I. Introduction
I see a lot of questions regarding a frost mage and what he can and
can't do. I have been a frost mage a long time, earlier in fact than
I should have been. I have also tried every frost build commercially
vendored. In addition I have also tried fire and arcane out.
Wonderful trees both.
Before I start, you need to realize this is not a 1-70 leveling guide, it's just a guide that will help you build a
frost mage up, if you need a leveling guide, the best ones are:
Joana's 1-70 Horde
leveling Guide for horde, and
Brian's 1-70 Alliance leveling guide for alliance.
II. Dealing damage with Frost:
Contrary to popular belief frost can do a heck of a lot of damage
with a total build. Single or multiple targets PvE and PvP frost can
do comparable damage to fire. However fire can do the damage with
less work and from a safer distance. Moreover fire can do it with
less investment, which brings us to the very important first law of
a frost mage.
FROST TIP NUMBER UNO:
You do not go frost before you are 45'th
level, better yet don't go frost till 55. The longer you can hold
out the better. Why? Because fire is less reliant on its own talents
to produce results. Frost needs every point you put in.
Damage Cont.. The damage you do with frost comes from the 2.5 second
frost bolts that have a 15% frost bite proc, the shatter points you
got, the ice shards you got for the 200% crits, the 6% damage bonus
from the piercing ice and that frost channeling that makes you last
15% longer. Also in this package is the 35% cone of cold bonus,
which if you climb this high is an absolute must for both PvE and
especially PvP. However, without everything and the kitchen sink
frost does less damage, in fact every point you pull lowers you
damage and efficiency across the board. Note this and remember that.
The less vital points to pull are the channeling, the piercing ice
and nothing, every point after that comes out of your pocket.
Summary: To deal good damage with frost you need the following
talents
-Improved Frost Bolt 5/5: This is the core of your damage, the frost
bolt, by reducing its cast time you improve the spell in terms of
flat DPS, in terms of interrupt ability and in terms of utility.
This is a must for every frost build that hopes to damage with
frost.
-Ice Shards: Doubles your critical damage, how much better can you
get. With this you can put up great big E-peen numbers and really
make a difference in your damage output.
-Improved Cone of Cold: This makes cone of cold viable as a source
of damage. Before this talent the skill is very much dead weight in
terms of damage per mana. After this talent it is still a hog but a
beefy razorback kill you sort of hog as opposed to the fat sow it
was before.
-Shatter: If you plan on soloing ever or PvP then this is an awesome
talent. While it is worthless in raids and certain instance
situations it is still the only way that frost can compete with fire
in terms of burst.
-Piercing Ice: A gimme talent that is only to be used when all other
options are exausted. Not a huge boost in terms of damage it is
still worth the points invested. Used in the larger frost builds.
-Frost Bite: This one shows up under both damage and control for
good reason. It can be both. PvP it is a control talent. However PvE
it is a damage talent that speeds up killing of generic mobs
amazingly and can allow you to solo caster elites with a great
degree of success. It is basically a 10% bonus critical talent PvE.
It has PvP merits as well.
-Artic Reach: Get this, period, its range, range is god.
-Frost Channeling: A better talent than Piercing ice for the points
invested, it has roughly double the effect as with frost one must
get away from the notion that all the damage has to be in one blow.
This allows you to keep on chugging. Take it before piercing ice
unless there is a pressing reason not to.
II. Control:
Control is very ice. Get it, ice instead of nice? Anyway frost has a
control half to its talents. This half of frost can in fact be
developed almost without the damage half, and in fact a very good
build can be made doing just this. However if you choose to tackle
the damage aspect of frost you have to also take a look at control.
If you are going ice/arcane you can afford to neglect some of this
as built in frost already has decent control. The critical control
talents are as such...........artic reach................. Moving on
to frost tip number 2
FROST TIP NUMERO DOS: Control talents are completely based off of
the spec you are running in some specs artic reach is it in other
specs its just the beginning. I will address this further in the
talent builds section.
Summary: The control talents are a wacky bunch here is the basic
lowdown on each one.
-Artic Reach: Get this, its range, range is the devil.
-Winters Chill: A decent 3 points that usually come near the end of
a build. Some people love it others are iffy.
