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Game Update 38 - Electricity Healing Voltage Tree: Arc Lightning - Electrifies enemies that are hit by the lightning. Reduced the power cost. Heals the user on cast when in Healer Role. The lightning can now arc to/from the caster. Chooses group members instead of allies for the first two healing jumps. While in Damage role, Arc Lightning restores a portion of its power cost when activated immediately after Electrogenesis. Wired - The first weapon attack used after Wired will Electrify your/allies' target Added a Might buff. Electrogenesis - Reduced the cool-down. The DPS and Healing versions now use a shared cool-down. The Healing version's aura will now go to the closest group member. Adds an Electro-Charge to cause damage over time in DPS role. While in Damage role, Electrogenesis restores a portion of its power cost when activated immediately after Electroburst. Group Transducer - This ability now has a heal over time. The heal based on incoming damage will always trigger. The shields can no longer be de-buffed or stomped out by Flux's shields. Bioelectric Surge - Has a new power interaction that heals any group member that is Bio-Charged. Ionic Drain - The Healer version no longer stuns but hits up to 8 enemies and will continue healing if your target is KO'ed. The DPS version's channel time has been reduced and deals more damage to your target if their health is below 35%. Amperage Tree: Bio-Capacitor - The Bio-Charged heal will now trigger at 45% of your health and will now trigger when your health decreases instead of when you are hit. This is now considered a power interaction. The instant heal has been reduced but now applies to you and 3 group members. Invigorate - The healing amount has been increased. The Bio-Charged heal will now trigger at 45% of your health and will now trigger when your health decreases instead of when you are hit. This is now considered a power interaction. Galvanize - Reduced the power cost.