Arcane Brilliance: Azeroth's got talent
Each week, Arcane Brilliance endeavors to bring you small peek into the strange and wonderful world of Mages. We're simple creatures, we Mages. We like to live fast, die fast, and turn things into other, funnier-looking things. We also enjoy giant, juicy crits. We don't need much, just absolute power.
When a Mage is born, he or she springs to life in Deathknell or some such place, tumbling out of the nether fully grown and wearing a dress. As they take their first tremulous steps into the World of Warcraft, they discover that they can summon balls of flame and hurl them at zombies. Soon they learn to freeze the very air itself and fling bolts of freezing death at boars. In time, as they venture into the great world beyond their starting area, they ding 10 and gain their first talent point.
Suddenly, these young magelings discover they can hone their craft, direct their studies along three distinct paths. Will they walk the devastating road of Fire? The subtle alleyways of the Arcane? The deadly tundra of Frost? Or dabble in all three? Reading this, you may be tuning out at this point, saying something to yourself like "duh...17/0/44." Some of you may be thinking, "Arcane? There are talents in that tree beyond Improved Counterspell? You sure?" You may also be thinking "ltp n00btard! you got pwned," but quite frankly, if you think in leetspeak I fear for your very soul. If you're thinking any of those things, read on. I stand before you to assert that there are absolutely must-have talents in every tree that you can fit into other more popular specs, and after the jump I'll explore some ways to do it.
Let me begin by saying that I'm not going to post any specific talent builds in this particular installment of Arcane Brilliance. For now, I'll leave that to our own wonderful Build Shop columns. I have always eschewed the so called "best" builds. I feel like the talent system is set up to give players a deep customizability with their character, a way to make your avatar your own. Use whatever build fits your play-style, whatever you personally find effective, and most of all, whatever allows you to have the most fun. If that means you insist on taking a PoM-Pyro build into Arena, and a deep Frost Mage to a raid, so be it. There are ways to make just about any spec choice somewhat viable in just about any situation, and don't let other players tell you otherwise. Maybe they can't win in Arena with a Fire Mage, but that doesn't mean you can't.
Here I'd like to focus on the talents I like most, give you a few tips on what you might have to give up to get them, and what other talents they complement. At the end of the day, do with them what you like and have a blast. Hopefully the blast you have is a Fire Blast or an Arcane Blast and involves a Warlock.
Fire Tree
Impact: Gives your Fire spells a 2/4/6/8/10% chance to stun the target for 2 seconds.
Not good for raiders, since a large number of bosses are immune to stuns, but absolutely killer in PvP. If you do a lot of Arena, you might consider even giving up Improved Fireball for this. There's absolutely no describing how frustrating Impact can be for opposing players if you get a few procs during the course of a match. Most of the time they won't even know how they're being stunned, because Mages aren't exactly known for their ability to stun. All they know is that they're burning and they can't move, or their spell just got interrupted. Using Blast Wave or Flamestrike in conjuction with this gives you a chance to stun multiple mobs, which is always a good time.
Ignite: Your critical strikes from Fire damage spells cause the target to burn for an additional 8/16/24/32/40% of your spells damage over 4 second.
So picture this: You crit someone with a Pyroblast. It does somewhere around 5k damage. This talent will pile an additional two thousand damage onto the spell's damage over 4 seconds. Combine that with the DoT Pyroblast already gives, and you've got an effective 1-shot for something with around 7-8k hp. Nothing feels as good as that. Nothing. Very nice for a second tier talent. Put only 10 points into the Fire tree and you can up your Fire spells' effectiveness by a very large amount.
Improved Scorch: Your Scorch spells have a 33/66/100% chance to cause your target to be vulnerable to Fire damage. This vulnerability increase the Fire damage dealt to your target by 3% and lasts 30 seconds. Stacks up to 5 times.
A lot of Fire Mages skip this, but I would encourage it. Scorch, if spammed, has the highest DPS of all of your fire spells because of its short cast time. One of the best DPS rotations for Arcane/Fire Mages in raids involves repeated Scorches bookended by Arcane Blasts and Fire Blasts, and using a Scorch-heavy rotation means this talent will always be up, and always stacked at 5. When it's up, this means every fire spell you or any Warlock or Mage in your raid casts will do 15% more damage. That's sizable. You don't even have to put all 3 talent points into it, if you don't want to. It can still be reasonably effective at the 33% mark if you're spamming enough Scorches.
Combustion: Instant/3 minute cooldown -When activated, this spell causes each Fire damage spell you cast to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.
Dragon's Breath is nice and all, but this is the reason to go deep into the Fire tree. This talent is the definition of burst damage. It gives Fire Mages almost guaranteed crits, and not just one of them, three of them. Guaranteed to steal aggro from the tank, or your money back. Of course, this is probably terrible for raiding, but very nice solo or in PvP. The three minute cooldown means it'll be up every other pull, and it's great for finishing off a tough mob.
