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Intervene

Spell

Intervene

Physical

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Warrior

Instant castTwenty-Five yards

Run at high speed toward an ally, intercepting all melee and ranged attacks against them for 6 sec while they remain within 10 yds.

Intervene

Tooltip

Run at high speed toward an ally, intercepting all melee and ranged attacks against them for 6 sec while they remain within 10 yds.

How it works

It works on charges (charge category 2192); the charge count and recharge time live in a client table the datamine does not carry, so they are not stated here. It does not trigger the global cooldown, so it can be used between other casts.

  1. Effect 1 is Dummy (effect type 3).

What it does

Intervene is a spell with an instant cast and a range of 25 yards.

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
Recovery time1.5 sec
Global cooldownNone
ChargesCharge category id 2192 (charge count not in the datamine)
Effect #1Dummy (3)

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?

Intervene appears in: 5 talents.

Talents

  • Intervene for Warrior (Arms, Fury, Protection)Talent
  • Intervene for Warrior (Arms, Fury, Protection) (definition #121916)Talent
  • Intervene for Warrior (Arms, Fury, Protection) (definition #138992)Talent
  • Intervene for Warrior (Arms, Fury, Protection) (definition #141828)Talent
  • Intervene (2 talent definitions no current talent tree places)Talent

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

Comments

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