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==Tips and tactics==
 
==Tips and tactics==
*During long periods of walking, Blink can effectively shorten the total time of your trip if used every 15 seconds. This is approximately equal to a 20% run speed increase.
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*During long periods of walking, Blink can effectively shorten the total time of your trip if used every 15 seconds. This is approximately equal to a 20% run speed increase, and greater if the mage uses a [[Glyph of Blink]].
 
*Always be mindful of the [[cooldown]]: if using Blink would merely look good, hold onto it until later when it may save you a trip to the Graveyard.
 
*Always be mindful of the [[cooldown]]: if using Blink would merely look good, hold onto it until later when it may save you a trip to the Graveyard.
 
*You can avoid some pointy terrain distance shortening by hopping into the air and blinking mid-jump. Blink uses [[Line of Sight|line of sight]] to calculate your travel distance, jumping gets you over small obstacles that would stop you, such as small trees and rocks, and the rope line at the Stormwind Bank.
 
*You can avoid some pointy terrain distance shortening by hopping into the air and blinking mid-jump. Blink uses [[Line of Sight|line of sight]] to calculate your travel distance, jumping gets you over small obstacles that would stop you, such as small trees and rocks, and the rope line at the Stormwind Bank.

Revision as of 12:05, 18 December 2008

Blink
Inv misc questionmark
Properties
Class Mage
School Arcane
Cooldown 15 secs.
Improvements Spell arcane blink [Improved Blink]

[[Category:mage abilities]][[Category:mage abilities]]

"A well timed blink can be the difference between a good story and a tearful eulogy."Template:TCG quote

Blink is a self-only instant arcane spell that teleports the caster forward 20 yards (if possible) and frees the caster from stuns and roots. The spell negates the effects of "Stun," and "Root." This means it does not free the Mage from Sleep, Charm, Fear, Snare, and Spell frost stun [Dazed] effects. You gain a buff called Blink, that lasts for less than a second which makes you immune to everything for its duration, while blinking, so you cannot be harmed for re-stunned during that period.

It is stopped by certain types of terrain, and does not work near indoor-outdoor boundaries. Teleporting across the majority of flat surfaces should allow the caster to reach the full 20 yards; there have been exceptions found to that rule. Teleporting near the entrance will Blink you to the very edge of where the cave becomes "outside". Note that some bridges are considered indoors and the edges will shorten your Blink distance. However, even if the caster does not go the full 20 yards, he will still be freed from stuns and roots.

Rank table

Rank Mana Cost Level Cost
1 21% of base mana[Base mana 1] 20 18s

Improvements

Spell arcane blink [Improved Blink] reduces its mana cost by 25 or 50%, and reduces your chances to be hit by 15 or 30% for 4 seconds afters using it.

Inv glyph majormage [Glyph of Blink] increases the distance of the teleport by 5 yards.

Notes

  1. ^ Note that the value, "21% of base Mana," will increase as the Mage levels. However, after factoring in intellect from gear, this will be approximately equal to 5-10% of your mana pool. This should make it worth casting, especially if it saves the Mage from death.

Tips and tactics

  • During long periods of walking, Blink can effectively shorten the total time of your trip if used every 15 seconds. This is approximately equal to a 20% run speed increase, and greater if the mage uses a Inv glyph majormage [Glyph of Blink].
  • Always be mindful of the cooldown: if using Blink would merely look good, hold onto it until later when it may save you a trip to the Graveyard.
  • You can avoid some pointy terrain distance shortening by hopping into the air and blinking mid-jump. Blink uses line of sight to calculate your travel distance, jumping gets you over small obstacles that would stop you, such as small trees and rocks, and the rope line at the Stormwind Bank.
  • If properly timed, Blink can be used to decrease or completely avoid falling damage.
  • Learn what things you can break out of and what you can't. When in doubt, try anyway, it won't activate the cooldown timer if you can't break out.
  • Blinking will not spill you over a cliff or out a window, so if your Blink would have you end up over a drop off, you'll stop at the edge or - if you're at the edge or there is no edge - you won't move. There's a little trick here: when you're in midair (falling only; a normal jump is not "midair"), this effectively teleports you back up towards where you left solid ground. If cast half a second before impact, you are immune to the falling damage. You can take advantage of this when leaping off very high cliffs and blinking just before you hit the ground. Practice makes perfect! You'll take little to no damage if done right.
  • Jump, spin 180 degrees in mid air, and blink when being followed by a hostile player. They'll lose a few seconds trying to find you if you manage to get behind them.
  • Probably a bug, there are some "Closed" Areas that are accessible by Blinking. This includes the Onyxia-style cave in Mount Hyjal and included Dalaran before 3.0.2.
  • Though it may have limited uses, blink can also be used to "jump" over the aggro radius of one or more mobs if your level is high enough that the aggro radius is small enough to blink past. Generally this will only work on green or grey level mobs.
  • When using the Mage spell "Slow Fall", a player can often be at the whim of momentum. If a Slow Fall is carrying you too far, using "Blink" while in a Slow Fall will remove all forward momentum and leave you floating straight down. While this can allow some precision, it can also condemn the player if the target is undershot.

Bugs

  • The line of sight calculations experience severe problems when leaving or entering buildings caves, and bridges or even when passing a change in terrain texture. This can result in blink moving you a much shorter distance than it should, or not moving you at all. This combined with lag, can make it seem like blink makes you travel backwards. Not a good situation when you are running away from a rogue.