Tsunami! The Water Guide

Discussion in 'Oracle’s Database (Guides)' started by Captain1Dynamo, Aug 11, 2017.

  1. Captain1Dynamo Committed Player

    The intent of the this guide is to provide an introduction to Water, with basic information on each element of the powerset in relation to Damage and Healer roles, and in Solo vs Multiplayer content. As with all guides the most valuable information will be the result of player experience, so please feel free to comment - but please be factual & detailed.
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  2. Captain1Dynamo Committed Player

    6 February 2018: I wanted to make this guide specific to Water only, rather than a guide on how to Damage or how to be a Healer. There have already been so many great guides on those subjects that I would have just ended up rewriting the same things, or straight up plagiarizing others work, and I'm not going to do that. I also didn't want to specify loadouts for players to use. It's really better to get multiple viewpoints on that from players' experiences, which you'll see from posts later in the thread. So I quickly ran out of things that I could think of regarding Water and only Water that weren't general tips that apply to every DPS or Healer. That being the case what I've included here are only a breakdown of the Power set with some notes, and a chart with the rankings of damage abilities from most to least total damage out. I leave it to the reader to experiment to find what works best for you, and to the community of players to discuss tips for use of Water throughout the game.
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  3. Captain1Dynamo Committed Player

    Water powerset breakdown:

    Level 1 - Crashing Wave - Cooldown: 3s Power Cost: 200

    Ride a wave at blinding speed toward your target, dealing damage to it and nearby enemies.
    [Power Interactions]
    Crushes enemies, making them vulnerable to crushing effects

    Notes:
    - A charging attack, puts you right on top of enemy; puts toon in position for melee attacks
    - A single hit, multi-target attack. Damage is low, but sets up crush PI.
    - Having Bubble active before this attack enables Bubble to provide 2 additional hits.
    - Crush adds 10% damage to abilities that are affected by the Power Interaction
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  4. Captain1Dynamo Committed Player

    Level 3 - Aquatic Arsenal - Cooldown: 1.5s Power Cost: 100

    Slash your target with hard water weaponry, dealing them damage .
    [Water Combo]
    Tap Melee (x4): Aquatic Arsenal
    Continue assaulting enemies in front of you with hard water weaponry, dealing them damage
    [Power Interactions]
    Crushed enemies take additional damage
    Each strike from Aquatic Arsenal against your target reduces the current cooldown of High Tide by 2 seconds

    Notes:
    - An all-melee attack
    - A multi-hit attack (w/ combo - 5 hits).
    - Will hit multiple targets - but they must be very close together.
    - If Bubble is active it will add 3 hits to AA (with full combo)
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  5. Captain1Dynamo Committed Player

    Level 5 - Soothing Mist - Cooldown: 0.5s Power Cost: 250

    [Priority Heal]
    Cover yourself and your least healthy group member with soothing water, healing them
    [Power Interactions]
    If you are in High Tide, Soothing Mist's healing is increased. This effect removes High Tide

    Notes:
    -
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  6. Captain1Dynamo Committed Player

    Level 7 – Waterspouts - Cooldown: 3s Power Cost: 200
    Summon a waterspout at the feet of each nearby opponent, dealing damage to them and knocking them up
    [Power Interactions]
    Crushed enemies take additional damage.

    Notes:
    - A single hit, mid-range, multi-target attack.
    - Significant Crowd Control effect.
    - If Bubble is active it will add 1 hit.
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  7. Captain1Dynamo Committed Player

    Level 9 - Shark Frenzy - Cooldown: 3s Power Cost: 200
    Create a large shark water construct and command it to attack your target and enemies nearby, dealing damage.
    [Power Interactions]
    If you are in High Tide, Shark Frenzy will deal critical damage. This effect removes High Tide


    Notes:
    - A single hit, multi-target, full range attack.
    - If Bubble is active it will add 1 hit.
    - As of 6 February 18, High Tide still does not produce a critical hit or damage every time it is used with Shark Frenzy. After some discussion with other players it is most likely the case that the description is incorrect, that it should not say, 'will,' as if it were a 100% chance, but something more like, 'High Tide greatly increases the chance that Shark Frenzy will score a critical hit'. Testing shows that damage from a critical hit with Shark Frenzy while High Tide is active is no greater than damage from a critical hit without Shark Frenzy active. So the point of having High Tide active is not exactly about critical damage, it's about a critical hit, which of course will deal critical damage.
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  8. Captain1Dynamo Committed Player

    Level 11 - Tranquil Pool - Cooldown: 30s Supercharge: 5000

    [Supercharge]
    Create a swirling, tranquil pool of water that heals you and your group members over time

    [Power Interactions]
    [Shield]
    If you are in High Tide, Tranquil Pool also grants each group member Bubble. This effect removes High Tide

    Notes:
    -
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  9. Captain1Dynamo Committed Player

    Level 13 – Bubble - Cooldown: 18s Power Cost: 300

    [Usable While Controlled]
    [Shield]
    Surround yourself within a protective bubble that prevents incoming damage
    [Healer Role]
    Also surrounds up to three group members with a bubble that prevents incoming damage
    [Damage Role]
    While inside Bubble your attacks have a chance to deal extra damage (2% buff for 5 seconds)
    Notes:
    - A prevention shield; allows players to revive team members / work cogs.
    - Additional damage while in DPS role is reflected by 1-3 hits depending on the attack ability used (hits are shown as 'Bubble' in your combat chat). There can only be a maximum of 3 Bubble hits per Bubble cycle.
    - Bubble damage is always the same per hit (damage on average) regardless of the number of hits, regardless of he number of targets, & regardless of the damage caused by the primary attack ability(ies) used.
    [IMG]
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  10. Captain1Dynamo Committed Player

