I think I managed to get most powers, but I'm not sure if it was all of them. There were a few powers with longer descriptions that would have a word or two blocked by the view of the devs that I had to made an educated guess at. 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 A strike from Aquatic Arsenal against a target reduces the current cooldown of High Tide by 2 seconds. Tempest Guard Cooldown: 18s Power Cost: 450 Usable While Controlled Shield Power Interactions If you are in High Tide, Tempest Guard grants a heal when the shield ends. This effect removes High Tide. Healer Role Now guards up to group members with shields that prevent some incoming damage. Soothing Mist Cooldown: 12s Power Cost: 300 Create pool of healing water and aquatic life that heals you and your allies over time Aqualance Cooldown: 6s Power Cost: 200 Form a trident of water and smash it down on your target and enemies in the area, dealing damage to them. Power Interactions Crushed enemies take additional damage. If you are in High Tide, Aqualance deals damage over time. This effect removes High Tide. 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. Bubble Cooldown: 18s Power Cost: 300 Usable While Controlled Shield Surround yourself with a protective bubble that prevents incoming damage. Healer Role Also surrounds up to 3 group members with a protective bubble that prevents incoming damage Damage Role While inside Bubble your attack has a chance to deal extra damage. Dehydrate Cooldown: 3s Power Cost: 200 Savagely rip the moisture out of your target's body, damaging them. Removes all the supercharge you have, dealing bonus damage for each 2500 supercharge removed up to 10000. Cloudburst Cooldown: 4.4s Power Cost: 200 Vulnerable to Interrupt Use a high pressure water jets to damage your target over time. If the target is below 35% healthe, the attack deals extra damage. Riptide Cooldown: 12s Power Cost: 100 Summon a current of power that removes the cooldown of the previous Water superpower you used. Drown Cooldown: 6s Power Cost: 200 Supercharge Generator Surround nearby opponents in water orbs, stunning them and dealing damage over time. Power Interations Crushes enemies, making them vulnerable to crushing effects. 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. Preccurize Cooldown: 12s Power Cost: 300 Weapon Buff Pressurize the water in you surroundings, granting you increased weapon damage for a short period of time. Whirlpool Cooldown: 30s Supercharge Cost: 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. Flood of Power Cooldown: 30s Supercharge: 5000 Supercharge Usable While Controlled Shield Surround your self 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. Call of the Deep Cooldown: 60s Supercharge cost: 10000 Supercharge Call up a giant water construct sea monster in front of you, it breaches the water and closes its massive jaws over your opponents, dealing massive damage and stunning you opponents. 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. 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. Water Spouts Cooldown: 3s Power Cost: 200 Summon a water spout at the feet of each nearby opponent, dealing damage to them and knocking them up. Power Interactions Crushed enemies take additional damage. Tranquil Pool Cooldown: 30s Supercharge cost: 5000 Supeercharge 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.
Now that's some dedication. Would have been a LOT easier in a few minutes/hours on test, but...impressive.
It might have been a while since the last time, but I did this for atomic and Munitions too. And before anyone suggests it, no, I'm not writing a Water guide. For some reason every time there are always a few people that start assuming I'm going to write a guide on the new power.
I have a tune healer at cr139 that I had no use really for until water powerset coming out. I can pretend to be Blue Lantern with her throwing around blue water, well until Blue Lantern power-set eventually come out
After Reading through, water definitely had some dedication in its power mechanically. This is gonna be very interesting.
Kind of funny electric lost its part of a sc that gives power. So why does this power set get it when it was removed becuase it is a troll ability. Kinda the same way electric lost its animation of ionic drain just so the final boss in U.S could have it. Why?