The Shocks
There are many different shocks in the game, all of them represent a certain element and damage caused by it. All shock spells are instant but have a cooldown.
Shaman
The shocks are the main source of damage for the shaman on close range, ergo it is only fitting that they would have the biggest amont of it:
- [Flame Shock]: Instant Fire damage and DOT.
- [Frost Shock]: Instant Frost damage plus a chill effect.
- [Earth Shock]: Instant Nature damage and spell countering during cast.
Paladin
Paladins have a unique shock for both offensive and defensive situations:
- [Holy Shock]: Either heals a friendly target or damages a hostile one.
Others
There are other Shock spells that cannot be used by players but NPCs might have that ability as a part of its main damage sources. Naturally, those shocks have a cooldown aswell but it is never more than 7 seconds:
- [Shadow Shock]: Powerful direct Shadow damage. Used by certain Necromancers, WitchDoctors and Duskwing
- Shock: Direct Nature damage (lightning shaped) with no feature. Used by air elementals.
- Arcane Shock: Used by Scarlet Enchanters in Tyrs' Hand. Same model as [Arcane Missiles] but shoots them directly instead of channeling.