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Spirit Ward

Spell

Spirit Ward

Nature

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Instant cast2 min cooldownSelf Only

Apply the Ward to yourself for 20 sec, absorbing 25% of damage taken until damage has been prevented.

Spirit Ward

Tooltip

Apply the Ward to yourself for 20 sec, absorbing 25% of damage taken until damage has been prevented.
While below 50% health, absorbs 75% of damage taken instead.

How it works

Spells that share its cooldown category wait 20 sec after it is cast. It does not trigger the global cooldown, so it can be used between other casts. Its aura procs every time its trigger condition is met.

Spirit Ward is built from 4 client effects, applied in this order:

  1. Effect 1 is Apply Aura (effect type 6). It applies aura type 69.
  2. Effect 2 is Apply Aura (effect type 6). It applies aura type 4. Its base value is 25.
  3. Effect 3 is Apply Aura (effect type 6). It applies aura type 4. Its base value is 75.
  4. Effect 4 is Apply Aura (effect type 6). It applies aura type 4. Its base value is 50.

What it does

Spirit Ward is a Nature spell with an instant cast, no range (it targets the caster), a 2 min cooldown and effects that last 20 sec. When cast it 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

SchoolNature
RangeSelf Only
Cast timeInstant
Cooldown2 min
Category cooldown20 sec
Global cooldownNone
Duration20 sec
Proc chanceAlways
Effect #1Apply Aura (6)
Aura type id 69
Misc value: 127
Effect #2Apply Aura (6)
Aura type id 4
Value: 25
Effect #3Apply Aura (6)
Aura type id 4
Value: 75
Effect #4Apply Aura (6)
Aura type id 4
Value: 50

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.

How to learn

Items that grant this spell

Build history

this spell Changelog

Added in patch 12.1.0.

Changes between the retail game builds our datamine has recorded, newest first.

Comments

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