When I first started playing the game, I spent a great deal of time weighing the pros and cons of the various secondary effects of the blasting powers available.
I play an Empathy/Electric Defender as my main. He was built with the intention of being a purely support character.
The premise was that by reducing the endurance of the enemy, it would serve to hinder their ability to use various attacks, thus affording my teammates a greater chance of sucess with an enhanced level of safety.
I have noticed that the endurance drain applied to my targets seems to be out of scale with the damage. I've tried to compensate by slotting endurance drain enhancers, but the effect seems to be so minimal that it's counter-productive to do so.
I have noticed however, that occasionally there seems to be a tertiary effect associated with the electricity blasting set I have not seen elsewhere. On occasion, I will see the target do an animation that resembles the siezing effect one would expect with a large amount of current.
I have often been able to take advantage of this momentary stunning effect, and would like to see it more often.
Could we perhaps have an enhancement of some type for this effect? Or is it directly proportional to the damage, or endurance draining potential?
Given the nature of electricity, one would surmise that this seizure like motion is the illustration of WHY the electric blasting set drains endurance, and would suggest that perhaps the endurance draining qualities should be more closely tied to this effect.
It would appear that the net drain on enemies endurance is however dis-proportionate to the primary effect, unlike other blasting sets.
Perhaps it would be beneficial to re-evaluate this effect on the test servers?
My suggestion would be to start with making the amount of endurance drained 20% of the damage inflicted before applying modifiers such as enhancements and resistances, and then adjust this number according to your findings.
If the stunning effect is intentional, the duration should be proportional to the amount of endurance drained to reflect their relationship. My suggestion is to make it approximately one half second for every 3 points of endurance drained.
By enhancing this 3rd tier effect, you can compensate for the apparent inbalance with the 2nd.