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:
- Effect 1 is School Damage (effect type 2). Its base value is 24. Its area radius is 100 yards.
- 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
| School | Nature |
|---|---|
| Range | Self Only |
| Cast time | Instant |
| Effect #1 | School Damage (2) Value: 24 Radius: 100 yards |
| Effect #2 | Dummy (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
- King Mechagon in Operation: Mechagon
Journal section: Stage Two: Omega Buster
Encounter creatures: King MechagonDungeon boss ability
Spells that cast it
- Magneto-ArmTriggers this spell
From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.
Comments
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