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Intervene

Spell

Intervene

Physical

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Warrior

Instant cast30 sec cooldownTwenty-Five yards

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.

Intervene

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:

  1. Effect 2 is effect type 96, which the datamine does not name. It scales with 1 times spell power.
  2. 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

SchoolPhysical
Range25 yards (Twenty-Five yards)
Cast timeInstant
Cooldown30 sec
Global cooldownNone
Duration10 sec
Proc chanceAlways
Proc charges1
Effect #2Effect 96
Spell power coefficient: 1
Effect #3Apply 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.

Comments

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