-Improved Frost Nova: Why not is the word of the day. It will make a
difference and it is the gateway to the shatter effect. Any primary
frost build should have this.
-Improved Blizzard: Absolutely necessary if blizzard is to have any
use. Without this blizzard is an inferior flame strike, with this
blizzard is a snaring monster. Max this talent unless you have a
specific reason to hate yourself.
-Permafrost: For almost every frost build more than 1 point in this
talent is a waste. The one point that is spent makes it such that
the blizzard snare can very rarely be escaped. Under normal
circumstances, resisting one of the waves allows you to escape the
snare. With a 2.5 sec duration escape is impossible before the next
wave.
-Frostbite: As a PvP control talent this is a godsend. A snared
player even for 4 seconds is great. Since it proc’s off of every
blizzard wave and almost everyone in the blizzard is stuck there
this roots a lot of people. PvE this talent is a liability more
often than not as it breaks up packs when AoE’ing. Take it as you
see fit, though it does belong in any heavy duty frost build.
III.Defense: Ice block, Frost barrier. In short ice block is better
than frost barrier. Ice block is essential. The minute you put one
point in that blue tab you better work your way up to that or the
baby Jesus will choke to death on his own vomit. In-group PvP or PvE
or just in general this skill is god. In fact the truth is I made up
the defense category just so I can rant about how good this is. This
is what ice block does. It freezes you in place granting total
immunity to everything for 10 seconds. In addition it clears you of
all negative status effects save res sickness and the mark of frost
antizerg debuff of Azuregos the raid ice dragon. This means that in
one button push you can wipe all a priest/warlocks debuffs, give
yourself 10 seconds to have timers reset, give you priest 10 seconds
to heal you, drop all aggro in any PvE situation. Ignore the fact
that ragnaros himself wants you dead. Remove a physical debuff like
hamstring or sunder armor or save you weak mage but in group PvP
because if that angry cow with a mace insists on beating you for the
duration of the spell you are at a definitive advantage because
while all the immunes are popping up for him, his decidedly un
immune keister is getting baked. Frost barrier, if your there get it
if not don't its just that simple. IF you are going for 31+ points
in frost then it’s a no brainer and its really handy. If you are
debating 30/31 points in frost then it’s your choice totally. Which
way you swing is an entirely personal preference.
Summary
-Iceblock: The god talent. Get this or die.
-Ice Barrier: If you are there get it if not don’t bother.
-Coldsnap: Included for sake of completeness, get it there is no
reason not to as all frost builds worth their salt climb to iceblock.
IV. Talent Builds that work:
Not to be a jackass to all those people who have working talent
builds that aren't in my list but I think that some builds are
better than others. And this is something that deserves addressing.
46/5 Frost arcane: This build is a very cool customer...haha...I
crack me up.... that said this is a very skill intensive build that
is formed by simply taking everything in frost save improved frost
ward then grabbing improved arcane missiles. Its advantages are that
it is the best bar non in terms of damage per mana, and you are very
reliable. Your blizzard, if used with skill and care can bring an
entire group to its knees and by golly your damage isn't half bad
either. Of course this is a difficult build to master, without IAE
you are left swinging in the wind if you don't take care, and for
PvE mixed mob pulls can spell the end of you without proper support.
That being said a build like this does best to neglect HP and load
up on nothing but Int items. If you are playing correctly the enemy
should never touch you, and without the second mana bar of arcane
you need a higher top end. That being said, you will in PvE last
longer and do more than any other mage. What is best not mentioned
to these guys is their lack of really solid instant option in PvP
and their inability to win one on one. Without support they die.
Frost Talents
Arctic Reach Rank 2, Improved Frost Nova Rank 2, Improved Cone of
Cold Rank 3, Improved Blizzard Rank 3, Piercing Ice Rank 3, Shatter
Rank 5, Improved Frostbolt Rank 5, Ice Shards Rank 5, Frost
Channeling Rank 3, Cold Snap Rank 1, Ice Barrier Rank 1, Permafrost
Rank 4, Frostbite Rank 5, Ice Block Rank, Winter's Chill Rank 3
Arcane Talents
Improved Arcane Missiles Rank 5
40/11 Frost arcane: A slightly less hardcore version that still is
down with the whole frost thing. A usual sacrifice is piercing ice
and frost channeling to get clear casting and evocation. While it
does less damage this build can be considered the most efficient
raid build out their. With it you are the energizer bunny of mages
in places where you are expected to produce once in a while but not
all the time. This build allows spamming blizzard (every wave now
has a chance to proc clear casting) far more than the 46/5 build
even though you frost bolt spam will be shorter. It also has a way
to recover from mana burn or provide an emergency boost through
evocation. Plus this has the added advantage of exploiting the clear
casting system with rank 1 frost bolts.
