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Emerald Winds

Spell

Emerald Winds

Nature

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3 secTwo-Hundred Yard Range

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.

Emerald Winds

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:

  1. Effect 1 is School Damage (effect type 2). Its base value is 15. Its area radius is 200 yards.
  2. 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

SchoolNature
Range200 yards (Two-Hundred Yard Range)
Cast time3 sec
Duration3 sec
Effect #1School Damage (2)
Value: 15
Radius: 200 yards
Effect #2Apply 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

From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.

Comments

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