also be very handy to draw in more aggression towards aventry and prevent damage being dealt to your other squisher teammates furthermore adventur we remember in earlier in the start he does generate two stacks of blind BS when he himself gets hit which can potentially increase his flop Tech frequency if you do not have jaar like con then there's two roads to go for in the fourar Alternatives right for a more defense oriented substitute you can go for day one of my life texture of memories or land out Choice they're focusing more on adventuring and team sustain capabilities and forsaking adventuring damage output now this is recommended for players who are new to the game and facing difficulties in the early stages of account creation but for players who want a slightly more offense oriented substitute then you can look at the the destiny treads for woven as well as trend of universal market right they can increase his personal damage or it can inflict even more debuffs for Arron teams now this is only recommended if players do have no issues when it comes to sustaining you just want to see higher damage output from adventuring to clear a stage faster in summary adventuring S1 it is only recommended if players are looking to improve adventuring damage output if you're looking to improve his sustain output then the preservation path there's plenty of other Alternatives easily accessible for all players but with that in mind adventurine signature like cone should only be considered if players already have signature Lon for their main DPS and support because for main DPS and support their signature lightcoin tends to offer a much bigger increment in it comes to damage output than a sustains signature lightcoin so for example if you are using adventure with a team like Arron and runme you definitely want to get Arron C Lon first and runme S Lon first before considering for aventurin Signature like right so at the end of the day it is always about opportunity cost now jumping into our final section which is aventurin team composition he himself he can sustain pretty much any of our current team comps ranging from all hyper carries dual DPS or even D team comps although they will not benefit from the crit damage right for more in-depth explanation check out my previous video this is possible because aventurine he has excellent sustain capabilities with an almost 100% up time on Shields as well as excellent damage capabilities which can Stack Up Overtime and potentially save a big damage from being wasted on a mob with like 10 or 20 hp right you could potentially waste AA such as Aron a or even d l right so there is aventur Chip damage True Value but that being said the two most synergistic team con so far will be for do Rao and topz as well as the Acron team con right so for the first teamc racial topz runme with aventurine you can say that this team is now fully complete as all members of this team will benefit from every single other member so looking at topz topz debuffs she can help ratio and adventuring damage output then for ratio he can benefit from topz and vent debuff to increase his damage and Def flop proc chance since we do have additional debuff then R she has team white rest penetration weakness break efficiency and the Damage percentage which can benefit all three damaging units because eventually himself he does do quite a l of damage and finally eventually he can also gain increased blind bets from both ratio and topest while dealing more damage with top pass/ run me so this setup it will allow for the absolute highest adventuring personal damage dealing 236,000 per 100 action value in inclusive of his basic full up attack and ultimate so this is going to be an excellent excellent team for players who have these units but another team problem that you can consider is going to be the acon teamc com running silver wolf and P now this is also extremely synergistic since aventurine debuff from his ultimate it can help Acron St on slash streams and getting his C light cone or his idland to further takes this to the next level greatly improving aon's ultimate rotation up time PA and S wolf their debuffs they also benefit adventuring personal damage which skills much better compared to another sustain such as F or ja part because they themselves they don't deal much damage but if you to pair a damage dealer plus sustain like adventuring with debuffs then you can see the damage increment is going to be much more obvious right now his personal damage will not be as high as compared to topz ratio r at only 156,000 per 100 action value but due to Arron's incredible incredible damage on her own as well as the increased Ultima up time with avenging debuff this team will also tend to perform very well if not even better than topaz and ratio depending on the environment right and just one final note before we wrap up this video is that if you considering pulling for E2 S1 adventuring for an Acron team comp it is highly recommended to First obtain an E2 S1 acon instead as it will be a much much bigger damage increase as well as improving her overall team flexibility and with that we've come to the end of today's content let me know in the comments below what you like about adventuring and are going to be pulling for him if you want to engage in any further discussions head on over to my Discord at discord.gg for poke Village we're very active for talking about h on a daily basis want to check out my stream twitch.tv/ it's on youtube.com/ POI I'll be streaming every single day share will be up on Discord right so that's all I have for today all the best for adventuring poost and I'll see you guys next time take care n [Music]
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Channel: MrPokke
Views: 62,999
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Keywords: starrail, honkaistarrail, mrpokke, streamer, twitch, singapore, guides, mihoyo, theorycraft, game, mobilegame, penacony, sparkle, adventurine, gallagher, sunday, sam, blackswanguide, howtobuild, archeron, firefly, drama, teambuilding, genshin, hsr, memoryofchaos, purefiction, meta, tierlist, overpowered, best teams, acheron, cn, hoyocreator, aventurine, aventurine team, aventurine guide, best aventurine build, f2p, aventurine build, aventurine dps, aventurine ratio, aventurine acheron, cn guide, cn aventurine
Id: hAEsh8iEYK8
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Length: 24min 57sec (1497 seconds)
Published: Wed Apr 17 2024
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