Frost Talents
Arctic Reach Rank 2, Improved Frost Nova Rank 2, Improved Cone of
Cold Rank 3, Improved Blizzard Rank 3, Shatter Rank 5, Improved
Frostbolt Rank 5, Ice Shards Rank 5, Cold Snap Rank 1, Ice Barrier
Rank 1, Frostbite Rank 5, Ice Block Rank 1, Winter's Chill Rank 3, 4
flex points that can go into channeling/piercing ice with the extra
going to permafrost
Arcane
Imp. Arcane Missiles rank 5, Arcane Concentration rank 5, Evocation
rank 1
33/18 frost/arcane: The standard PvE/PvP build for the man not that
interested in sacrificing everything for frost. he picks up damage
and the utility of instant arcane explosions. A good instance build
and a solid choice for those not sure of their own skills. Unlike
the build before blizzard need not be the end all of damage and you
still have the devastating FN+FB+CoC combo for single target damage
well into 2K+ land, with the barest of luck. Your counter spell
silences and overall life is good. This is a great instance PvP
endgame build and I most strongly recommend it to those without a
definite vision of what they want to do end game. With this build
you are welcome in all places and can function well enough to enjoy
yourself wherever you go. Core talents: Imp CoC, frostbite, shatter,
ice shards, improved frost nova. Note that dropping 1 point into
permafrost for the improved blizzard is a good idea.
Frost
Arctic Reach Rank 2, Improved Frost Nova Rank 2, Improved Cone of
Cold Rank 3, Improved Blizzard Rank 3, Shatter Rank 5, Improved
Frostbolt Rank 5, Ice Shards Rank 5, Cold Snap Rank 1, Ice Barrier
Rank 1, Frostbite Rank 5, Ice Block Rank 1,
Arcane
Imp. Arcane Missiles rank 5, Arcane Concentration rank 5, Evocation
rank 1, Imp. Arcane Explosion Rank 5, Imp. Counterspell Rank 2
30/21 frost arcane: This build is the more aggressive cousin of the
33/18. Sacrificing a few points out of frost bite for PoM. I like
this one and it is the one I settled on after about 6 respecs. It
retains the high damage to groups that frost is famous for and give
it the PoM trick. A fireball, a frost bolt, a sheep a flame strike,
versatility is good and it allows you to serve in a multitude of
manners. You have the best AoE in the game and all it cost you was
an ice barrier and 2 points from frostbite. It improves you in CTF
and also gives you good in PvE. This build can be built two ways,
one with Frost bite one without. Unfortunately there is no way to
tell which way you should go, you have to see if frost bite fits
your style. Both builds have imp FB, Imp CoC, Artic reach, coldsnap,
imp blizzard, ice block, shatter, ice shards all maxed. The variable
3 points go to either frost bite or winters chill. Some people get
channeling but the truth is this is an aggressive build so why not
be aggressive.
Frost
Arctic Reach Rank 2, Improved Frost Nova Rank 2, Improved Cone of
Cold Rank 3, Improved Blizzard Rank 3, Shatter Rank 5, Improved
Frostbolt Rank 5, Ice Shards Rank 5, Cold Snap Rank 1, Ice Block
Rank 1, 3 flex points that either go into frostbite or winters
chill, your choice.
Arcane
Imp. Arcane Missiles rank 5, Arcane Concentration rank 5, Evocation
rank 1, Imp. Arcane Explosion Rank 5, Imp. Counterspell Rank 2,
Presense of Mind Rank 1, 2 flex points that can go into mana shield
or dampen magic, your choice.
