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Zephyr

Spell

Zephyr

Nature

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0.5 sec0.5 sec cooldownSelf Only

Damages, knocks back and slows enemies in a cone and summons a zephyr for 3 sec.

Zephyr

Tooltip

Damages, knocks back and slows enemies in a cone and summons a zephyr for 3 sec.

How it works

It does not trigger the global cooldown, so it can be used between other casts.

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

  1. Effect 1 is School Damage (effect type 2). Its base value is 44.5479. Its area radius is 20 yards.
  2. Effect 2 is Knock Back (effect type 98). Its base value is 100. Its area radius is 20 yards.
  3. Effect 3 is Trigger Spell (effect type 64). It triggers Zephyr.
  4. Effect 4 is Apply Aura (effect type 6). It applies aura type 33. Its base value is 70. Its area radius is 20 yards.

What it does

Zephyr is a Nature spell with a 0.5 sec cast, no range (it targets the caster), a 0.5 sec cooldown and effects that last 3 sec. When cast it deals Nature damage (base value 44.5479) in a 20 yard radius, has a Knock Back effect in a 20 yard radius and applies an aura in a 20 yard radius. It also casts Zephyr (record #166795).

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 time0.5 sec
Cooldown0.5 sec
Global cooldownNone
Duration3 sec
Effect #1School Damage (2)
Value: 44.5479
Radius: 20 yards
Effect #2Knock Back (98)
Value: 100
Misc value: 200
Radius: 20 yards
Effect #3Trigger Spell (64)
Trigger spell: Zephyr
Effect #4Apply Aura (6)
Aura type id 33
Value: 70
Radius: 20 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.

Comments

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