Lookong to have some kind of effect like a jacobs ladder look at open switch leg of 500 kva. Overcharge to have spash damage and interact withall electric powers causing the ablity to gain strength. Electrogen to heal you and furthest ally that is rendered with a 12m wash out heal to all pets and allies. If a bio static charge is present on an ally the heal isnintensified. Tesla blast to also be a 35% Tesla ball or electrocute to do heals and damage if enemies or allies are electrified the effect is increased. Extend shields to be long enough for pick ups Galvanize to increase in intensity and range each time an ally is healed Envigorate to have a total of 8 ticks of health and powerand not to override a trolls power. We do need a new 4 man heal something like a tether line from each ally and as adds hit the line you gain heal in addition to the initial burst heal Bio surge should not have hardly any cool down These are just a few of the of the things i want to see with electric. With stats revamp on the horizon maybe spord will make some of the changes we have been looking for
Ima just copy and paste what I wrote there here, doubtful it's read however. I think more interaction with Bio Charge besides bio surge is a good idea. I added some other points in my list below. All Healing Abilities: Revert the cooldowns to live Arc Lightning: Bio Charged - Arc Lightning prioritizes those with the safety net on regardless on where they are positioned (Render Distance range basically) If not the above increase the base value or increase the number of bounces and let it re-bounce to allies. Bioelectric Surge: Increase the base value - (this may become that much of an issue if the rest of the abilities in the power set are reverted to live level cooldowns) Bring back the PI interaction - Bio Charge Bio Capacitor: Revert it to the live version (Functionality) Reduce the cooldown to match the live version of Celestial's Admonish Flux: Revert to live version - meaning the duration of shield back how it is on live Bio Charged - When the shield is broken place the electrify PI on the ally (That 1-3 base value HoT you usually get from galvanize) Electrogenesis: Keep 2 Auras if implementing Bio Charge Idea otherwise implement 3. Bio Charged - Aura lasts on the person until Bio Charge wears off or is activated. (Meaning you could potentially stack electrogenesis auras on people if you can time whoever receives it or if they keep the old method, how close u are to them.) When casting the ability let the section of whoever is going to be receiving the aura to become lowest life When casting the ability let the section of whoever is going to be receiving the aura to have render distance range Electroburst: Revert to live version (Functionality) Create a new power in the future doing the exact function of what this ability does on test, it's a completely different ability and electroburst on live sees use in it's own niche situations. Why limit electrics healing options? Ionic Drain: Revert to live version (Functionality) Look to try and buff/modify this ability in some way because cast time heals do not suit electric but if you keep it the same: Give it render distance range Invigorate: Make it a 50% supercharge again Further abilities you can tune to give electric new options to heal but honestly the changes above are more than enough Electrocute: Make it like Circle of Protection, anyone under the cloud gets a HoT (This provides another HoT that players have been wanting for electric, despite electric not being a HoT power giving options to people doesn't hurt) Tesla Ball: Same concept as the DPS variant just let it burst heal your allies instead Range should be as DPS, proximity to the ball. (Provides more localized burst like Galvanize does) Bio Charged - Allies are targeted more frequently by Tesla Ball (Faster heal ticks) Overcharge: Same as DPS but when it explodes everyone in range receives a burst heal (Provides more localized burst like Galvanize does)
I've been preaching this for a minute especially electrocute and tesla ball we need hots because of "the solo support role other than tank era "
Electricity when first was released was a compound power. Meaning each time a power was used it would magnify the current effect and work together. Bio Capacitor would stack up to 6 times and also while galvanize was active made electrogen arc lightning and bio surge were all stronger heals in order to maximize any one heal or all your location to the group members was key. Electric should not be made the same as sorcery or nature or any other heal power each support power should excel at certain things. This is most clear with cylestial and the other healer powers electric was primarily designed to be a burst healer but its draw back was constant power useage nature with its massive hots. So again i hope each support power continues to be different.
Spord Its great that you are spearheading my favorite power but i do hope you dont turn all healing powers to be the same. I hate to say this but with each support power playing differently it allows each person in the game to find those powers that best suit them. Not every power should be play from the tray. Not every power should be a pet power. And not every power should be played the same. Thats why origanally this game had different powers to give a type of player style a home. If we continue to make every healer to work the same every troll and tank then why have all the different powers just make 3 and be done with it so we can stop farting around and wondering what are powers will be like. But that means a lot of players will leave including myself after 5 plus years of playing. The biggest things players want is equal footing but not every power should be the same . Example i hated nature when i started years ago the made an electric different way of playing and i took to it well. Not every power is for every player and that should stay thT way