Arcane Tree
Arcane Concentration: Gives you a 2/4/6/8/10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
This is complementary to every spec and all three Mage trees, because it can proc from any damage spell. It's one of the most reliable mana conservation talents out there, and can realistically trigger twice or even three times in a row. This is great to have in any spell rotation, because you can have it proc on your mana-efficient spells and then use it on one of your less efficient spells (like Arcane Missiles, or any AoE spell) to improve your overall damage-per-mana by a great deal. You only have to go ten points into Arcane to get it, although I have to say that if that's as far as you go, you're only cheating yourself, like when you cheated on those math tests in 11th grade and now you don't know how to apply Pythagoras' Theorem when it comes up in real life situations. Shame on you. I hope you learned your lesson.
Improved Counterspell: Gives Counterspell a 50/100% chance to silence the target for 4 seconds.
Super-delicious for PvP. Not worth much outside it. I like PvP, so I love this little gem. It's the only talent on this tier that I like, and it's cheap, at only 2 talent points. Counterspell is wonderful enough as it is, locking out the school of the spell you interrupt, which can absolutely gimp the holy crap out of Pallies. But it has the limitation of only being usable if you can catch your opponent casting. With this beauty, not only does it completely silence every school of magic your opponent may have available, it can be cast at any time. You can whittle a healer down and deliver this evil little package in anticipation of his life-saving heal (or bubble) and then burst him down in the next 4 seconds, which can be an eternity in Arena.
Presence of Mind: Instant/3 minute cooldown - When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell.
PoM-Pyro builds are defined by this talent. It requires you go at least 21 points into Arcane, which precludes you from being able to take a 41 point talent in either of the other trees. What it gives you is the ability to cast any non-channeled spell in your arsenal (works best with the big daddy, Pyroblast, of course) instantly. So every three minutes you can roast someone good and proper, or maybe fire off an instant Polymorph to interrupt another caster or get a melee off you. I respecced to take it a few months back and now can't imagine life without it. Just don't let another Mage Spellsteal it. God help you if you do. God help you, you poor pathetic dead Mage.
Arcane Mind: Increases your total intellect by 3/6/9/12/15%.
Taking this beauty means going farther into the Arcane tree than most Mages are comfortable with, but...I mean, holy moley. This scales with your gear, so that means if you max out this talent you could end up with around 100 extra intellect with top-end gear. That gives you a large chunk of mana and a nice bit of spell crit chance. Imagine what it'll give you at level 80. Expensive to get, but very nice.
Arcane Power: Instant/3 minute cooldown - When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 seconds.
It's deep in the tree, but it only costs one point, so it can feasibly work while still allowing you to drop a significant amount of points into another tree. The real loss here, if you want to cast Fire spells, is that taking this won't allow you to have enough points left to take Combustion. This is an either/or choice. Both spells are really nice, but we'll have to wait for the expansion to have both. The really nice thing about this spell is that it works with any spell. The mana cost isn't as bad as it sounds, and the damage benefit is incredibly spiffy. Plus, the animation looks neat. I have this spell, my on-use spell damage trinket, Presence of Mind, and Pyroblast on the same macro. It makes for just about the best instant cannon available to any class. Combine this kind of macro with Ignite and Impact, and essentially, you have an opening or closing salvo that can do something like 6,000 points of damage instantly if it crits, then burn the enemy for another 2,400 over the next 4 seconds, follow it up with a 2-3k fire blast crit, add that Ignite proc on, all the while the Pyroblast DoT is stacking another few hundred damage onto that, and each cast has a 10% chance to stun your target while they burn to death. If you have improved scorch stacked to 5 on your target, that raises all of that damage by another 15%. I'm not going to lie, I'm pretty sure I soiled myself while I was typing that. Consider yourself warned: gigantic burst damage might make you lose control of your bowels. The nice part? It might make your target do the same thing, only for completely different reasons.
Can you tell I like the Arcane tree? I recently moved a lot of my fire points into this tree, and my raw spell damage capability has become just silly. The beautiful thing about the talents in Arcane is that almost all of them work with the other two schools of magic. It's the pure spell damage tree, as opposed to the Fire tree, which is built around crits, and the Frost tree, which is built around versatility and survivability. As a standalone tree, it doesn't quite pack the punch you need, but finessed a little bit with the other two trees, it's well worth your talent points. Frost almost requires you to go a few points into it, and Fire benefits from it in so many ways it isn't even funny. And if you're going to go deep into it (which you should consider, even if you wouldn't actually do it) you might as well take the next talent:
Mind Mastery: Increases your spell damage by up to 5/10/15/20/25% of your total intellect.
This scales with your gear, making a talent you'll never grow out of. You have to go 40 points into the tree to max it out, but that allows you to take a 21 point talent in one of the other trees, which means you can still take Blast Wave or Cold Snap. With a good assortment of current high end gear, this talent has the potential to increase your spell damage by something like 150. I would say that no single attribute is more important to end-game Mages than this stat, and this talent hands it to you, with room to grow by upgrading your intellect. Combine this with Arcane Mind, and you have a lot of extra damage to pile on top of whatever your spell of choice happens to be.