    Level 14 - Mending Wave - Cooldown: 3s Power Cost: 300
    Cause a rejuvenating rush of water to wash over you and 3 injured group members, healing them

    [Power Interactions]
    If you are in High Tide, Mending Wave will critically heal. This effect removes High Tide chance to deal extra damage. This effect removes High Tide

    Notes:
    -
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  11. Captain1Dynamo Committed Player

    Level 15 - Depth Charge - Cooldown: 3s Power Cost: 300
    Call forth a line of consecutive violent water bursts in front of you. Each charge explodes, dealing damage to enemies in the area
    [Power Interactions]
    Crushed enemies take additional damage

    Notes:
    - A multi-hit (4), multi-target full range attack
    - If Bubble is active it will add 3 hits.
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  12. Captain1Dynamo Committed Player

    Level 16 - Tsunami Strikes - Cooldown: 1.5s Power Cost: 100
    Strike out in a series of open fisted attacks, hitting your target and enemies near it with torrents of water, dealing them damage.
    [Water Combo]
    Tap Range (x2): Tsunami Strikes
    Continue striking enemies with torrents of water, dealing them damage
    [Power Interactions]
    Each strike from Tsunami Strikes against your target reduces the current cooldown of High Tide by 4 seconds
    [Healer Role]
    Decreases the damage dealt, but heals the most damaged group member

    Notes:
    - A multi-hit (w/ combos), multi-target full-range attack
    - No special PI effects on TS
    - If Bubble is active it will add 3 hits
    - Tsunami strikes heal approximately half of a priority heal (estimated) to lowest group member only (while in Healer role)
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  13. Captain1Dynamo Committed Player

    Level 17 – Whirlpool - Cooldown: 30s Supercharge: 5000

    [Supercharge]
    Cause a vortex to form at your target's feet, pulling any enemies near them into the center, dealing damage to them over time

    Notes:
    -
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  14. Captain1Dynamo Committed Player

    Level 18 – Drown - Cooldown: 6s Power Cost: 200
    [Supercharge Generator]
    Surround nearby opponents in water orbs, stunning them and dealing damage over time.
    [Power Interactions]
    Crushes enemies, making them vulnerable to crushing effects


    Notes:
    - An AOE 6 tick DOT - the only total DOT ability in the power set (not counting Aqualance with High Tide).
    - Can be used from a distance unlike Crashing Wave
    - Provides a significant stun effect
    - If Bubble is active it adds 1 hit.
    - Crush adds 10% damage to abilities that are affected by the Power Interaction
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  15. Captain1Dynamo Committed Player

    Level 19 - High Tide - Cooldown: 30s Power Cost: 200
    Summon the power of the deep, increasing the potency of some of your Water abilities
    [Power Interactions]
    Grants High Tide, allowing certain Water abilities to gain additional effects

    Notes:
    - Every ability that gains PI effects from HT cancels HT. So it must be recast to effect another ability.
    - HT effect lasts 7 seconds before it disappears.
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  16. Captain1Dynamo Committed Player

    Level 20 – Pressurize - Cooldown: 12s Power Cost: 300
    [Weapon Buff]
    Pressurize the water in your surroundings, granting you increased weapon damage for a short period of time

    Notes:
    - The Pressurize effect is +33% Wpn DPS & +33% Precision for approximately 10 seconds.
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  17. Captain1Dynamo Committed Player

    Level 21 – Ebb - Cooldown: 3s Power Cost: 200
    Pull in a wave of water which pulls enemies in front of you towards you, dealing them damage.
    [Water Combo]
    Tap Melee: Flow
    Push opponents in front of you away, dealing them damage and knocking them down
    [Power Interactions]
    Crushed enemies take additional damage

    Notes:
    - A multi-hit (w/ combo), multi-target full-range attack.
    - Significant crowd control effect.
    - If Bubble is active it adds 2 hits.
    - Damage from Flow is (on average) 70% of the damage caused by Ebb.
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  18. Captain1Dynamo Committed Player

    Level 22 - Blessing of the Depths - Cooldown: 6s Power Cost: 300
    Quickly wash yourself and group members in mystical energy from the depths of the ocean healing them.
    [Power Interactions]
    If you are in High Tide, Blessing of the Depths heals over time. This effect removes High Tide

    Notes:
    - 8 player burst heal
    - A HOT, but only if High Tide is active
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  19. Captain1Dynamo Committed Player

    Level 23 - Flood of Power - Cooldown: 30s Supercharge: 5000
    [Supercharge]

    [Usable While Controlled] [Shield]
    Surround yourself in a large amount of water, granting you Power and immunity to crowd control effects, shielding you from incoming damage, and reducing your active Water superpower cooldowns by a large amount

    Notes:
    -
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  20. Captain1Dynamo Committed Player

    Level 24 – Dehydrate - Cooldown: 3s Power Cost: 200
    Savagely rip the moisture out of your target's body, damaging them. Removes all of the Supercharge you have, dealing bonus damage for each 2500 Supercharge removed up to a cap of 10000
    Notes:

    - Another unique ability. Makes use of Supercharge power, but isn’t a SC.
    - A single hit, full-range, single target attack.
    - Quite a heavy single target hit, even with no SC in the SC meter.
    - With a full SC meter Dehydrate's damage may 10x or more than an attack with an empty meter.
    - If Bubble is active it will add 1 hit.
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