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Post  Ozmademos on Thu May 13, 2010 1:10 pm

This post is intended to help those not familiar with Frost Mage mechanics to get a simple overview

0/0/51 is the spec

Here's the link:

Just cut and paste it. It leaves ALOT of points open for you to choose something extra...

***Note: The Link has Glyphs Already in there for You***

Keep in mind... the talents selected are the only ones that contribute directly to your dps on a boss. It is possible to shift points here and there to get some extra stuff for trash, but essentially... this is it. First though, a word on which path to choose:

Arcane Tree

Arcane Focus
Despite the wording, this only effects Arcane and not Frost based spells.

Arcane Subtlety
Bosses dont tend to dispel your mechanics on them, and the threat is only for Arcane

Arcane Concentration
Frost is the most mana efficient of all the specs, especially if you choose to pick up some replenishment talents from the Frost tree. This isnt totally necessary as some mages will choose 3 points here and 2 points in Magic Absorption.

Magic Absorption
Purely for reduction in magical damage taken. Up to you mostly.

Focus Magic
This is one of the two talents that Frost mages will typically go down the Arcane tree for (the other being Torment the Weak). There's rarely a mage in a raid nowadays who wont start coordinating the Focus Magics (FM) between each other. It's basically a free 6% crit on everything (3% from FM itself and another 3% from procs).

Student of the Mind
Since Spirit now provides Crit via Molten Armor, this talent does up your dps some.

Spell Impact
This wont affect any ability you use.

Magic Attunement
Not super helpful as no one ever casts Amplify or Dampen Magic (soon to be removed from the game entirely).

Torment the Weak
Despite being fairly situational... the talent is chosen by almost all specs of all mages now. It's generally considered by everyone (including Blizz) as extraordinarily OP.

Fire Tree
A long time ago Mages specc'ed in Frost and Fire were pretty standard and commonly known as Elementalist Mages. Unfortunately this is now the lesser damaging option between Arcane and Fire for Frost.

Improved Fire Blast
This is a nice bit of instant damage when combined with Incineration and Ignite, because it leaves a little DoT when just starting the fight or if you need to run. More effective than Ice Lance, but wont leave the Winter's Chill debuff.

Helps improve Fire Blast

This is the basic reason for going Elementalist. You'll want to take advantage of your fire abilities that can proc Ignite (Fire Blast and Frostfire Bolt).

World in Flames
This is mostly a boost to Blizzard, which will already recieve and extra 50% crit from other Frost talents.

Flame Throwing
Probably the best option in this tier of the Fire tree because it's the only thing that significantly effects the minimal fire abilities you cast. In this case, it lets you get a Fire Blast in earlier or more often (in a movement based fight). The threat and pushback reduction from Burning Soul wont be much help since you'll be mostly casting Frost spells. Pyroblast is far too long a cast time to be worth it, even at the beginning of a fight; it's only really used with Hot Streak in the deep Fire builds.

Improved Scorch
The last important thing in the Fire tree, and not for the Scorch effect (which you wont be casting), but rather it's the extra 3% crit to Frostfire Bolt. That extra crit is helpful to get more Ignites.

Frost Tree

Somewhat useful in getting a better hold on AoEing trash, but remember that it's bad manners to snare a group of targets that a tank is trying to wrangle together.

A better choice than Frostbite, because it simply slows down but doesnt stop targets. In addition is provides a Mortal Strike on any target that receives a chill effect (which will be everything in conjunction with the one talent point in Improved Blizzard)

Improved Cone of Cold
No mage is a melee mage... that being said... all mages are ranged mages.... It's not a high damage spell even with these talents, so just stand way back and Blizzard!

Cold As Ice
Not a hugely important talent, because you wont be getting a second chance to use Cold Snap in the majority of Boss fights anyhow (even with the talents).

Ice Barrier
A nice reduction in damage, but you're giving up mana and time if you intend to keep it up the whole fight. Shattered Barrier is purely for pvp purposes.

Enduring Winter
This is the replenishment talent for Frost Mages. Lots of utility, but not much use to the Frost Mage in itself since Frost is already overly mana efficient. Additionally, your Water Elemental should be out at all times with the Glyph of Eternal Water, so extending that by another 5 to 15 sec isnt useful.

As you can see in the talent page, there glyphs given for this spec which are considered best, only because there arent really any more options for deep Frost builds. The only exception to this might be if you're going Frost and Fire:

Glyph of Frostfire
Only useful with the Fire and Frost spec (or if your Spirit is so incredibly low as to provide almost no Crit from Molten Armor), this Glyph will help with the Ignites and Brain Freeze.

Glyph of Deep Freeze
Extends the range at which you can cast it, but you'll have plenty of time in a boss fight to get close enough, because this will only proc from Fingers of Frost.

Glyph of Frost Nova
It's bad manners to snare, stun, or CC something that a tank is attempting to pick up. This glyph would only add the insult to injury.

Glyph of Ice Lance
Not a hugely important glyph, because you wont really cast Ice Lance. There are some Frost mages who try to get that extra Ice Lance after the second cast from a Fingers of Frost, but this is generally considered a loss in dps since that Global Cooldown could have been used to get another Frostbolt going. Frostbolts will proc abilities that Ice Lance will not.

Glyph of Water Elemental
Not to be confused with the newer Glyph of Eternal Water, this glyph isnt really necessary since your Water Elemental will most like only need to be summoned once in a raid (or at the very least, it shouldnt need to be summon more than once every few min)

Minor Glyphs
No Mage Minor Glyphs contribute to your damage, so it's purely your choice!


Hit: you'll need 17%, or 446 hit rating (14% with Precision)

Spell Power: second most important stat after hit.

Haste: third most important stat. you want to cast your Frostbolt more and more often as much as possible to help proc Fingers of Frost

Crit: not super important since you gain the extra 50% crit from Fingers of Frost, and the more you cast the more FoF you'll proc! Same goes with Deep Freeze which benefits from the crit tied to Fingers of Frost in addition to the "treats targets as frozen" benefit.

Spirit: if it's on your gear, fine... if not, no big loss. Don't go out of your way to get it over other stats.

Intellect: least important stat to focus on

Armor: cloth (probably with hit, or crit/haste if hit capped)


Meta: Chaotic (+21 Crit and +3% crit dmg)
Red: Runed (+23 SP) or Veiled (+12 SP and +10 hit) if you're not hit capped
Yellow: Rigid (+20 Hit), Veiled (+12 SP and +10 Hit), but only if you're hit capped, otherwise Reckless (+12 SP and +10 Haste) if the socket bonus will give you more Spell Power or Haste.
Blue: Purified (+12 SP and +10 Spirit)

Not really Priority (Not really Rotation)

Frost is uniquely repetitive in its play style...

1 ) Make sure your Water Elemental is out at all times.... it can be buffed for extra damage
2 ) Cast Frostbolt until you see Fingers of Frost proc
3 ) Cast Deep Freeze whenever possible
4 ) Cast Frostfire Bolt with Brain Freeze (if you specc'ed for it)

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