Tooltip
Charges nearby allies with electrical energy, causing them to inflict Nature damage when attacking or being attacked.
How it works
It does not trigger the global cooldown, so it can be used between other casts. Its dispel type is client id 1. Its aura procs every time its trigger condition is met.
Diviner's Signal is built from 2 client effects, applied in this order:
- Effect 1 is Apply Aura (effect type 6). It applies aura type 42. Its area radius is 20 yards. It triggers Electrical Shock.
- Effect 2 is Apply Aura (effect type 6). It applies aura type 15. Its base value is 20. Its area radius is 20 yards.
What it does
Diviner's Signal is a Nature spell with a 1 sec cast, no range (it targets the caster), a 15 sec cooldown and effects that last 9 sec. When cast it applies an aura in a 20 yard radius. It also casts Electrical Shock.
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 | Self Only |
| Cast time | 1 sec |
| Cooldown | 15 sec |
| Global cooldown | None |
| Duration | 9 sec |
| Dispel type | Dispel type id 1 |
| Proc chance | Always |
| Effect #1 | Apply Aura (6) Aura type id 42 Radius: 20 yards Trigger spell: Electrical Shock |
| Effect #2 | Apply Aura (6) Aura type id 15 Value: 20 Radius: 20 yards |
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.