Electricity Power Guides

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Current Version
2017 Electricity Revamp
Voltage
Amperage
Voltage powers will electrify your enemies and resuscitate your allies. Specializing in this tree grants +1% Critical Attack Chance and +2% Critical Healing Chance.

[Healing Role]
In the Healing role, all Health restoration and damage prevention effects you trigger are increased by 65%.

[Player versus Player]
The following rules take effect in PVP arenas: Flux is less effective, reducing incoming damage by 25%. The Health restoration and Power restoration effects of Invigorate are reduced. Passive damage and damage over time effects have reduced damage or duration when used against players. In Healing role all Health restoration and damage prevention effects you trigger are increased by 25%. In Damage role, triggering the Power refund advanced mechanic also triggers Interrupt vulnerability.
Amperage powers are base on electrostatic forces. Specializing in this tree grants +5% Critical Attack Damage and +5% Critical Healing Magnitude.

[Healing Role]
In the Healing role, all Health restoration and damage prevention effects you trigger are increased by 65%.

[Player versus Player]
The following rules take effect in PVP arenas: Flux is less effective, reducing incoming damage by 25%. The Health restoration and Power restoration effects of Invigorate are reduced. Passive damage and damage over time effects have reduced damage or duration when used against players. In Healing role all Health restoration and damage prevention effects you trigger are increased by 25%. In Damage role, triggering the Power refund advanced mechanic also triggers Interrupt vulnerability.
Tesla Blast
Hits your target with a bolt of electricity, damaging and stunning it

[Power Interactions]
Electrifies enemies, making them vulnerable to Electrified Power Interactions

[Damage Role]
Increases all damage by 35% until the hit counter resets (at least five seconds)
Bioelectric Surge
[Priority Heal]
With a surge of bioelectricity instantly restore Health to yourself and the most injured group member

[Power Interactions]
Heals Bio-Charged group members

[Damage Role]
Increases all damage by 35% until the hit counter resets (at least five seconds)
Wired
[Attack Buff]
Charge up your team, and imbue yours and up to 3 group members' weapon attacks with the power of electricity, increasing your Might and critical attack chance.

[Power Interactions]
Each hit on an enemy has the chance to Electrify enemies, making them vulnerable to Electrified Power Interactions

[Damage Role]
Increases all damage by 35% until the hit counter resets (at least five seconds)

Regenerates Power when activated after adding an Electro-Charge or while Electrocute is active
Electroburst
[Weapon Mastery Crit Excluded]
Blasts out a wave of electricity knocking down your target

[Power Interactions]
Adds an Electro-Charge to cause damage over time

[Healer Role]
Electrified enemies will Heal nearby allies

[Damage Role]
Increases all damage by 35% until the hit counter resets (at least five seconds)
Megavolt
[Requires Level 8]
[50% Supercharge Cost]
Blinds then shocks your enemies with a large explosion of electricity, rooting, stunning, and heavily damaging them over time.
Shockwave
[Requires Level 8]
Perform an electrically charged handclap that sends a shockwave forward, damaging your enemies

[Power Interactions]
Electrified enemies take more damage and may become rooted or forcefully explode

[Damage Role]
Increases all damage by 40% until the hit counter resets (at least five seconds)
Group Transducer
[Requires Level 8]
[Usable While Controlled]
[50% Supercharge Cost]
Protect yourself and your team in electrically charged barriers. Group members are healed over time, protected from incoming damage, and each incoming attack will heal a small amount. Some incoming damage is directed back at their attacker.
Electrogenesis
[Requires Level 12]
[Weapon Mastery Crit Excluded]
Depending on your role, create an damaging aura on 2 closest enemies, or a healing aura on yourself and your closest group member. The auras will extend a portion of their effect to those nearby

[Damage Role]
Adds an Electro-Charge to cause damage over time; increases all damage by 45% until the hit counter resets (at least five seconds)

Regenerates Power when activated after adding an Electro-Charge or while Electrocute is active
Arc Lightning
[Requires Level 12]
Strike your target with a bold of electricity that can then jump to and damage more enemies, or jump to and heal allies

[Power Interactions]
Electrifies enemies, making them vulnerable to Electrified Power interactions.

[Healer Role]
Instantly restore Health to yourself

[Damage Role]
Increases all damage by 45% until the hit counter resets (at least five seconds)

Regenerates Power when activated after adding an Electro-Charge or while Electrocute is active
Ionic Drain
[Requires Level 16]
[Vulnerable to Interrupt]
Drain ions from your target or the environment to replenish yours and up to 7 group members' Health. Your targets are continuously damaged and finally, knocked down

[Healer Role]
Drains ions from additional enemies.

