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Sniper power help

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I know they changed the rules on how a snipe can be instantaneous, but I am not sure how to make that work in my build.  Suppose I take out Thunder Strike, and replace it with Zapp.  What else must happen for Zapp to be instant cast?  Thanks.

 

Hero Plan by Mids' Hero Designer 2.22
http://www.cohplanner.com/

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Tess Elektra: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Lightning Bolt -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(9), Dcm-Acc/EndRdx/Rchg(27), Dcm-Acc/Dmg/Rchg(27), Dcm-Build%(31)
Level 1: Electric Fence -- Empty(A)
Level 2: Ball Lightning -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(3), Rgn-Acc/Rchg(5), Rgn-Dmg/EndRdx(15), Rgn-Knock%(23)
Level 4: Charged Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(15), Mk'Bit-Acc/EndRdx/Rchg(23)
Level 6: Short Circuit -- Erd-Dmg(A), Erd-Dmg/Rchg(7), Erd-Acc/Dmg/EndRdx/Rchg(9), PrfShf-EndMod(21), PrfShf-EndMod/Rchg(21), PrfShf-EndMod/Acc/Rchg(37)
Level 8: Combat Jumping -- LucoftheG-Rchg+(A)
Level 10: Havoc Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(48), Mk'Bit-Acc/EndRdx/Rchg(48)
Level 12: Lightning Field -- Mlt-Acc/EndRdx(A), EnrMnp-Stun%(13), Obl-Acc/Dmg/Rchg(13), Obl-Acc/Dmg/EndRdx/Rchg(42), Mlt-Acc/Dmg/EndRdx(50), OvrFrc-Dam/KB(50)
Level 14: Super Jump -- BlsoftheZ-ResKB(A)
Level 16: Aim -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(17), AdjTrg-ToHit/EndRdx/Rchg(17), AdjTrg-EndRdx/Rchg(46), AdjTrg-ToHit/EndRdx(46), AdjTrg-Rchg(46)
Level 18: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(19), GssSynFr--ToHit/Rchg/EndRdx(19), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/EndRdx(43), GssSynFr--Build%(43)
Level 20: Force of Thunder -- EndMod-I(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(25), RctArm-ResDam/EndRdx/Rchg(25), RctArm-ResDam(31), StdPrt-ResDam/Def+(48), GldArm-3defTpProc(50)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(37)
Level 28: Thunder Strike -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(40)
Level 30: Stealth -- LucoftheG-Rchg+(A)
Level 32: Thunderous Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34)
Level 35: Power Sink -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/EndRdx(36), PrfShf-EndMod(36)
Level 38: Shocking Grasp -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39), BslGaz-Acc/Hold(42), BslGaz-Acc/EndRdx/Rchg/Hold(42)
Level 41: Shocking Bolt -- Empty(A)
Level 44: Charged Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(45), RctArm-ResDam/EndRdx/Rchg(45), RctArm-ResDam(45)
Level 47: Surge of Power -- RechRdx-I(A)
Level 49: Invisibility -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(36), PrfShf-EndMod/Acc(40)
------------

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Once the changes go to Live, you do not need to do anything, in any build, for a snipe to be "instant-cast". If you are "in combat" (you were attacked, or made an attack, within the last 8 seconds), then the snipe will activate as a fast-cast version instead of the slow aimed-cast version, automatically.

 

The fast-cast version will do less damage than the aimed-cast version, and Accuracy bonuses will increase the damage, up to +22%. At 22% or greater, the damage of the fast-cast will be equal to the damage of the aimed-cast version. So, if you build for +22% or greater, your fast-cast snipe will do as much damage as the slow aimed-cast version... but even if you do not, it will still have a fast animation, and do high damage.

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5 hours ago, Coyote said:

Once the changes go to Live, you do not need to do anything, in any build, for a snipe to be "instant-cast". If you are "in combat" (you were attacked, or made an attack, within the last 8 seconds), then the snipe will activate as a fast-cast version instead of the slow aimed-cast version, automatically.

 

The fast-cast version will do less damage than the aimed-cast version, and Accuracy bonuses will increase the damage, up to +22%. At 22% or greater, the damage of the fast-cast will be equal to the damage of the aimed-cast version. So, if you build for +22% or greater, your fast-cast snipe will do as much damage as the slow aimed-cast version... but even if you do not, it will still have a fast animation, and do high damage.

Some of this information is incorrect... 

 

Here are the patch notes for Blaster Snipes on the Test server:

 

Blaster/Defender/Corruptor Snipes

  • 12 second recharge and 14.352 end cost.
  • Base 2.28 scale damage in their "quick" form, down from 2.76 scale.
  • Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.76 scale damage with +22% ToHit buff.
  • Slow form will do 4.5 scale damage.

And...

 

General Snipe Changes

  • ToHit is no longer required to achieve fast-snipe. Now, combat status determines if snipes are fast or slow, and ToHit buffs increase how much damage fast-snipe inflicts.
  • The snipe will be fast if you have attacked or been attacked in the last 8 seconds; this is the same time as Stalker's Hide.
  • Note that PvP scale is based only around the PvP damage formula. ToHit buffs and debuffs do not change quick snipe damage in PvP.
  • The following fast snipe animations have been synced with their FX, no cast time changes: Moonbeam, Zapp, Sniper Blast, Proton Volley (they all remain at their original 1.33 second duration.)
  • Added a new PVP IO Snipe set "Experienced Marksman"; includes proc that will always turn your Snipes into the fast version.

So having +22% ToHit (not accuracy) will bring the new fast cast snipe up to the current damage of what's on live now.

The slow damage snipe will do quite a bit more damage (than the fast cast) but you're only going to get that if you've been out of combat for at least 8 seconds. 

Edited by McGarnackle

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You would have to rework that whole build to fit in instant snipe currently. Either that or only use it when you use either Aim or Build up.  The only way without using those powers solo without constantly chewing yellows would be to add enough +To Hit to be at 97% or +22%.  This means Tactics would be required in the build with at least 3 slots at lvl 50 with IOs boosted to +5 along with the Kismet +To Hit IO. Also if you do lower level content and lose some of your enhancement values, that means you instant snipe goes away too, unless you are in a group where others have tactics on as well to get you past +22%. 

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