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Implant

Spell

Implant

Nature

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1.5 sec2 sec cooldownExtended Range

Implant roots in the target, dealing Nature damage instantly and additional Nature damage every 2 sec.

Implant

Tooltip

Implant roots in the target, dealing Nature damage instantly and additional Nature damage every 2 sec. This effect stacks.

How it works

It does not trigger the global cooldown, so it can be used between other casts. Its aura procs every time its trigger condition is met.

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

  1. Effect 1 is School Damage (effect type 2). Its base value is 30.
  2. Effect 2 is Apply Aura (effect type 6). It applies aura type 3. Its base value is 7.5 per tick. It ticks every 2 sec, 15 times over the full 30 sec (112.5 base in total).

What it does

Implant is a Nature spell with a 1.5 sec cast, a range of 50 yards, a 2 sec cooldown and effects that last 30 sec. When cast it deals Nature damage (base value 30) and applies an aura every 2 sec. It stacks up to 5 times.

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
Range50 yards (Extended Range)
Cast time1.5 sec
Cooldown2 sec
Global cooldownNone
Duration30 sec
Proc chanceAlways
Max stacks5
Effect #1School Damage (2)
Value: 30
Effect #2Apply Aura (6)
Aura type id 3
Value: 7.5
Period: every 2 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?

Implant 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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