30/21 Fire/frost: This is the final oddball. IT IS THE ONLY BUILD I
SUGGEST THAT HAS LESS THAN 30 POINTS IN FROST. Why you ask, because
this build focuses entirely on frost for control. Remember me
mentioning that a while ago? Well this is it. This is also the only
build that get permafrost to the top, why because the idea is to
nuke the opponent into the ground while reapplying the frost snare
as far apart as possible. This is also the most inefficient frost
build and the least PvE friendly. This is a PvP build, great in
battlegrounds as you fire potency turns people into human candles,
while your frost makes sure the ice cream doesn't melt. Its like a
birthday where you get to have you cake. Of course the ramification
is that in PvE you are a second stringer. If your good you can make
it work... but if not you suck. The AoE you have is limited to the
tricky, blizzard flame strike, blast wave nova...... repeat combo.
You can make it work but if you screw up you have no panic button
and unlike a full frost you don't get to plan things out as well.
Still that being said you are still great as long as you can rest
every fight. The real toll this build takes is it robs you of
longevity. Which those who raid/AoE regularly will tell you is life.
Unlike others you will find you butt rooted after every fight.
Frost
Arctic Reach Rank 2, Improved Frost Nova Rank 1, Improved Blizzard
Rank 3, Improved Frostbolt Rank 5, Cold Snap Rank 1, Permafrost Rank
5, Ice Block Rank 1, Winter's Chill Rank 3
Fire
Ignite Rank 5, Critical Mass Rank 3, Improved Flamestrike Rank 3,
Fire Power Rank 4, Flame Throwing Rank 2, Blast Wave Rank 1,
Improved Fireball Rank 5, Impact Rank 5, Incinerate Rank 2
Note that the fire build can be modified as you like it, fire can be
changed to personal preference without much fear. I like this one
29/22 Arcane/Frost: This build is the only build I have not tried
out personally but it comes well recommended. The purpose is to
maximize the efficiency of a mage in a raid situation where large
portions of the mages talents are rendered worthless. Mashangi
guarantees me, and I believe him, going on what I know that this
build is unsurpassed in its ability to perform in the molten core
and other raids.
Frost Tree:
5/5 Improved Frostbolt
5/5 +crit damage talent
3/3 6% more damage talent
(Sorry, doing this off top of my head, dont remember the names of
the talents)
1/1 Cold Snap
2/3 Improved Blizzard (1 point because I needed another to get to
the lower tier in the tree, another because I had 1 extra point
leftover in the end)
3/3 Frost Channeling
2/2 Arctic Reach
1/1 Ice Block
Arcane:
5/5 Improved Arcane Missiles
5/5 Clearcasting
1/1 Evocation
5/5 Improved Arcane Explosion
5/5 Arcane Meditation (15% mana regen in combat)
4/4 +8% mana talent (Cant remember the name)
1/1 PRessence of Mind
3/3 Arcane Instability
V. PVP tips and tricks
For frost PvP is very different than for a fire/arcane mage,
different classes are now dangerous and some classes that were
initally feared are no longer. For PvP I would recommend using
Either the 30/21 arcane/frost build, the francis to the forum
trolls, or the 33/18 frost/arcane build. The latter is at a bit of a
disadvantage on the alliance side due to purge cleaning ice barrier,
but most of the time in real pvp priests don't have time to dispell
so horde should think more about this. Unfortunately shamans are
rampant so alliance is a bit....well moving on. Also here in the PvP
section is 30/21 Fire/frost, but it behaves like a fire build so I
will leave it be for a bit.
General Tips
1. Burst damage and you: To get burst damage against a target the
best way is the FN+FB+CoC combo, if you have a little damage gear
this crits for a little over 2K damage often enough, and can be
relied on to produce 1.5 K. Throw in a fire blast and your looking
like a fire mage. The problem is that A) you have to get close,
which in a big battle is unpleasent, and they have to stand still
for the 2.5 sec frost bolt. The solution to both of these problems,
and the end to many cocky shamans and fire mages, is counterspell
right after the nova. Counterspell is not on the universal cooldown
so the effect is instantaneous, meaning they are snared and silenced
for 4 seconds guarunteed (no resists, duh). You then Wind up the
combo and let fly. If you are playing the 30/21 a PoM fireball is
the next step. the 3K damage this should do with a bare minimum of
effort can kill. Arcane explosion to death, since scorch is not so
good.
