Game Update 38

Game Update 38 planned Light changes taken from:

https://forums.station.sony.com/dcuo/index.php?threads/work-in-progress-hard-light-balance-updated.196612/

Impact Entrap Light Blast Triage Chompers Shielding Inspiration Light Claws Light Blast
 * Added Power over Time component to this ability, giving Light players a way to apply PoT from distance.
 * Removed Healing debuff
 * Added Defense debuff
 * Removed Defense debuff
 * Added Healing debuff
 * No longer a channel, not vulnerable to interrupt. Now a single shot heal. Cooldown has been balanced.
 * Changed positions with Shielding at the bottom of the Support tree.
 * Removed from DLC5 Empowered Channeling mod
 * Flattened out the damage on Chompers to be a full strength DoT, lasting for 6 seconds.
 * Shielding has been removed and has been replaced with a new power called Inspiration, see below
 * HL players will now have access to a new power at the bottom of the Support tree, called Inspiration.
 * Inspiration is a weapon buff that adds precision and critical attack chance to you and your group.
 * The combo version of Light Claws has had its distance increased to match the tray version of Light Claws.
 * This has been changed from a 3 second DoT channel to a standard 1.5s Execute.

Game Update 38 planned Electricity changes Taken from:

https://forums.station.sony.com/dcuo/index.php?threads/work-in-progress-electricity-balance-updated.196613/

Voltage Tree

Tesla Blast Electroburst Shockwave Arc Lightning Tesla Ball Wired Electrogenesis Voltaic Bolt Megavolt Group Transducer Bioelectric Surge Ionic Drain
 * Reduced the animation time
 * Reduced the time between the two damage ticks
 * Reduced the animation time
 * Removed the instant damage
 * Increased the damage over time duration
 * Adjusted the damage delay to match the animation
 * Adds a new power interaction (Volataic Bolt interacts with it) to cause damage over time in both roles
 * Healer damage over time will not overwrite DPS damage over time
 * No longer removes the Electrified power interaction after a knock down
 * Reduced the delay before an Electrified enemy gets knocked down
 * Increased the range to hit from maximum targeting distance
 * 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
 * Spawns above your target and slowly moves toward it
 * Zaps enemies at max range
 * No longer Electrifies enemies but instead deals extra damage to Electrified enemies
 * Reduced the power cost
 * Reduced the cooldown
 * The first weapon attack used after Wired will Electrify your/allies' target
 * Added a Might buff
 * Reduced the cooldown
 * The DPS and Healing versions now use a shared cooldown
 * The Healing version's aura will now go to the closest group member
 * Adds a new power interaction (Volataic Bolt interacts with it) to cause damage over time in DPS role
 * Increased the range to hit from maximum targeting distance
 * Will now deal damage over time even if you are only targeting one Electrified enemy
 * Refreshes the Electrified power interaction state
 * Increases the potency of new power interaction (from Electrogenesis or Electroburst) damage over time effects
 * Reduced the super charge cost to 50% and lowered the damage to match similar abilities
 * Now has a heal over time
 * The heal based on incoming damage will always trigger
 * Has a new power interaction that heals any group member that has safety heal from Bio-Capacitor or Invigorate
 * 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 Invigorate Galvanize Circuit Breaker Electrostatic Bomb Static Push Attract Spark Barrage Overcharge Electrocute
 * The safety 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 (like Celestial's Admonish) but now applies to you and 3 group members
 * The healing amount has been increased
 * The safety 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.
 * Reduced the power cost
 * Reduced the super charge cost to 35%
 * Reduced the distance enemies are knocked down
 * Now splits damage and hits up to 20 targets like other super charge abilities
 * Deals more damage to Polarized enemies
 * Damage over time was removed, and initial damage was adjusted as a result
 * No longer stomps the Polarized Power Interaction when the target is knocked down
 * Reduced the power cost
 * Increased the range to maximum targeting distance
 * Now deals more damage to Polarized enemies
 * Damage is no longer split with objects
 * No longer removes the Polarized power interaction after a knock down
 * No longer vulnerable to interrupt
 * Reduced the cooldown
 * Now properly splits damage
 * Now does proper amount of damage in Healer role
 * Increased range to maximum targeting distance
 * Adds the Polarization power interaction
 * Deals more damage to Polarized enemies
 * Deals more damage to Polarized enemies
 * Reduced the number of hits before the explosion
 * Increased the duration of the field
 * Slightly lowered the maximum damage each tick deals
 * No longer allows stacking of damage from two Electrocute fields