Zane (Operative) Hitman Build Guide Skills

Last updated on Dec 07, 2019 at 09:35 by Motoko 2 comments

Welcome to the gear page of our Hitman Zane 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 Hitman Zane 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

Hitman Zane is a fast paced and very mobile mid-range oriented build that aims to maintain constant uptime on all the kill skill buffs in order to greatly amplify the damage output. Frequent skill resets allow the build to utilize Anointment effects on Skill end to the fullest, further increasing the damage. The build is best played aggressively in order to get the most out of clone placement, but also requires situational awareness to avoid being surrounded and understanding of the positional requirement of some weapons used. When mastered, the reward is a really high damage output coupled with deceptive survivability.

4.

Hitman Zane Skill Breakdown

  • Adrenaline Adrenaline is our primary mean to reduce the cooldown on both Action Skills, thus increasing overall uptime on Anointment Effects and allowing us to trigger Kill Skill effects more frequently with Seein' Red Seein' Red.
  • Violent Speed Violent Speed, the first of many Kill Skills, increases our movement speed and directly synergize with Violent Momentum Violent Momentum.
  • Salvation Salvation provides much needed sustain and Cool Hand Cool Hand helps reducing the downtime for each weapon reload.
  • Drone Delivery Drone Delivery is a 1-point wonder that enables indirect usage of grenade mods.
  • Death Follows Close Death Follows Close is one of the cornerstones of the build, extending the duration and increasing the strength of every single Kill Skill buff.
  • Playing Dirty Playing Dirty literally doubles the damage output of our single-pellet shotguns, provided we can kill something within 5 shots.
  • Good Misfortune Good Misfortune helps extending our Action Skill uptime, and is chosen over Violent Violence Violent Violence to progress further down the tree.
  • Seein' Red Seein' Red is the other key talent of the build, enabling every kill skill bonus when using Action Skills, removing any ramp up time at the beginning and overall increasing the consistency of a build which is heavily dependant on kill skill bonuses.
  • Synchronicity Synchronicity and Donnybrook Donnybrook both increase gun damage by a substantial amount.
  • ,Fractal Frags Fractal Frags is just another way to make use of our currently equipped Grenade mods while also being able to field 2 Action Skills at the same time.
  • Quick Breather Quick Breather increases our overall sustain while Old-U Old-U is a free Second Wind during FFYL if we have a clone out, which also works with Doppelbanger Doppelbanger.
4.1.

Action Skill, Augments, and Elements

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

Augments for the SNTNL are Winter's Drone Winter's Drone and Bad Dose Bad Dose: while the former increase the crowd control capability of the drone, the latter provides just another movement speed increase and a damage debuff on targets, which help focusing down priority enemies.

Clone augments are the Digital Distribution Digital Distribution, providing some damage mitigation as long as the Clone is active, which synergizes with Quick Breather Quick Breather, and the Doppelbanger Doppelbanger that lets us blow the Clone for burst AoE damage.

5.

Alternative Skill choices

while talents are pretty much set in stone there is some room for Action Skill augment choices:

  • Binary System Binary System augment can be used instead of Doppelbanger Doppelbanger for more crowd control at the expense of potential damage
  • Schadenfreude Schadenfreude is also an option, albeit generally redundant since we already have plenty of sustain
6.

Changelog

  • 07 Dec. 2019: Guide added.
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