2. Never forget fire: Fire rocks period, yoou should never allow the
fire tree to grow rusty, fireblast, fire ball and scorch are core
skills. Scorch is the least usefulll as your frost bolt is swift but
never allow fireblast to be off cooldown for long periods of time.
Fireballs are very much better as an opener against a sheeped spell
caster. Level one fireballs are a must against rogues, either before
or after the frost bolt. I do after but honestly I think before is
better, that way he can't vanish if he is mashing the button, plus
remeber that sheep disorients a player more often than not and it
takes a second to get his bearing durng which he is snared. Oops
Well I will say the same thing in the rogue section.
3. Group PvP: Stay back, lob snares at people who hate being snared
and watch the damage rack up. If someone decides to make you his
love slave then run around FN, coc and IAE, throwing fireblsts over
your shoulder. Iceblock if its clear your gonna die and shout for
help. Leave the ice block up for the duration, you can be healed
through it.
4. Movement: Alot of people back up, this is dumb, you can run
sideways at full speed and still target and enemy behind you. This
is true for pve too, run sideways once you FN then nuke once a ways
away.
Against Classes
Rogues: Welcome to sweet revenge. Rogues are you little choir boys
now. True that the greatest rogue in the world will kill you as so
many have complained but 99.99999999999 percent of the time this is
an auto win. I have lost once to a rogue on my server and that was
because I was farming satyrs and had 150 hp and 3 mana, (I came back
and killed her 4 times, not once did she hurt me). If you are 33/18
it takes a bit more skill than 30/21 but is equally doable. First
the battle has two stages. Pre poly, and post poly. The first thing
is to poly them once thats done its rote. First Put up a mana
shield, and if you have it an ice barrier. This absorbs the first
blow, which if they are smart is an ambush (big damage no stun),
blink, poly morph. If they vanish run and spam level one arcane
explosion, if you catch them FN, once blink timer is up again your
good for another round. If you are dealing with an especially tricky
rogue, he might blind you when you frost nova him the second time.
If he does this Ice block through it and poly morph him. remeber
that polymorph has no facing requirements, their gouge (sleep breaks
on damage, no blink, you must be facing them), does, so, polymorph
with you back turned once the blink goes off. If the rogue is an
absolute go and you are running 30/21 PoM poly him, god is now a
sheep waiting to be slaughtered. Once sheeped, level one fireball,
frost bolt, repeat until he is dead. Remeber you have to be at 30
yard range for the fireball. If you have PoM Wind up the fireball
then PoM the frostbolt. If he get close CoC, fireblast, FN. He is a
fish in a barrel. Bottom line, you should not lose this fight, and
unless he is a god and you are a tard you should win.
Warlocks: Run, or if forced to fight in a manner that isn't cheesy,
cause he might spit on you afterwards. My prefered method of meeting
the end well is, chain frost bolts to start. Counterspell anything
that makes his hand glow black. trinket out of fear one, ice block
out of fear two, let fear three end naturally. Chaining as much
damage as you can to him as fast as you can is the rule. Unload
everything in the begining. IF he has soul link (his health goes
down half as quick) this is over run now, he can't catch you. Remove
his curses as he lays them. Make sure its not a level one decoy
curse, but only if you have time. If you ambush him odds are better,
especially if he is fighting a mob.
Druids: That tiny chance that you had with a warlock is gone. If you
can nuke him to half hitpoints, FN+silence+FB+CoC when he returns to
caster form. IF you can do this before he instant heals to full you
might win. If you can counter a healing spell you might win. I don't
want to waste too much time talking about them as we really are
screwed anyway you put it. If you ambush them, mount up and run.
Priests: Arcane missiles if he mindflays (blue beam), frost bolt if
he doesn't. Move quickly, dropping his dots/fear with iceblock. When
he heals himself sheep him, once he is done. Be conservative trying
to force him to heal. Bandage when he is sheeped, evoc as needed. If
he drops below 50% use the combo to finish him. In this case 30/21
has an advantage as a PoM fireball is a trick most preists don't
expect from a frost mage. You might very well die once the fight is
over but don't let that stop you. This is a tough but winnable
fight. Remeber that if a priest runs towards you he wants to fear
you. Open your sheeps with a fireball. One last point. If a priest
is at 3/4 and is healing counter the heal and kill him. You have 10
seconds so just nuke like hell. If you ambush them sheep them, then
nuke.
