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Jumpstart

Spell

Jumpstart

Physical

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1.5 secSelf Only

Once all Darkfuse Mechadrones are defeated, Big M.O.M.M.A.

Jumpstart

Tooltip

Once all Darkfuse Mechadrones are defeated, Big M.O.M.M.A. attempts to jumpstart their depleted battery. This process causes it to take 200% increased damage and release jolts of energy every 1.5 sec for 12 sec. Each jolt of energy inflicts 7.2 Nature damage to all players.

Once their reserves are fully recharged, Big M.O.M.M.A. leaves behind.

How it works

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

  1. Effect 1 is Apply Aura (effect type 6). It applies aura type 23. It ticks every 1.5 sec, 8 times over the full 12 sec. It triggers Jumpstart.
  2. Effect 2 is Apply Aura (effect type 6). It applies aura type 87. Its base value is 200.

What it does

Jumpstart is a spell with a 1.5 sec cast, no range (it targets the caster) and effects that last 12 sec. When cast it applies an aura every 1.5 sec and applies an aura. It also casts Jumpstart (record #460158).

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
RangeSelf Only
Cast time1.5 sec
Duration12 sec
Effect #1Apply Aura (6)
Aura type id 23
Misc value: 469974, 20
Period: every 1.5 sec
Trigger spell: Jumpstart
Effect #2Apply Aura (6)
Aura type id 87
Value: 200
Misc value: 127

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?

Jumpstart 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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