Tooltip
Pip channels massive gusts of wind for 3 sec pushing all players away, inflicting 15 Nature damage, and inflicting an additional 4 Nature damage every 0.5 sec.
How it works
Emerald Winds is built from 2 client effects, applied in this order:
- Effect 1 is School Damage (effect type 2). Its base value is 15. Its area radius is 200 yards.
- Effect 2 is Apply Aura (effect type 6). It applies aura type 3. Its base value is 4 per tick. Its area radius is 200 yards. It ticks every 0.5 sec, 6 times over the full 3 sec (24 base in total).
What it does
Emerald Winds is a Nature spell with a 3 sec cast, a range of 200 yards and effects that last 3 sec. When cast it deals Nature damage (base value 15) in a 200 yard radius and applies an aura in a 200 yard radius every 0.5 sec.
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 | 200 yards (Two-Hundred Yard Range) |
| Cast time | 3 sec |
| Duration | 3 sec |
| Effect #1 | School Damage (2) Value: 15 Radius: 200 yards |
| Effect #2 | Apply Aura (6) Aura type id 3 Value: 4 Radius: 200 yards Period: every 0.5 sec |
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.
Used by
Where is this spell used?
Emerald Winds appears in: 1 boss encounter.
Boss encounters
- Council of Dreams in Amirdrassil, the Dream's Hope
Journal section: Pip
Encounter creatures: Aerwynn, Urctos, PipRaid boss ability
From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.
Comments
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