Spell
Intervene
Physical
Run at high speed towards a party or raid member, intercepting the next 2 melee or ranged attacks while the target remains within 10 yards.
Tooltip
Run at high speed towards a party or raid member, intercepting the next 2 melee or ranged attacks while the target remains within 10 yards.
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. The aura is spent after 1 procs.
Intervene is built from 2 client effects, applied in this order:
- Effect 2 is effect type 96, which the datamine does not name. It scales with 1 times spell power.
- Effect 3 is Apply Aura (effect type 6). It applies aura type 111. Its area radius is 10 yards.
What it does
Intervene is a spell with an instant cast, a range of 25 yards, a 30 sec cooldown and effects that last 10 sec. When cast it applies an aura in a 10 yard radius.
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 | 25 yards (Twenty-Five yards) |
| Cast time | Instant |
| Cooldown | 30 sec |
| Global cooldown | None |
| Duration | 10 sec |
| Proc chance | Always |
| Proc charges | 1 |
| Effect #2 | Effect 96 Spell power coefficient: 1 |
| Effect #3 | Apply Aura (6) Aura type id 111 Radius: 10 yards |
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.