Hunters: Armor up, mana shield and ice barrier. Charge the hunter,
blinking about 10 feet in front of him. You appear behind him, frost
nova and sheep his pet. This counters the trap and takes the pet out
of comabt for the next 50 seconds. He will most likely concussive
shot you to disrupt the poly, ice block out and poly anyway. If you
are desparate, i.e he succeds in stopping your poly, and you are
30/21 you can PoM poly his pet. The key to this battle once the pet
is taken care of is not to stand on top of him, but to circle around
using CoC to keep him close. IF he feigns death IAE to damage him
and bring him back into combat, describe a circle around him to
avoid any traps. The key is constant damage. Always hurt him so IAE
till he dies, fire blast, CoC and FN. If you ambush him sheep him
pet level one bolt on him to put him in combat and run towards him
blinking to close ground.
Warriors: Warriors have three shots to kill you, and you have three
shots to die. First things first, assuming that you are both
mutually aware and he charges or he gets the drop. Remeber that the
charge stun is 1 second. Don't blink. Frost Nova and run, then sheep
him. If you are both mutually aware and you have time run into his
range and FN, then sheep. If he breaks the nova and then intercepts
this is time two to kill you, blink now and sheep him. You can PoM
if your scared. Remeber have your shields up. Once sheeped, run out
quick if he intercepted, run in just inside FN range if he didn't.
FN, CoC FB combo and then run sideways. Here is shot three to kill
you, the hamstring. If he gets a finger on you and hamstrings you
block, if the timers are not up wait them out then go back to it. If
he has a million hitpoints work on it, cycling blinks and FN and
coc's to keep him away. Intercept is on a relatively long cooldown
and if it takes that long to kill him your in trouble. If you
ambush, Frost Bolt spam till he dies
Other mages: I don't give out secrets to beating me.... but really
its a huge huge things with a million permutations of what can and
can't happen. Thye bottom line is Block out of the sheep right when
he launches hi opener. Don't get snared against and ice mage. Use
the FN silence thing and remeber that your cold snap resets the ward
timers, which you want to always have up. Sheep th other guy right
off the bat if fire, wait fort his sheep if frost. You don't want to
have arcane countered cause the frost mage will nova you and then
FB+CoC.
Paladins: For those of you out there who know these guys they are a
joke. Here is a fun fact. Countering a paladin shuts down all his
spells from ever school. Ain' that nifty. They have a resistance
aura that matches you style so luck can do you in but the basic
strategy is sheep them. I like to FN sheep and it removes any chance
they will hit me. Once sheeped then back up and lob frost bolts.
Even if he chain cleanses, which he will, the snare is reapplied the
moment aftewards. Also remeber that if he has blessing of freedom
run till its on cooldown. A good strat is run sideways throwing
fireblasts over your shoulder till he is at half, counter his heal
and kill. If he bubbles to heal then banadage evocate, mana gem and
keep running. If he heals at 80% stop attacking while he heals, kill
his mana pool.
Shamans: Shamans are a class I have never dueled. however I know
what it means to face them on the battle field and I have played
them. IN the end it comes down to who gets the first move. IF its
you you win, if its them they win. Polymorph. Back up to max range,
nuke, counter a heal, if he instant heals, PoM the polymorph or
counter him, polymorph. Use the nova counter combo to kill him.
Since the nature of totems is that they really can't be removed
without hurting your gameplan, remeber that arcane explosion isn't
absorbed by grounding totems so can be used to hurt him. Run away,
toss fireblasts. Pray. This is a very difficult battle made easier
by loads and loads of damage gear. My Frost bolts do 700 damage, the
two I can get on hjim before he is in shocking range can be half of
his life. I then nova counter, FB+CoC (pray for 2.5K) , PoM fireball
for 900, fireblast, before if he is good after if he is dumb. This
killl most shamans dead.
Capture the Flag
Tips:
1. 30/21 is stronger in CTF. PoM rocks. PoM sheep the runner, PoM a
fireball on the priest, whatever you like
2. Level one blizzard spammed on the flag prevents rogues. With a
decent mana pool you are looking at maybe 3 minutes of coverage,
before you mana is low enough that you can't defend the flag well.
