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Great Moves

Spell

Great Moves

Physical

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Instant castOne Thousand Yards

Physical spell.

Great Moves

How it works

Great Moves is built from 2 client effects, applied in this order:

  1. Effect 1 is Dummy (effect type 3). Its area radius is 4 yards.
  2. Effect 2 is effect type 164, which the datamine does not name. It triggers Danse Macabre.

What it does

Great Moves is a spell with an instant cast and an unlimited range. The client files the whole spell under the stunned mechanic. It also casts Danse Macabre.

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

SchoolPhysical
Range1000 yards (One Thousand Yards)
Cast timeInstant
MechanicStunned
Effect #1Dummy (3)
Radius: 4 yards
Effect #2Effect 164
Trigger spell: Danse Macabre

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?

Great Moves appears in: 1 spell that casts it.

Spells that cast it

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

Comments

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