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Jumpstart

Spell

Jumpstart

Physical

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Instant castSelf 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 3 client effects, applied in this order:

  1. Effect 1 is Apply Aura (effect type 6). It applies aura type 12. Its area radius is 100 yards.
  2. Effect 2 is effect type 203, which the datamine does not name. Its area radius is 100 yards. It triggers E.M.P. Mortar.
  3. Effect 3 is effect type 203, which the datamine does not name. Its area radius is 100 yards. It triggers Doom Storm.

What it does

Jumpstart is a spell with an instant cast, no range (it targets the caster) and effects that last 12 sec. When cast it applies an aura in a 100 yard radius. It also casts E.M.P. Mortar and Doom Storm.

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 timeInstant
Duration12 sec
Effect #1Apply Aura (6)
Aura type id 12
Radius: 100 yards
Effect #2Effect 203
Radius: 100 yards
Trigger spell: E.M.P. Mortar
Effect #3Effect 203
Radius: 100 yards
Trigger spell: Doom Storm

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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