Zane (Operative) Sub Zero Build Guide Skills

Last updated on Oct 04, 2020 at 21:36 by Motoko 2 comments

Welcome to the gear page of our Zane Sub Zero build, where you will find the skills you need to pick up to play that build, as well as guidance on how to best use them.

1.

Structure of This Guide

This Zane Sub Zero build guide is split in 3 different pages. The other 2 pages are the build overview and the gear, which you can access by clicking the buttons below.

2.

Skill Tree

3.

Playstyle

Sub Zero plays as a very mobile mid-close range build, constantly flanking targets to find an opening and pounce in for the killing blow once the target is frozen. Survivability is maintaned through omni-directional barrier and the ability to incapacitate targets by freezing them. Freezed enemies will also refresh action skill cooldowns or refill shields/health. Landing several critical hits is paramount for the build to function at the highest efficiency, but the aiming requirement is somewhat mitigated by the close-range nature of the build, and the fact that a frozen target is immobile.

4.

Hitman Zane Skill Breakdown

  • Brain Freeze Brain Freeze—the cornerstone for the whole build. By landing critical hits, you can freeze a target even when not using a cryo weapon. Best paired with fast-firing guns.
  • Calm, Cool, Collected Calm, Cool, Collected—the other key trait, which will refill our shield, then our health, and then reset every action skill cooldown whenever we freeze a target. This passive ability is what makes the build work, thus is extremely important to trigger as frequently as possible.
  • Confident Competence Confident Competence—increases our gun damage and accuracy and synergizes well with shield-boosting traits such as Ready for Action Ready for Action.
  • Stiff Upper Lip Stiff Upper Lip, Futility Belt Futility Belt and Really Expensive Jacket Really Expensive Jacket—much needed mitigation from incoming damage.
  • Violent Momentum Violent Momentum—increases our weapon damage as long as we keep moving, which in turn is boosted by Violent Speed Violent Speed.
  • Salvation Salvation—is our second source of sustain, which becomes a priority when doing the most challenging content.
  • Drone Delivery Drone Delivery—a 1-point wonder that grants free damage and allow us to make use of grenade mods even with 2 action skills slotted.
  • Death Follows Close Death Follows Close—bolsters the efficiency of every single kill skill.
  • Violent Violence Violent Violence and Playing Dirty Playing Dirty are both damage multipliers, but while the former has more impactf on fast-firing weapons, the latter has a bigger impact on slow-firing weapons such as launchers.
  • Synchronicity Synchronicity and Donnybrook Donnybrook both increase gun damage by a substantial amount.
  • Supersonic Man Supersonic Man—mostly taken to increase efficiency while navigating through maps, but it also increases gun damage through Violent Momentum Violent Momentum.
4.1.

Action Skill, Augments, and Elements

Barrier Barrier and SNTNL SNTNL are the two Skill of choice for the build, due to heavy investment in the green and blue trees which unlock every augments for those Skills.

Augments for the SNTNL are Static Field Static Field and Bad Dose Bad Dose: while the former increase the crowd control capability of the drone and adds another shield regen source, the latter provides just another movement speed increase and a damage debuff on targets, which help focusing down priority enemies.

Barrier augments are the obvious All-rounder All-rounder, which turns the otherwise directional Barrier into a protecting dome that protect Zane from all directions, and Deterrence Field Deterrence Field which works well against rushers and melee but also complements the aggressive playstyle since everything close to Zane Barrier will be momentarily shocked.

5.

Alternative Skill choices

Points in Violent Violence Violent Violence and Playing Dirty Playing Dirty can be freely redistributed in order to max the former or the latter, depending on the weapon loadout.

The 3 points in Supersonic Man Supersonic Man can be reallocated to Nerves of Steel Nerves of Steel to reduce the recoil during negative mayhem modifiers or to make recoil in general less of an issue.

Regarding Action Skill Augments instead:

  • Winter's Drone Winter's Drone augment can be used instead of Static Field Static Field for more crowd control if your weapon loadout already covers shock damage.
  • Retaliation Retaliation is another option, instead of Deterrence Field Deterrence Field when doing less challenging content.
6.

Changelog

  • 04 Oct. 2020: Updated for DLC4.
  • 11 Dec. 2019: Guide updated for Mayhem 4 and Maliwan Takedown content.
  • 27 Oct. 2019: Guide added.
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