Blinding Flash

Blinding Flash

Active Skill · Defensive · Monk

  • 5 Runes
  • From level 4

Effect

Cooldown: 15 seconds

Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.

Runes

5 Runes

  • Self Reflection

    from level 12

    Increase the duration enemies are blinded to 6 seconds.
  • Mystifying Light

    from level 19

    Blinded enemies are also slowed by 80% for 5 seconds.
  • Replenishing Light

    from level 28

    Each enemy you Blind restores 10 Spirit.
  • Crippling Light

    from level 41

    Enemies that are Blinded deal 25% reduced damage for 5 seconds after the Blind wears off.
  • Faith in the Light

    from level 55

    You deal 29% increased damage for 3 seconds after using Blinding Flash.

Blinding Flash

Blinding Flash is a controlling skill on a cooldown that blinds all nearby enemies, incapacitating them for a few seconds – elites recover faster but miss their attacks more often. For the Monk, who likes to dive into the thick of battle, this brief breather is a valuable tool to neutralize dangerous packs and buy yourself room to heal or reposition.

Faith in the Light is a very popular rune, since it raises all of your damage for a few seconds after use, turning a pure control skill into an offensive buff as well – ideal for unloading full damage right after blinding. If you lean more defensive, Self Reflection extends the blind, while Crippling Light makes blinded enemies deal noticeably less damage afterward. So depending on the rune you choose between a damage spike and extra safety.

The other three runes

Blinding Flash is available from level 4, and the runes follow step by step:

  • Self Reflection (level 12): the blind lasts 6 instead of 3 seconds – double the control time on the same 15-second cooldown.
  • Mystifying Light (level 19): Blinded enemies are also slowed by 80% for 5 seconds and struggle to catch up with you afterwards.
  • Replenishing Light (level 28): each enemy you Blind restores 10 Spirit. In a large pack this turns Blinding Flash into a resource source.

Keep the special rule for elites in mind: they recover from the blind faster but miss with a 30% chance. Against them, Blinding Flash is more damage mitigation than true control.

The Laws of Seph

The source The Laws of Seph makes every use of Blinding Flash restore 125–165 Spirit. That turns the skill into a predictable Spirit injection every 15 seconds. It fits Tempest Rush, which keeps draining Spirit as long as you channel it.

Faith in the Light in practice

Faith in the Light is the rune you usually see in practice: 29% increased damage for 3 seconds. Because the window is short, it pays to press Blinding Flash right before your damage burst. Beacon of Ytar shortens the cooldown and brings the window back more often. Other typical partners are Epiphany, Sweeping Wind and Mantra of Salvation, plus the passive Seize the Initiative.