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|description=Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from [[stun]]s and [[root|bonds]].
 
|description=Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from [[stun]]s and [[root|bonds]].
 
|class=[[Mage]]
 
|class=[[Mage]]
|race=All
 
 
|type=Defensive, Utility
 
|type=Defensive, Utility
 
|school=[[Arcane]]
 
|school=[[Arcane]]

Revision as of 04:21, 15 May 2007

Blink
Inv misc questionmark
  • Blink (1 rank)
  • Mage ability
  • 20 s. yd range
  • 28% of base Mana
  • 15 secs. cooldown
  • Instant
  • Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from stuns and bonds.
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.

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. 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. The spell negates the affects of "Stun," and "Root." This means it does not free the Mage from Sleep, Charm, Fear, Snared, and Dazed affects. 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.

Rank Mana Cost Level Cost
1 28% of base Mana 20 18s

Notes

  • Note that the value, "28% 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

  • During long periods of walking, Blink can effectively shorten the total time of your trip if used every 15 seconds.
  • 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.

Tricks

  • 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: you fall a little ways as you cast, and since there is no edge, you go back to where you first hit the Blink button. 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.