Also I have recently (like 20 minutes ago XD) beat Slaughtershaft with this very same Zane build, despite tons of obstacles, Billy and his son anointed zealot Billy, and a glitched Shy Gal who decided that hiding in spawn was much safer than taking on Zane (she wasn’t wrong).
Follow up video with some more elaboration coming soon.
Respecing to try out this build now. Only question i have is how do you get a complete overview of the 3 skill trees next to each other like you have here?
Honestly thank you so much. I picked Zane because I wanted that feeling taht I got from running around killing Craw with an unforgiven masher in a few shots. I was starting to think I’d have to switch characters because al the good builds were basically just crossroads/night hawkin/cutsman etc. It’s so nice to see it can be done like this.
Now I just need an unforgiven…and a class mod like that…and a good nova shield…but at least there’s something to shoot for!!
This is not optimized at all and with minus gun damage modifiers.
You can optimize it further in a few ways:
1.) use the other 4 skill points
2.) get +pistol damage on your class mod or use Ice Breaker (cryo efficiency + cryo damage) on your artifact instead of Snowdrift. It increases your damage by a LARGE margin and allows you to freeze enemies in 1-2 hits especially with the Hellwalker. I regret not demonstrating it.
3.) use an amp shield instead of the frozen heart. I like frozen heart because it’s safer and has more utility, but if you want big numbers, use a re-router.
Zane scales ridiculously off of items. A few different stat roles on a random artifact can completely make or break certain builds.
I think that’s a big part of it. There’s a couple factors. I’ll continue to use lists because I just find them super readable:
1.) Class mod gives bonus critical damage on Kill (legendary Executioner)
2.) Class mod also gives as stats bonus weapon critical damage and Jakobs base weapon damage
3.) stacking bonus critical damage with critical damage from Jakobs weapons and always aiming for the head
4.) 40% damage Synchronicity with high uptime with CCC continuing to proc, Donnybrook slightly overperforming because of Death Follows Close
5.) Shooting 2 projectiles with Playing Dirty makes a huge difference. 100% Playing Dirty would effectively double the damage of this build by shooting 2 500%+ critical damage bullets with perfect accuracy
I forgot to mention before, but you can get Confident Competence for even more gun damage.
You have overkill from guardian rank as well, I assume? In my experience Overkill is what takes a good high dmg/shot build and dials it up to eleven. The damage you can amass is amazing, for me an unforgiven will go from hitting like 40k on a crit to 250k from just a few kills. It feels like giving everyone Aurelia’s I Never Miss in a way.
What I would love to see tested, although it will be difficult, is how overkill interacts with playing dirty. Rn I believe that overkill is split between listed projectiles, but if it gets factored in twice with Playing Dirty then that it would just be mathematically absurd. Either way Zane is amazing for this kind of playstyle, barrier lets you take your time and hit all your shots. You can also do this playstyle very well on Amara and three-shot fade-away FL4K.
You do enough damage to one shot small things without it, but with it you can typically one shot badasses. Along with hollow point you can blow up groups of enemies. I honestly don’t know how you would tell if Overkill applied to one of the bullets or both, but either way it boosts your damage by a lot.
I’m really liking this build but am not a huge fan right now of the cryo nova shield so I am going to test with a rerouter. Something I’m contemplating is the class mod. I have several variations but unsure which I should be using.
I’m still playing with SNTNL instead of digi-clone but that is mostly because I enjoyed using my +25% movement speed shield while SNTNL is active and shields are full. I’ll play with Digi-clone a little to see how well it works with the rerouter. I’m looking forward to see your optimized version.
Thoughts on which mod I should use? I’m leaning towards the +5 in Playing Dirty, but the rolls on the other benefiting Jakobs weapons justs seems kind of nasty.
My thoughts are the Barrier one since it is our goal to keep barrier up as much as possible, but with the use of digiclone going down every so often it may be worth while to use the increased weapon dmg on ASE. Thoughts?
The first mod is way better, you only need 8/5 Playing Dirty to get a 100% chance of shooting 2 projectiles, it’s literally screaming to be used for this exact purpose.
The god roll would be something like " +31% pistol damage, +45% jakobs crit damage, +18% weapon critical damage " or something similar, but reload speed helps out a lot with the Unforgiven guns anyways.
The First Hellwalker is better for using clone because you can basically get that damage bonus on demand. I’m using that anointment on two of my main weapons in my clone build right now.
Not sure how the barrier critical hit damage stacks with the other two, it could actually be better depending on where the numbers factor in the damage equation. Try both out and see what happens.
Anything “on action skill end” is very very strong on Zane. I feel like most of his best anointments are the general ones and not his class-specific ones besides “After swapping places with your Digi-Clone, Weapon Damage is increased by 125% for a short time.”
What do you think about running the build focusing more on keeping the action skills up with Good Misfortune instead of CCC? I haven’t done testing yet and probably won’t get around to it tonight, more or less trying to tweak the build so I can not worry about it later, but I feel like we will do so much dmg output that truthfully we won’t even get the benefits of freezing an enemy so I feel like CCC won’t proc as much as we’d hope.
I don’t run CCC at all in the build I currently run.
As long as you have a coherent idea and the items to back them up you can make the build function. With anointments, you can make the build powerful.
If you’re running clone and SNTNL you could run uptime damage anointments like the cryo bonus/clone swap ones.
I personally run “on end” anointments because I like the versatility/predictability/utility of blowing up my clone when I want to and having that uptime.
Honestly, you could just carry an assortment of anointments based on your needs with you, since you’ll need different guns for different mayhem modifiers anyways. Eventually you’ll get specific guns with specific anointments that’ll allow you to fully realize the OPness of the character/build you’re running.
My sniper only playthrough runs no cc,+ good misfortune and i rarely end up dry. tbh ccc is severely overrated outside of few weapon centered builds. As to crits i don like hunting numbers but with overkill snipes i do one shot militants highest i have seen 482000 dmg on single shot but i am sure it may go higher