Utolsó módosítás programmer, ekkor: 2014.06.26.
In this article, we list your Frost Mage (WoW 4.3) core abilities and how they should
be used together (rotation). We also explain when to use your various
cooldowns. Then, we go deeper and present all the subtleties that playing
a Frost Mage will face you with.
The other articles of our Frost Mage guide can be accessed
from the table of contents on the left.
1. Basic Single Target Rotation↑top
The rotation of a Frost Mage can be summed up by the following
priority list:
Deep Freeze (
Fingers of Frost must be up)
Flame Orb
Freeze (from your Water Elemental)
Frostfire Bolt when
Brain Freeze and
Fingers of Frost are up
Ice Lance when you have 2 charges of
Fingers of Frost
Frostfire Bolt when
Brain Freeze is running out and
Fingers of Frost is not proccing
Ice Lance when you have 1 charge of
Fingers of Frost and it is running out
Frostbolt
1.1. Cooldown Usage
Icy Veins and
Cold Snap are your two DPS cooldowns. Icy Veins should
be used whenever possible. Cold Snap provides you with extreme burst damage once
or twice per fight (depending on the duration of the fight).
Mirror Image provides you with a small DPS boost and should therefore be
used on cooldown. It can also be used at the pull to lower the threat given by
your first cast of Deep Freeze.
Evocation is your main mana regeneration ability and should be used
whenever your mana drops below 35%. If glyphed
(Glyph of Evocation) it will also regenerate your health. Similarly, Mana Gem
should be used as soon as you are more than 12k mana below your maximum mana.
2. Basic Multiple Target Rotation↑top
Frost Mages only have two AoE abilities:
Blizzard and
Cone of Cold, so they sometimes have to rely on abilities from other schools,
namely
Flamestrike and
Arcane Explosion.
- When the targets remain stationary, the best strategy is to use
Flamestrike
and
Blizzard alternatively. The idea is while you cast Blizzard, the targets
are still getting damaged by the over time effect of Flamestrike.
- If the adds have very little life, the best spell to use is
Cone of Cold
as it has an instant cast.
- If you are aiming for mana efficiency,
Arcane Explosion is the way to go.
3. Armors↑top
Your two viable choices of armors are
Molten Armor and
Mage Armor. Ideally, you should keep Molten Armor up at all times. Mage
Armor should only be used as a last resort means of replenishing your mana.
4. Optional Read: Mastering Your Frost Mage↑top
While the rotations we gave in the previous sections will yield very good
results, there are many things you should be aware of, in order to play
your Frost Mage to its full potential. In particular, we detail how
Fingers of Frost, the central proc of a Frost Mage play style, works.
4.1. Abilities in Details
Frostbolt is your main spell and highest source of single target DPS.
Deep Freeze is an instant cast spell that deals a lot of damage to targets
immune to stuns. It can only be cast on frozen targets; in a boss fight, it means
it can only be cast when
Fingers of Frost is up.
Ice Lance is an instant cast spell that should only be used on frozen
targets, because in that case, the amount of damage it deals is doubled.
Frostfire Bolt should only be cast when
Brain Freeze is up, as
otherwise it provides a lower damage output than Frostbolt.
Flame Orb is modified by
Frostfire Orb into a Frostfire Orb.
This gives every tick of the spell a chance to proc Fingers of Frost and Brain Freeze.
Your Water Elemental pet has two abilities that you will need to use:
Freeze, that grants you two charges of Fingers of Frost, thanks to
Improved Freeze;
Water Bolt, which should always be set to automatic by right clicking
it.
4.2. Trash Mobs Inefficiency
Deep Freeze, your main nuke, only deals damage to targets immune to stuns (dungeon
and raid bosses, as well as certain trash mobs). In most cases, it will
simply stun trash mobs and deal no damage to them, greatly lowering
your damage output outside boss encounters.
4.3. Procs: Brain Freeze and Fingers of Frost
Watching out for
Brain Freeze and
Fingers of Frost is a crucial
part of playing a Frost Mage. These two procs will dictate when you must
cast your abilities.
Brain Freeze gives you a free
Frostfire Bolt with an instant
cast. It has a 15% chance to proc whenever you cast a Frost spell, with the
exception of Frostfire Bolt.
Fingers of Frost is your most important proc. The idea is that most
of your spells are more effective against frozen targets but bosses can
unfortunately not be frozen. So Blizzard came up with a substitute: whenever
Fingers of Frost is up, some spells act as if they were cast on a frozen
target. These spells are:
Fingers of Frost stays up for 15 seconds. It is consumed whenever you cast
one of the aforementioned spells.
To give you some flexibility in your usage of Fingers of Frost, it can stack
up to two charges. This means that whenever you have accumulated two charges,
further procs will only refresh the 15 second cooldown but will not give you
additional charges.
4.3.1. Managing Charges of Fingers of Frost
The rule of thumb is to always try to keep exactly one charge of
Fingers of Frost so that you have it available when
Deep Freeze is
off cooldown or when
Brain Freeze procs.
You should not keep two charges of Fingers of Frost as subsequent procs
will be lost. To remain at one charge only, simply use
Ice Lance whenever
you have two charges. The only exception to this rule is when you there is only
one or two seconds left on the cooldown of Deep Freeze; in that case, you
should wait for Deep Freeze to be up and use it to consume a charge.
