Electric fix for update 24

Discussion in 'War Room (Powers, Artifacts, & Builds)' started by Liightmare, Mar 2, 2013.

  1. Liightmare New Player

    electrogenesis has a cooldown thats double the length of time of the actual power? egen lasts 9sec and the cooldown for it last 22 secs. its time we reduce the cooldown to last the same amount as the dmg from the power does. lets bring the cooldown to 10 secs. This is a simple fix that can be done for update 24 and ever better something that will help fix the powerset so the devs have less work to do during the powerset revamp
    • Like x 9
  2. Remander Steadfast Player

    Electrogenesis has lingering aura effects that last longer than 9 seconds, mainly in healer stance. That's why there is a long cooldown. Decreasing the cooldown would imbalance it.
    • Like x 1
  3. Liightmare New Player

    egen ticks 9 times once every second thats 9 secs. it has no lingering effect. the long cooldown is stupid. no other power of its kind has a cooldown thats double the time of the actual power.
    • Like x 1
  4. MARK2099 New Player

    Are you aware other healers have their HOT constant up? sure cop is static but is permanent and by the time the circle dissappear you already cast another cop, electrogenesis is not bad but really need to be adjust, is an aura to 2 targets, well if there is no one around you lose the second tick since both targets get together get 2 ticks instead of 1, and with no second tick is kind of lame the heals considering the very long cooldown (by the time effect end cooldown is half way).

    Should be split in 2 types, one should be only 1 aura getting double ticks to the caster and any around since cooldown is double than the power last anyway, other version should the the actual aura split 2 targets so you have a spread HOT in raids.
  5. vikteren Well-Known Player

    cop is sorcerys mainstay. as electirc we have options to burst heal effefitvly arc lighting ionic galvinize, Sorcery does not have that and reliess almost exclucivly on its hots to heal.
  6. compasionate grenade Committed Player

    I agree, genesis cool down could be cut down a bit.
  7. Impact Prime New Player

    The impression you give on CoP is slightly off. The field itself is static, but the HoT isn't. Once you go into the circle, you get a HoT in the form of a buff, not an area-specific tick. This means you can leave and still receive the HoT. Also, the HoT lasts a bit longer than the circle, making it exactly the same duration as its cool down. So it has a mobility advantage like electrogenesis and the tick strength doesn't depend on how close you are to the source. When people describe electrogenesis as 2 small mobile CoP, they are very wrong.

    My approach to fixing this would be to indeed, shorten the cooldown to fit the powers active time. Make the ticks not weaken with distance to the source for both auras, if not at least for the damaging one. And to balance it, make it only go to one ally or target, and yourself in healer role. This means as damage, it goes on a single target, and as healer is goes on a single ally and yourself (so as normal). This would make it a stronger and more practical healing power, and while keeping its DPS the same since the cooldown is halved, make it more practical to take because it can be kept constantly active, which would also make it much more useful in single target situations.

    Edit: Of course I'm not saying don't JUST reduce the cool down. Electric is my favourite power set to DPS with, so I'd be happy with a dual target AoE DoT with less of a cool down. I'm just thinking in terms of balance for both sides. I can see someone coming along and arguing it would make electrogenesis is DPS stance too good, which may lead into a series of arguments resulting in the devs not doing anything with this power at all.
  8. MARK2099 New Player

    Every healer powerset have their instant single target burst to themself and another player with the lowest health (electricity is not exclusive in that power), you mention ionic drain well is the same as ior and the nature group heal cast time (don't remember the name), galvanize is the only really exclusive in electricity, even thou is very expensive in power small aoe around the caster and only heal strong if is under certain condition, arc lightning is not good to rely in heals because not always heal, sometimes jump to other enemies and do damage rather than heal allies for been a kind of expensive power, also don't try to call sorcery weak and only rely on HOTs, has a pet doing damage and healing, also got group shield to 4 players non sc like nature, where electricity got just a safety net which is not even close as strong as shields to mitigate damage and heal only under certain condition where shields mitigate damage instant, more important i'm sure if you step inside the COP and move off you still retain the HOT for a few seconds, is not like you totally lose the HOT after you move of the COP, you can kite around the go inside circle to get the effect after wear off.

    Don't get me wrong, i'm not calling weak neither op any power, just mention electrogenesis our main strong HOT lose way too much potential when there is no one around to put the second aura due is very long cooldown, if was only 1 aura to the caster and doble ticks straight could be no problem.
  9. PurpCity New Player

    Actually galvanize is basically the electric version of nature's cross pollination so that's not really exclusive.

    I really don't think it's that big of a deal with electrogen's duration/cooldown. Sure it would be nice but it's not something that would make or break a raid as long as you just keep it on perma-cooldown.

    I do think electricity has a upper hand with single target heals as you could use bio surge-cap-surge in basically one animation. Yes it's a little power hungry but can really provide a great single target burst.
  10. MARK2099 New Player

    Didn't knew nature have a power similar to galvanize, well then the only difference is the second single target burst, but only biolectric surge is cooldown fast like the others 2 powers, biocapacitator cooldown a bit long and more expensive in power so not spamable, i still think shields to 4 players non sc>over safety net especially in pvp only because mitigation is instant, and the safety net rely on critical if not critical is way too low the heal, let say in 1500 resto a healer in pvp shields use 125% of the resto, so the shield to 4 players absorb 1875 damage, where safety net use at 1500 resto non critical barely heal 750 around, even if critical never reach over 1300 compare to absorb 1875 instant is a huge gap imo.

