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 15% for each successive target.
How it works
It does not trigger the global cooldown, so it can be used between other casts.
Chain Heal is built from 2 client effects, applied in this order:
- Effect 1 is Heal (effect type 10). Its base value is 10. It jumps to up to 4 targets.
- Effect 2 is Dummy (effect type 3). Its base value is 15.
What it does
Chain Heal is a Nature spell with a 2.5 sec cast, a range of 40 yards and a 7.5 sec cooldown. When cast it heals (base value 10) jumping to up to 4 targets.
Generated from the SpellEffect, SpellMisc, SpellCooldowns and SpellRange records in the current retail game build. Effects the client marks as internal hooks are left out.
Spell Details
| School | Nature |
|---|---|
| Range | 40 yards (Long Range) |
| Cast time | 2.5 sec |
| Cooldown | 7.5 sec |
| Global cooldown | None |
| Effect #1 | Heal (10) Value: 10 Chain targets: 4 |
| Effect #2 | Dummy (3) Value: 15 |
Raw client values from the current retail game build. Where the game data carries no name for an id, the id is shown as is.