Tooltip
Infuses a wounded ally with healing energy that spreads to another nearby ally. The spell affects targets, but the healing energy is diminished by 50% for each successive target.
How it works
Casting it triggers a 1.5 sec global cooldown.
Chain Heal is built from 2 client effects, applied in this order:
- Effect 1 is Heal (effect type 10). Its base value is 100. It scales with 1 times spell power. It jumps to up to 3 targets.
- Effect 2 is Energize (effect type 30). Its base value is -30. It jumps to up to 3 targets.
What it does
Chain Heal is a Nature spell with a 2.5 sec cast and a range of 40 yards. When cast it heals (base value 100) jumping to up to 3 targets and restores a resource (base value -30) jumping to up to 3 targets.
Generated from the SpellEffect, SpellMisc, SpellCooldowns and SpellRange records in the MoP Classic client, build 5.5.4.70531. Effects the client marks as internal hooks are left out.
Spell Details
| School | Nature |
|---|---|
| Range | 40 yards (Long Range) |
| Cast time | 2.5 sec |
| Global cooldown | 1.5 sec |
| GCD category | Category id 133 |
| Effect #1 | Heal (10) Value: 100 Spell power coefficient: 1 Chain targets: 3 |
| Effect #2 | Energize (30) Value: -30 Misc value: 10 Chain targets: 3 |
Raw client values from the MoP Classic client, build 5.5.4.70531. Where the game data carries no name for an id, the id is shown as is.