You know, There's something's missing about the water blaster power set in the game. It needs secondary. Today, I'm gonna show you the fully detailed Water Blaster Secondary Power Set for City of Heroes: Homecoming game. I hope you like it.
Water Manipulation (Blaster Secondary)
“Command the fluidity of water to protect yourself and control the battlefield. From slick currents to tidal bursts, Water Manipulation lets you disrupt foes and flow through combat with ease.”
Power 1: Soothing Stream
Type: Heal, Ally
Effect: Heals a targeted ally and yourself
You call forth a gentle stream of restorative water to heal an ally and yourself. The effect is modest, but quick to cast and has a short recharge.
Healing: Moderate (Ally & Self)
Cast Time: Fast
Recharge: Short
Target: Single Ally + Self
Secondary Effect: Small Endurance recovery over time (HoT)
Power 2: Slippery Current
Type: Control, Slow, Knockdown
You flood the area with a swift, slick current, reducing enemy movement speed and occasionally knocking them off their feet.
Target: Area (10 ft Radius, Targeted AoE)
Effect: -Speed, -Jump, Knockdown (chance)
Duration: 10 seconds
Recharge: Moderate
Special: Enemies in the area are treated as "Slippery," reducing their resistance to knockdown and knockback.
Power 3: Tidal Crash
Type: Melee Cone, Knockback
Deliver a wide-angled water smash with tremendous force. This powerful cone has a chance to knock enemies back or down.
Target: Cone (40°)
Damage: Moderate Smashing/Cold
Effect: Knockback (chance), Knockdown
Recharge: Moderate
Power 4: Aquatic Shield
Type: Self Buff, Defense
Encase yourself in a layer of flowing water that distorts attacks. Provides Defense bonuses to Melee, Ranged, and AoE attacks.
Target: Self
Effect: +Defense (Melee, Ranged, AoE)
Recharge: Long
Duration: 60 seconds
Special: Small resistance to Fire and Cold damage
Power 5: Undertow Grasp
Type: Control, Immobilize
Summon swirling undertows around a target’s feet, trapping them in place. Great for stopping runners.
Target: Single Enemy
Effect: Immobilize, -Recharge (Minor)
Duration: 10 seconds
Recharge: Short
Damage: Minor Cold
Power 6: Pressure Surge
Type: PBAoE Buff/Debuff
You surge with intense water pressure, pushing enemies back while empowering yourself and nearby allies briefly.
Target: PBAoE (15 ft)
Effect: +ToHit, +Resist (Cold/Smashing), Knockback Foes
Recharge: Long
Duration: 15 seconds
Special: Minor heal (PBAoE splash effect)
Power 7: Hydro Jet
Type: Melee Single Target, High Damage
Blast a high-pressure jet of water at point-blank range, dealing major cold/smashing damage and disorienting the enemy.
Damage: High
Effect: Chance to Disorient
Recharge: Moderate
Target: Single Enemy
Range: Melee (8 ft)
Power 8: Tidal Barrier
Type: Toggle Shield
Creates a protective water barrier around you, granting resistances to various types of damage and status effects.
Effect: +Resistance (Cold, Fire, Smashing, Disorient)
Target: Self
Type: Toggle
Special: Applies a subtle -Endurance Recovery penalty while active
Power 9: Maelstrom Vortex
Type: Control, AoE Hold
Unleash a massive swirling maelstrom that traps multiple foes in a vortex of crushing water currents.
Target: Location (Targeted AoE 15 ft)
Effect: Hold (Cold/Water), -Defense
Duration: 10 seconds
Recharge: Very Long
Special: Foes held take minor damage over time
Water Manipulation Summary:
This set gives a Blaster secondary some control tools (immobilize, hold, knockdown), light team support (heals, buffs), and solid personal survivability (defensive shield, resistance toggle). It stays mobile and reactive, like water, offering powerful burst and flow control when used creatively.
Thoughts?