    Like i said, i'm not calling op neither weak any powerset, is just electrogenesis lose too much potential if is sum all ticks of both auras together compare to when the second aura is not apply due no one in range or second target with aura die.
    • Like x 1
  11. Liightmare New Player

    Electric is now the only power without a finisher. I don't mind that because we have some well rounded powers but S far as when goes its cooldown needs to be adjusted. It's an easy fix for both dps n healing. By adjusting the cool down it makes the power more in line with the other powersets in terms of healing. And like I said its a small fix to hold us over until the electric revamp
  12. BrotherMutant New Player

    I made many of the same points about elec in another thread, but basically my main suggestions were to:
    a) increase the activation time of the "safety net" from <35% Health to <50% health.
    b) make the "safety net" fire off at say half strength if un-used at the end of its duration, instead of wasting it.
    c) In lieu of the "finisher" move, I would suggest allowing Electrogenesis to place BOTH auras in DPS stance on a single target if there is ONLY one target in range (i.e. the boss). I am actually fine with it in healer stance as it lasts longer than half its cooldown time, which is different than its DPS duration for some weird reason).
    d) make Overload the finisher move and reorder the tree to place it at the bottom, shifting the heals up a notch (would make people who want dual role builds more possible this way too). Overload should NOT be the typical "more damage when used on a target with <35% health"; instead, let all Overload attacks on ANY target build up as before, ONLY going off when target reaches <35% health; the more Overloads stacked on the target, the more yellow numbers stream off (would look real sweet on those HUGE Alert/Raid bosses having most of their health just fly off of them once they reach 34.9% health).;)
    • Like x 1
  13. Deus Ex Tempestas New Player

    I approve this thread ;), and yeah in dps stance the cooldown is twice as long as the power itself, I don't know if there is another power with such a long cooldown but with electrogenesis we lose an aura if there is only one enemy and the power that we spend is exactly the same.
  14. Liightmare New Player

    All good suggestions and simple enough to be implemented rather quickly. Come on devs let's get the ball rolling on this. I really like the overload idea. And no there no such power that comes to mind.
  15. PaperGirl New Player

    LIke if electricity is bad in pvp , lol are you crazy ?
    Bio capacitor is very good skill , and rest are good imo .
  16. Liightmare New Player

    It's not that electricity is the worst powerset. It's that we have need some minor fixes to bring it in line. We're not asking for pets and a cop and a finisher that crust for 8k. What were asking for are done simple fixes to bring it in line with the other powersets. And by simple I don't mean a complete overhaul to all useless powers just done adjusting to 2 powers.
    • Like x 1
  17. Karasawa Loyal Player

    The cooldown on electrogenesis is rather long but I feel that it's balanced when you look at its healer function. In healer role it provides 11 ticks of healing so it pretty much lasts for half the cooldown. It's the longest cooldown of any healer power I can think of but this is because I believe electricity was designed to have strong burst and weak hots. In dps role I guess electrogenesis only does 9 ticks of damage making the cooldown seem overly long. However, each aura in dps role used to stack with each other such that placing it on 2 targets near each other produced 4 dots. Obviously, this was too strong and they made the entire power non-stackable. This is probably why the healer version doesn't provide double ticks to the people who have the healing aura placed on them. Basically, the dps version of the power suffers because of the healer version and vice versa.

    One solution I see is to split the power into a DPS version and Healer version similar to what they did to Circle of Protection. CoP used to be one power, and then they renamed it to Circle of Destiny and made the DPS version called Circle of Destruction. CoP and CoD have the same cooldown but they're different in that the healer version stacks while the dps version does not stack.

    So with electrogenesis they could make the healer version stack so that even the 2 people that got the aura can benefit from the double ticks of healing. The dps version can remain non-stackable but get an increased number of damage ticks--at least 11 ticks of damage would be fair.
    • Like x 1
  18. Infernale New Player

    However, once you leave the circle, the HoT buff is timed. So, if you touch the circle as soon as it has been cast, and then leave it, you'll only keep the HoT for a few seconds (maybe around 4 or 5?) before it's gone and you have to touch the circle again to get it back.

    If you were touching the circle when it fades, the HoT buff is timed just long enough for you to keep the HoT until the cooldown is over and it can be recast.
  19. MARK2099 New Player

    Read close, nobody say is bad, in fact every healer is good if is used the right way, is just electrogenesis lose half of their heals if you use and nobody get the second aura to stack both ticks or spread the HOT in 2 places, cooldown is very long (some say 22 seconds i never put attention at all but i notice is effect of HOT last less than half of the time cooldown of power), this is mostly for pvp, in 1v1 electrogenesis lose a lot of heal potential due no second target to use the double tick, in bigger maps is an issue if you are the only one holding nodes, again if nobody is around to stack both ticks since cooldown is long, you can use burst heals just like every healer, if want to heal pets around galvanize is a very expensive power, electrogenesis can heal more than galvanize if both auras are stack using less power ofc after the duration of power, the adjust is mostly not split the aura in 2 and rather the caster get both 2 ticks straight than rely on others players.
  20. Remander Steadfast Player

    This is what I was hinting at. I don't really use it as a DPS power for the reasons you stated. Better for healing. I like your suggestions. Not sure they can make cooldowns different for the same power in different stances anyway. Truthfully, Electricity is one of the most complete power sets there is. I don't expect them to change much with the eventual revamp.