I Think Zane's Problem Is Lot's of Counter-Interact Talents Here is How;

First talent row; Double Agent. Half of the tree is about making your clone powerful with grenades and slight boost to your grenades the other half forces you to use two action skills.

First Row:
Synchronicity: Gun damage increases for each active action skill. (Forces you to take off Grenades)
Borrowed Time: Increases action skill time for each active action skill. (Again forces you to take off grenades)

Second Row:
Fractal Frags: Your clone can throw A COPY OF YOUR GRENADE. (Didn’t i pick 2 active skill talent just above?)
Duct Tape Mod: First shot fired from my gun can throw a grenade as well. The higher my grenade capacity the higher the chance. So 0 capacity means 0 grenade right?

Fourth Row:
Left talent “Pocket Full of Grenades”: Increases grenade regen. (wants me to equip grenade)
Right talent " Supersonic Man": Increases movement speed for each active ability. (wants me to take off grenade mods)

And final two rows wants me to equip grenade mod as well.

And the augments… All of the tree is about making my clone (at least trying to make) hit hard. And all the augments are about make my clone take more damage or self destruction or taunt. All of them causes my clone to die fast.

Now let’s take a look at Hitman Tree
Good Misfortune talent increases my action skill duration, but Last Row makes my kill skills active once i activated an action skill which translates into:
For boss fights i want less active time on my skills which means the duration is actually downside for the talent row.

Lastly the Under Cover tree,
That tree makes me so tanky that i don’t even need to equip it’s active ability so the augments are kind of waste.

Therefore, we The Zane Mains are forced to pick usefull few talents on each tree. That makes us clunky.

OH and final note: Why does movement speed increase Zane’s gun damage and Moze has Sprint+Shoot talent?

I understand equipping a second talent removes your ability to throw grenades, but you still retain both them and your equipped grenade mod: so, in theroy, those skills that throw or otherwise consume a grenade (or three, but who’s counting?) should still work as normal. I haven’t gotten very far with Zane, so I could be wrong, though I do agree that his skill trees don’t seem to have much synergy.

Hello there, you’ve got a slight misunderstanding of how Zane and his grenade/double action skill talents work.

Synchronicity, Borrowed Time and Supersonic Man grant bonuses even with just 1 action skill, hence “each active action skill”, bonuses are there just not as large as they could be.

When 2 action skills are equipped, the player can still equip a grenade mod and hold grenades, just not chuck them. Fractal Frags gives the digi clone a chance to throw a grenade and Duct tape Mod gives the player a chance to fire a grenade himself, introducing ways to take advantage of grenade mods even with 2 action skills equipped

Duct tape mod also consumes a grenade when the talent procs, Pocket full of grenades will keep Zane’s grenade capacity topped off for Duct Tape mod and another Talent Boom. Enhance.: “Whenever Zane Summons His Digi-Clone, it consumes up to 3 grenades, For every grenade consumed, the Digi-clone gains increased Gun Damage, Max Health, Fire Rate, Reload Speed and Digi-Clone duration.”

Zane’s Digi Clone is extremely versatile as extra damage, aggro relief, damage reduction, shield regeneration, mobility/teleportation or even a kill skill activator. It is not a “Fire and Forget” type of action skill.

I do agree Good Misfortune and Seein’ Red do clash a little. There is a time and a place for each. Good Misfortune is good for mobbing where as Seein’ Red is good for boss fights. The two can be combined and still work well if the player is running Digi Clone with the DoppelBanger augment (This can be used as a kill skill activator, similar to how Doppelganger Jack’s Leadership talent worked)

Under Cover Tree does make Zane tanky but the Barrier is still viable, it provides a variety of buffs via augments such as Gun damage, reload speed, recharge delay, health regen and even some area control.
A few talents do benefit from having a full shield and/or full health, the barrier can ensure that and is the foundation of the Cryo/Reset Zane build.

I do agree, Zane would greatly benefit and have some synergy with the Sprint+Shoot talent. Fortunately he can still benefit from movement speed damage via sprint jumping, sliding and even just plain old walking.

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