[Damage Role]
Stuns your target, and if it is below 35% health, the attack deals extra damage; increases all damage by 50% until the hit counter resets (at least five seconds)
Voltaic Bolt
[Requires Level 16]
[Weapon Mastery Crit Excluded]
Call down bolts of electricity to strike your target and enemies near it, damaging and possibly rooting or stunning them

[Power Interactions]
Electrified enemies will be Electrified again and will add an Electro-Charge to themselves and to other enemies around them to cause damage over time

Increase the potency of Electro-Charge effects on Electrified enemies

[Damage Role]
Increases all damage by 50% until the hit counter resets (at least five seconds)

Regenerates Power when activated after adding an Electro-Charge or while Electrocute is active
Tesla Ball
[Requires Level 16]
Creates a slow-moving ball of electricity above your target that zaps enemies, damaging and stunning them

[Power Interactions]
Electrified enemies take more damage

[Damage Role]
Increases all damage by 50% until the hit counter resets (at least five seconds)
Repulse
Repels your target into the air and then away, damaging and knocking it down

[Power Interactions]
Polarizes the target causing objects to be attracted to them

[Damage Role]
Increases all damage by 35% until the hit counter resets (at least five seconds)
Spark Barrage
Unleashes 5 hazardous projectiles at your enemies, damaging them in quick succession and knocking them down

[Power Interactions]
Polarized enemies take more damage.

[Damage Role]
Increases all damage by 35% until the hit counter resets (at least five seconds)
Attract
Use the power of attraction to pull your enemies toward you, them pummel them for damage

[Power Interactions]
Polarizes enemies causing objects to be attracted to them

Polarized enemies are levitated for a short time

[Damage Role]
Increases all damage by 35% until the hit counter resets (at least five seconds)
Overcharge
Overload your target with an electric discharge, damaging it. Additional attacks will charge them until they explode, causing additional damage.

[Power Interactions]
Polarized enemies take more damage

[Damage Role]
Increases all damage by 35% until the hit counter resets (at least five seconds)
Flux
[Requires Level 8]
[Usable While Controlled]
Surround yourself with an electrically charged bubble that repels enemies and prevents incoming damage

[Healer Role]
Also surrounds up to 3 group members with a bubble that prevents incoming damage

[Damage Role]
Increases all damage by 40% until the hit counter resets (at least five seconds)
Invigorate
[Requires Level 8]
[Usable While Controlled]
[50% Supercharge Cost]
Use the power of bioelectricity to protect your team against control effects and restore Health and Power over time.

[Power Interactions]
Grants a Bio-Charge to yourself and up to 7 group members. If you or a group member is Bio-Charged, and your Health falls below 45% within the next 2 minutes, some of their Health will be restored
Circuit Breaker
[Requires Level 8]
[Usable While Controlled]
[35% Supercharge Cost]
Creates a localized burst of electricity to damage and knockback nearby enemies, increase critical attack chance and critical attack damage, protect yourself against control effects, and regenerate Health over time

[Power Interactions]
Polarizes enemies causing objects to be attracted to them

Bio-Capacitor
[Requires Level 8]
Instantly restores Health to yourself and the 3 most injured group.

[Power Interactions]
Grants a Bio-Charge to yourself and the 3 most injured group members. If you or a group member is Bio-Charged, and your Health falls below 45% within the next 2 minutes, some of their Health will be restored

[Damage Role]
Increases all damage by 40% until the hit counter resets (at least five seconds)
Electrostatic Bomb
[Requires Level 12]
Toss an electric grenade at your target that pulls enemies into the center of the explosion, damaging and knocking them down, and causing damage over time

[Power Interactions]
Polarized enemies take more damage and may be knocked into the air

[Damage Role]
Increases all damage by 45% until the hit counter resets (at least five seconds)
Static Push
[Requires Level 16]
Forces enemies and objects away from you, damaging them and knocking them down

[Power Interactions]
Polarizes enemies causing objects to be attraced to them

Polarized enemies take more damage

[Damage Role]
Increases all damage by 50% until the hit counter resets (at least five seconds)
Electrocute
[Requires Level 16]
[Weapon Mastery Crit Excluded]
Summon an acute electrical event to damage enemies within its area of effect

[Power Interactions]
Electrified and Polarized enemies take additional damage

[Damage Role]
Increases all damage by 50% until the hit counter resets (at least five seconds)

Regenerates Power when activated after adding an Electro-Charge
Galvanize
[Requires Level 16]
Creates a wave of electrical energy to heal yourself and all allies within range, growing in strength with every ally healed

[Healer Role]
Heals over time.

[Damage Role]
Increases all damage by 50% until the hit counter resets (at least five seconds)