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Magneto-Arm

Spell

Magneto-Arm

Nature

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Instant castSelf Only

Launches a powerful electromagnet that pulls all players towards it, inflicting 24 Nature damage to all players every 1 sec for 9 sec.

Magneto-Arm

Tooltip

Launches a powerful electromagnet that pulls all players towards it, inflicting 24 Nature damage to all players every 1 sec for 9 sec. Players further from the device take less damage.

How it works

Magneto-Arm is built from 2 client effects, applied in this order:

  1. Effect 1 is School Damage (effect type 2). Its base value is 24. Its area radius is 100 yards.
  2. Effect 2 is Dummy (effect type 3). Its area radius is 100 yards.

What it does

Magneto-Arm is a Nature spell with an instant cast and no range (it targets the caster). When cast it deals Nature damage (base value 24) in a 100 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

SchoolNature
RangeSelf Only
Cast timeInstant
Effect #1School Damage (2)
Value: 24
Radius: 100 yards
Effect #2Dummy (3)
Radius: 100 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.

Used by

Where is this spell used?

Magneto-Arm appears in: 1 boss encounter and 1 spell that casts it.

Boss encounters

Spells that cast it

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

Comments

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