So Zane's new tree and AS are in text form
on the BL website (and a picture
of the tree has somehow been found as well) - I didn't find these so I take not credit, but I went digging through and thought I'd lay out the stuff that sticks out to me and which skill I think is which from the picture, as well as the impact I expect this to have.
Overall everything sounds amazing, some great new interactions, new depth to Zane and it sounds like a lot of fun that fixes many of his current issues.
MNTIS works by firing at whatever the crosshairs point at, and sounds like a short duration/high damage/short cooldown AS - basically Rakk Attack. It's augments are:
- Proliferation: Zane's MNTIS Shoulder Cannon gains Additional Charges and deals Increased Damage based on the number of charges remaining.
- Colder Shoulder: Converts Zane's MNTIS Shoulder Cannon damage to Cryo Damage but deals reduced damage. Additionally, Zane gains Increased Cryo Freeze Rate.
- Wetwork: Whenever Zane kills an enemy with his Shoulder Cannon, that enemy explodes into an Elemental Puddle.
- Brain Drain: Whenever Zane kills an enemy with a Critical Hit from his Shoulder Cannon, two charges are instantly returned.
- No Way out: Whenever Zane damages an enemy with his Shoulder Cannon, that enemy is pulled to him and takes Increased Damage for a short time. Additionally, Zane's MNTIS Shoulder Cannon cooldown time is increased.
Just in general MNTIS is great - its Rakk Attack-like function should mean easy ASE proccing, which will remove the SNTL cryo dependence but, more importantly: We won't be dependent on Seein' Dead anymore.
And that's even if his other class mods are unchanged. We can regularly proc Seein' Red with MNTIS, and can supplement that fine with normal kills in combat to have that KS uptime. There's not many new kill skills either in his new tree, which is good.
Overall the tree is adding some features Zane badly needed: crit damage to diversify his damage formula, passive damage bonuses (to remove the kill skill dependence) and a gameplay loop separate from AS uptime.
Here's all the skills, I matched them to the tiers based on their max level, how strong they sound and how much the icons looked like they matched the skills : Man of Focus - looks like left T1:
Activating an Action Skill grants Zane increased Accuracy and Handling for a short time. This effect stacks - five levels, 7/14/19/24/29% increase per level Renegade - looks like centre T1:
After scoring a Critical Hit, Zane Regenerates Health for a short time - three levels, 0.5/1/1.5% per level
It looks like this tree will compete with the blue tree by giving health regen from crits to rival Salvation. Domino Effect - looks like right T1:
Whenever Zane scores a Critical Hit, he gains increased Fire Rate and Reload Speed for a short time. If he scores a Critical Hit with his Action Skill, he doubles this effect - five levels, 4/8/12/16/20 and 3/6/9/12/15 per level, not sure which is for which bonus
Nice to get reload speed and fire rate at the same time and on top of Violent Violence there should be some insane mag dumping happening. Headsman's Hand - looks like left T2:
Kill Skill. Zane gains increased Critical Hit Damage. This effect stacks twice - five levels, 4/8/12/16/20% crit increase per level
Finally some proper Zane crit damage, this is what I've been dreaming of, some nice diversified damage. Tunnel Vision - looks like mid T2:
While moving, Zane gains increased Accuracy and Handling. The quicker Zane moves, the greater the bonus - three levels, 10/20/30 per level (bonus is given for default walk speed like VM I assume)
This should make the insane movement speed a little easier to handle. Commitment - looks like right T2:
Zane gains increased Gun Damage and Action Skill Cooldown Rate. - five point skill, 4/8/12/16/20% per level
Although more straight gun damage isn't amazing, the fact that Zane finally has some passive damage boosts that don't need kill skills is fantastic. Fugitive - T3/mid tree capstone:
Zane can sprint and shoot at the same time.
This is going to get a bit crazy, we already do a load of damage so this will be insane with VS/VM. Déjà Vu - looks like left T4:
Whenever Zane kills an enemy with a Critical Hit, there is a chance for 1 ammo to be added to his magazine - five levels, 9/18/27/36/45% chance per level
Zane now has rip off Leave no Trace - note that it isn't a kill skill so won't be immediately procced by Seein' Red or can be cheesed with Seein' Dead. The Art of War - looks like right T4:
After activating an Action Skill or Action Skill Ability, Zane's next shot fired from his weapon deals Increased Damage. This effect stacks - five levels, 3/6/9/12/15% damage per level
Really nice to see the moves towards improving Zane's one shotting abilities - first the Cold Bore buff, now this. Will also be interesting to see if this can be cheesed by swapping out action skills and activating all four as there doesn't seem to be a time lock on it, if that kind of cheese isn't possible then it should be 30% bonus when you activate both your action skills Sheer Will - looks like left T5:
Zane gains increased Action Skill Cooldown Rate. Scoring a Critical Hit increases this effect - three levels, 5/10/15% per level
Zane now has rip off Headcount. Eraser - looks like it's the right T5:
Zane's Critical Hits pierce through enemies for all weapons, dealing Increased Damage for every enemy pierced - three tier skill, damage per enemy pierced is 40/80/120 per level
BORE BORE BORE Our Man Flynt - CAPSTONE:
While aiming down sights, Zane's weapons deal Bonus Damage and automatically apply their Status Effect when he scores a Critical Hit - capstone, 25% bonus damage on ADS
Nice to see Zane get some extra (maybe elemental) damage, hopefully it will change up his formula. Also maybe this means that DoT builds will actually be a thing soon?
I AM SO HYPED
edit: so I matched basically all the skills to the icons correctly, only thing I got wrong was Déjà Vu and Domino Effect in the wrong place.