If you only have one charge of Fingers of Frost and Brain Freeze is up, but
Deep Freeze is almost off cooldown (a few seconds left), you should definitely
wait a bit and consume that charge with Deep Freeze, hoping that a new charge
of Fingers of Frost will come before Brain Freeze runs out or is refreshed.
From a probabilistic point of view, it is the safer bet as Fingers of Frost
procs more often than Brain Freeze.
The
Freeze spell from your Water Elemental should be used whenever
possible. You might have heard that it should be kept for Deep Freeze. The
problem with that advice is that Deep Freeze has a 30 second cooldown while
Freeze has a 25 second cooldown. If you are looking to maximise your DPS (we
are talking of about 1 extra charge of Fingers of Frost every two minutes, so
it is a small DPS gain), you need to use Freeze whenever possible. It also has
the advantage to force you to properly manage your charges so that you always
have one available for when Deep Freeze is up.
Your
Flame Orb (now a Frostfire Orb) deals damage every second. These
ticks behave like normal Frost spells regarding Fingers of Frost
and Brain Freeze: each tick has a chance to trigger them. You should always
expect these procs to happen when Flame Orb is up, and be ready to cast
Ice Lance to avoid remaining at two charges of Fingers of Frost.
4.4. Brain Freeze Subtleties
Brain Freeze is usually consumed when one of the two following situations occur:
Fingers of Frost is up, or
- when
Fingers of Frost is not up and
Brain Freeze
is about to run out.
This gives very good results but the second situation
(where you wait for Brain Freeze to be running out before using it)
can be optimised. In this situation, you run the risk of wasting
Brain Freeze if it procs again before you had a chance to use it.
What you should do is wait for a few casts of
Frostbolt
(about 4 or 5) and then consume Brain Freeze with a Frostfire Bolt.
4.5. Burst Damage: How to Make Good Use of Cold Snap
Frost Mages are very good when it comes to doing a great amount of
damage in a very short time. This comes from
Cold Snap which resets
the cooldowns of your frost spells. Here is how you should proceed. Cast
Deep Freeze and
Flame Orb first, then pop
Icy Veins. If you
cast
Cold Snap, you will be able to immediately recast
Deep Freeze
and
Flame Orb and you will have
Icy Veins ready to be popped again
as soon as it runs out. To sum it up, in a burn phase, you should cast
the following spells in the order given:
Flame Orb;
Freeze;
Deep Freeze;
Icy Veins;
Cold Snap;
Deep Freeze;
Flame Orb;
Icy Veins 20 seconds later, when the first one runs out.
Note that Icy Veins, Freeze, and Cold Snap do not trigger the global
cooldown.
Depending on the situation, you might want to simply cast two
Deep Freeze in a row because the fight requires that you do a maximum
amount of damage in a minimum amount of time:
Freeze;
Deep Freeze;
Cold Snap;
Deep Freeze.
Remember to use
Mirror Image if doing burst damage causes you
to gain aggro.
4.6. Kiting
A great strength of Frost Mages is their almost unrivaled ability to kite
a target (or a group thereof) around. Frost Mages have a whole arsenal of
abilities to slow and freeze their targets:
Do not forget that
Ice Shards adds a slowing effect to
Blizzard,
making it very efficient for kiting. Similarly,
Improved Cone of Cold adds
a freezing effect to
Cone of Cold. If you want to spend points in either of
these talents, make sure that you really need to do so since even without these
talents, Frost Mages have a rather impressive list of kiting abilities.
When kiting, you should try to move in a circular manner. To achieve that,
you should always be moving sideways (left or right) and use the camera control
(by default, the mouse right button) to try and rotate around a fixed point.
The idea is that it enables you to target the adds you are kiting and it makes
it easier to group the adds together.
To get initial aggro on the adds, cast
Ice Lance on them once or twice,
that should be enough if no one else attacks them. While you are kiting them,
the spells you will use should suffice to maintain aggro.
In theory, using only spells with freezing effects (Frost Nova, Freeze, and
Ring of Frost), in combination with
Blink to move away from the adds when
they get too close, should be enough. If you are having trouble kiting the adds
using only spells with freezing effects, you can always throw in a Cone of Cold
to slow them down. Only when that last advice still is not enough should you
consider investing talent points in Improved Cone of Cold or Ice Shards.
Finally, use
Mage Armor when kiting. The amount of damage you do to
the adds does not really matter. However, it is imperative that you do not run
out of mana.
4.7. Tier 13 4-piece Set Bonus
With 4 pieces of the Mage Tier 13 set, each time you cast
Frostbolt
or
Frostfire Bolt, you gain a stack of
Stolen Time (up to 10 stacks).
Whenever you use
Tauri Veins, these stacks are removed. In addition,
each stack of
Stolen Time reduces the cooldown of
Tauri Veins by 15 seconds.
Note that stacks of
Stolen Time do not reduce the remaining cooldown
of
Tauri Veins, so if you cast Tauri Veins with no stacks of Stolen Time,
you will have to wait for its full 3-minute cooldown. Therefore, you should
always try to cast Tauri Veins with 10 stacks of Stolen Time.