Tooltip
24% of Lifebloom's final bloom heals up to 5 injured allies.
How it works
Its aura procs every time its trigger condition is met.
Everbloom is built from 3 client effects, applied in this order:
- Effect 1 is Apply Aura (effect type 6). It applies aura type 4. Its base value is 2.
- Effect 2 is Apply Aura (effect type 6). It applies aura type 4. Its base value is 24.
- Effect 3 is Apply Aura (effect type 6). It applies aura type 4. Its base value is 5.
What it does
Everbloom is a spell with an instant cast and no range (it targets the caster). When cast it applies an aura.
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 | Physical |
|---|---|
| Range | Self Only |
| Cast time | Instant |
| Proc chance | Always |
| Effect #1 | Apply Aura (6) Aura type id 4 Value: 2 |
| Effect #2 | Apply Aura (6) Aura type id 4 Value: 24 |
| Effect #3 | Apply Aura (6) Aura type id 4 Value: 5 |
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?
Everbloom appears in: 2 talents.
Talents
- Everbloom for Druid (Balance, Feral, Guardian, Restoration)Talent
- Everbloom (a talent definition no current talent tree places)Talent
From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.
Build history
this spell Changelog
Changes between the retail game builds our datamine has recorded, newest first.
- Effect: Base points changed from 20 to 24 (patch 12.1.0)
- Effect: Base points changed from 6 to 5 (patch 12.1.0)
Comments
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