Tooltip
The MK II Electro Shocker fires an arc of electricity at a random player, inflicting 10 Nature damage and then jumping to up to 3 targets. This damage increases by 10% each time it jumps.
How it works
Surging Arc is built from 3 client effects, applied in this order:
- Effect 1 is School Damage (effect type 2). Its base value is 10. It jumps to up to 3 targets.
- Effect 2 is Dummy (effect type 3). Its base value is 3.
- Effect 3 is Dummy (effect type 3). Its base value is 10.
What it does
Surging Arc is a Nature spell with a 3 sec cast and a range of 300 yards. When cast it deals Nature damage (base value 10) jumping to up to 3 targets.
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 | 300 yards (Three Hundred Yards) |
| Cast time | 3 sec |
| Effect #1 | School Damage (2) Value: 10 Chain targets: 3 |
| Effect #2 | Dummy (3) Value: 3 |
| Effect #3 | Dummy (3) Value: 10 |
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?
Surging Arc appears in: 1 boss encounter.
Boss encounters
- Mug'Zee, Heads of Security in Liberation of Undermine
Journal section: Stage Two: The Head Honcho > Mug'Zee > Mk II Electro Shocker; Stage One: The Heads of Security > Zee > Mk II Electro Shocker
Encounter creatures: Unstable Crawler Mine, Mug'Zee, Volunteer Rocketeer, Gallagio GoonRaid boss ability
From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.
Comments
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