So I’m firing this little guy at big monsters it appears to give them a little zap that does very little damage.
Now it’s true that I took off my 36% AS Seein’ Dead to go with an increase to ammo size one, but the Mantis does virtually no damage. I switched it to Cryo, and I do seem to be freezing the hell out of enemies using my cyro lightshow and shredderator more than I was with Mantis spec’d as shock.
But pretty much, the entire point of the skill is just activate the ASE’s, right? As far as that goes, do the ASE’s trigger after the first shot during the cool down between shots as well as between clips?
It’s hard to tell and I don’t have a way to record my XSX session, but it looks like my ASE’s are activating during the delay between Mantis shots as well as on cooldown after the entire clip?
Also, if this thing really doesn’t do that much damage and the point is to trigger ASE’s why does anybody use the augment that increases clip size from 3 to 5?
Try a 400% crit dmg Unforgiven with either 100% MNTS dmg or 300/90 and most importantly go for those crits, otherwise it won’t do much
1 Like
jmthsauer
("Barriers are for the weak. Or the tryhards"-Zane)
#3
Extra clip size is extra spammability which is nice for getting your Commitment stacks up faster. That aside, you can also still apply the debuff from No Way Out which is very useful and, if you are using weapons with a high inherent crit modifier, something like an Unforgiven, Love Drill, etc. you can actually get pretty decent damage out of it.
Something about the mantis feels a little off to me, can’t quite put my finger on it. Something about the firing mechanics, it just seems like I have a more difficult time landing crits with it when at the same time, I have no trouble hitting crits with the gun in my hand, hipfiring even. Maybe it being over the shoulder is subconsciously throwing me off or something, I dunno.
I was only meaning to ise it while “aiming down sights” to make it that little bit more accurate.
I believe the damage is coming from - (base value * skills) * anointment ) * (2 *+ crit %)
Skils like violent momentum and other weapon damage skills should affect it
It’s like it squirms in a way that it shouldn’t. In slow motion, it seems to look fine, but at normal speed, it looks like the point of impact is following my shoulder bob.
The angle it shoots at makes it hard to aim at long distance, as it’s not like guns which pretty much fire straight forwards but it’s on your shoulder so it fires at an angle towards your crosshairs making it almost impossible to shoot long range
Sure, it’s not one shotting on true takedown, it does much better on regular takedown. But I feel it is decent damage, especially when you get the stacks up.
Let’s face it, probably 90% of people playing Zane use it to stack Commitment and spam ASE anoints, it has more uptime, less cooldown than Rakk Attack, without the annoying animation lock, 5 max charges instead of 3.
Using it for damage is pretty niche.
Zane is a pretty badly designed character, they just covered it well with dlc band aids. Take off dlc mods, try to play vanilla Zane, and look how flawed the character is.
Eh, I don’t disagree on Zane as fundamentally flawed conceptually, but it seems to me that the real issue here is that the ASE were broken and more powerful than using the AS’s.
Gearbox then scaled up everything to meet the ASE output, then scaled up the AS damage as well and then said “■■■■ it” and gave Zane an entire tree that is really nothing more than single AS on/off button.
In other words, I think it’s working as intended as an ASE trigger. I don’t think Mantis is broken.
BL3 in general has a large list of issues when it comes to how they decided to construct and balance e mayhem 2.0. The entire game was originally balanced around the leveling experience. Then once people hit max level they stated to change a bunch of guns for Mayhem mode which was in essence a concept that made it in to the final release. Several months later Mayhem 2.0 this time they doubled down on anointments. They are 100% nessecary to maintain any sence of power a M10. Once again they haft to re balance all the legendaries around mayhem 10. This has all been done without any consideration to how detrimental that is to the initial leveling experience when you get a gun that lasts for 20 of the 60 levels when this is supposed to be a loot game where we are sifting through piles of loot. Instead feels more like piles of garbage.
Now we have 4 new skill trees with new action skills that need anointments to buff there damage to give them needed extra power. That feels bad because anointments are tied to weapons and action skills are a completely different system.
Yes you can go around one shooting stuff with the mantis cannon BUUUUUUT you need a spicific gun and or anointment to accomplish that in the end game experience leading to a randomly determined player power based on getting the gun you want with the anointments you want so you can use the build you want.
The system of progression extremely confused in almost every sence of the word. My gears combination with my character specialization should determine my power not me getting a good gun with a good extra special trait that makes most of my hard earned skills seem worthless.
Well said! I will say though that since I just started playing with Mantis and can now activate my ASE’s whenever I want, having 2x50% extra elemental damage at the bare minimum with the max of using all four elements at once makes weapons that allow the use of all four elements actually viable in M10/M11.
Meaning that some of the weapons that are normally not worth the time, are actually usable if they’re the right element and element on ASE to mix with those on my nade and shield.
Of course the best weapons are still the best, but I’ve been able to increase my load out while refarming all my level 60 gear to level 65 and being able to make better use of ASE rather than just sentinel cryo annoints.