3. If you are defending the runner, cycle, nova, sheep, CoC as you
run next to him. This can get you out of the base to where the
druid, you are running a druid, can morph and run for real. Don't
forget to silence incoming priests and mages who are looking to
sheep, fear nova coc the runner.
4. Mages are probably better on offense than defense. Blizzarding
the flag room stops the enemy defenders but for you it might miss
the sprinting rogue. But the truth is you can find a good use
anywhere. \
5. If you arrive late to a battle, stay on the edge and immobilize
the warrior, he is 99% of the time chasing something squishy
stomping on the Mortal strike button. If the opponents teamwork is
good and heals are going, kill the priest but never forget that a
paladin that is smart is far more deadly that a priest. Make sure he
is not healing. Do a video search on the mage forum for Jamaz. Watch
that and look out for that type. Also kill druids, they can heal and
deserve to die.
Alterac Valley:
I will update this as I actually have yet to try it. AV is busted
right now on boulder fist and the que is a couple of days long.
FAQ's that Don't fit in the rest of my little tirade
The Mob Keeps Warping, that’s not fair
-They aren't, stop complaining, it just looks like they are. The mob
is right where it should be, its model is standing in front of you
but notice it doesn't attack until the mob, would have gotten there.
Also note that if say… frostbite proc's the mob 'warps' to where it
should be.
Do snares stack?
-No, only one snare can be active on a target at a time, the snare
that slows the target the most is the priority, which can create
problems when a short powerful snare like the one attached to
improved blizzard hits a target. It removes the snare you have on
them and then it vanishes shortly afterwards. Attempting to apply a
less powerful snare on target already more powerfully snared fails.
However Ice/frost armor snares don't operate on the same scale as
they also slow attack speed. So you can have the ice armor snare on
a target and any other frost snare, its just the movement reduction
doesn't stack.
Why doesn't Curse of the Elements work with frost?
Why does my Frost Bolt never have partial resists?
Why Do mobs start running towards me before they are snared by
Blizzard?
-The answer to all three things lie in the way in which the chill
and damage effects frost interacts with a target. For all frost
abilities save blizzard the chill (slowing effect) is the primary,
meaning it is applied first, this is why sometimes a Mob is knocked
back by the frost bolt and then the damage appears. The server
rechecks the mobs position then checks damage. Thus when a mob
checks resistance against frost effects it checks whether or not the
chill effect is resisted. Since this is a yes/no question either the
entire frost effect goes through or none of it, this is a very bad
thing. This means frost can't get double damage from the negative
resists applied by curse of the elements. However you do get less
resists overall when using curse of the elements. However since most
mobs don't have much to begin with you get nothing. Blizzard is the
exact opposite, the damage is primary and the snare comes second.
Thus the mobs are moving in reaction to the damage, then the snare
is checked, this is also bad. However curse of the elements does
increase blizzard damage. I tested this on the core hound packs in
the MC (I am pretty sure but this is suspect)
I popped Out of Ice Block To early, why?
I got counter spelled and couldn't Ice block. Why?
I silenced him and he Ice blocked out of it, how?
I put up Ice block and died, why?
-Pressing the Ice block Button again causes it to stop, it’s a very
useful trick for clearing status effects then getting back into the
game. The way ice block works is it can be activated through all
status effects, anything that shows up underneath the buff line, and
it clears them. However counter spells work by putting a timer on
all your skills in that line. This is like having ice block on cool
down, you can't use it. Silences are a debuff that stop spell
casting, thus can be blocked through. NOTE: You can't cold snap
through status effects that prevent casting, thus if you get stunned
or silence you can't reset an off timer ice block. Also note that
depending on latency ice block might go up on your screen but by the
time the message reaches the server another action is que'd up on
you, so you die anyway. However if lag is good, you can block a
projectile like pyro blast if you are quick.
I have a good Build that’s not on your list, what do you say to
that?
II.
-Huzzah for you. I don't really care and unless it’s a major
oversight on my part I am not going to include it. The builds I have
are the ones that work the best for everyone and there is no point
in putting your personal build in here, it might be just right for
you but if this is to be a general guide I can't include every
talent permutation without destroying the impact of the ones I have.
Why does Improved Frost Ward Exist?
-To trick people into wasting talent points. Its not a very good
trick.