Tooltip
Causes all nearby enemies to move towards the caster.
How it works
Its aura procs every time its trigger condition is met.
Magnetic Pull is built from 3 client effects, applied in this order:
- Effect 1 is Apply Aura (effect type 6). It applies aura type 7. It applies the fleeing mechanic. Its area radius is 15 yards.
- Effect 2 is Apply Aura (effect type 6). It applies aura type 33. Its base value is 10. It applies the snared mechanic. Its area radius is 15 yards.
- Effect 3 is Apply Aura (effect type 6). It applies aura type 26.
What it does
Magnetic Pull is a spell with an instant cast, no range (it targets the caster) and effects that last 5 sec. When cast it applies an aura with the fleeing mechanic in a 15 yard radius, applies an aura with the snared mechanic in a 15 yard radius and applies an aura.
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 | Self Only |
| Cast time | Instant |
| Duration | 5 sec |
| Proc chance | Always |
| Effect #1 | Apply Aura (6) Aura type id 7 Misc value: 4 Mechanic: Fleeing Radius: 15 yards |
| Effect #2 | Apply Aura (6) Aura type id 33 Value: 10 Mechanic: Snared Radius: 15 yards |
| Effect #3 | Apply Aura (6) Aura type id 26 |
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?
Magnetic Pull appears in: 1 spell that casts it.
Spells that cast it
- TauntTriggers this spell
From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.
Comments
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