Frost Tree
I know far less about this tree than I do about the other trees, simply because I have never specced it, despite being tempted to do so several times. I'd love your suggestions, though, all you Frost Mages out there. What talents are the ones you can't live without? Which ones might convince me to reevaluate my current talent placement and take a detour into the icy domain of the Frost tree? I'd love some input.
At a glance, I can tell you I like the looks of Improved Frost Nova, Icy Veins, the aforementioned Cold Snap, and of course the thing I covet most from you masters of chilly weather, Summon Water Elemental. I've worked Elemental Precision into several Fire builds I've tried in the past, and never regretted it. Ice Barrier looks glorious, and I hate when I have to face a Mage that has it. If my new build fails to produce the desired results for me in Arena, I may have to make the switch. My current heavy-Arcane/Fire spec is working for me so far, but you just never know.
From end-game stuff, Arcane Brilliance switches next week to low-end stuff. If any of you are new to the game, or just new to being a Mage, tune in for some good clean wizarding. I intend to take a look at some of the best low-end instances for Mages to get a group for, as they make their gradual march toward infinite power.
Filed under: Mage, Tips, PvP, Features, Raiding, Classes, Talents, (Mage) Arcane Brilliance, Arena






Reader Comments (Page 1 of 1)
DrDiesel Feb 23rd 2008 11:18AM
With your suggestions on combining Arcane with Fire I'd be really interested in seeing a WoWHead (or other) link to all the talents you have on your mage.
I am pretty much pure Fire with 13/45/3 and doing Grull's and ZA on a regular basis. I have multiple T4 pieces and most all the Kara gear I can get. I'm not wonderful at PvP but I think that's because my build is geared towards PvE and end-game. Would this talent still work as well for running raids or would I be better off sticking to a Fire build if I'm not into PvP as much? I guess that if I had a better talent spec that worked well for raiding and PvP maybe I'd be doing BG's and Arena's more.
Charlie Feb 23rd 2008 5:36PM
Oo, how could you not get (im assuming) Blastwave!
Pyro i can see not getting.
and if you got pyro and didnt get DB.... well then =(. I mean, Arcane impact really isnt that great for a fire mage.
You confused me. /cry
brint Feb 23rd 2008 11:20AM
Frost is THE best in PVP due to the extra survivability and CC that it brings to the table. Any good mage that can time a shatter combo has a bigger chance to do some serious burst dmg than any arcane mage. Sure they have some more +dmg, but they can't crit due to the resilience built up on the opponents. Best for PVP with the 17/0/44 build, but it's really fast on mana.
Elemental mastery with the 3% hit is amazing for PVE players. Having that to help get your hit cap up is what every mage will love since that should be one of the first things any mage will shoot for when PVEing. Not so nice in PVP since gear can get them to the 3% hit cap. Icey veins is amazing in PVP and PVE. Cast times reduced, a mage can dish out a serious amount of dmg a lot faster. Ice block and Ice barrier is amazing for PVP and alright for PVE. having people burn through your shield before they can even touch you, and then ice blocking to get some people off you or to knock off a full set of debuffs equals win.
Aticus Feb 23rd 2008 11:29AM
I personally love Spell Power. Extra 50% damage bonus on crits. As a frost mage, all I need to do is freeze someone and frost bolt. With Ice Shards giving a 100% crit damage bonus, that's an extra 150% crit damage bonus. Shatter gives me a 50% chance to crit on a frozen target. Here's the build. It's a little odd (34/0/27) but I personally do not like the bottom half of the frost tree. http://www.wowhead.com/?talent=oi0Vc0fzxI0bZZVVGI0ox
-Aticus, http://www.paladintales.blogspot.com
TheMopeSquad Feb 23rd 2008 1:17PM
I prefer arcane/fire because I can choose between sustained damage with scorch/fireball or burst damage with AB spam depending on what I feel is necessary. Also with Arcane Subtlety you can choose between high aggro or low aggro rotations if you are in a threat sensitive fight, or if your pug tank sucks.
Zarzuur Feb 23rd 2008 4:52PM
On your frozen mobs, add an Ice Lance with your Frostbolt to get two crits in one.
For the deep frost talents, the Winter's Chill talent stacks up automatically on my main pew-pew Frostbolt to allow all mages with Frost spells to get higher crit rates. The Improved Frostbolt adds crit aswell.
For threat, with Frost Channeling I can get less threat off my main spell school.
Frost DPS needs to be maxed out with the Water Elemental if possible.
Arcane has higher burst damage and stat change, Fire has highest per-shot damage and DoTs, but Frost has most sustained criticals and mana-efficiency. This all balances out .. with Frost the option is you can afford less upfront damage because you live longer. If you die, then your spec doesn't matter, you are causing 0 DPS anyway.
However, the reality is the main group DPS probably won't be from a mage spec anyway, it will be Warlock or Hunter .. !!!
Alan Feb 23rd 2008 12:41PM
You forgot about Arcane Meditation. It allows 30% of my mana regen while casting. Basically means that i don't ever have to drink between pulls in a raid.
Ravenswing Feb 23rd 2008 1:26PM
Thant you, thank you. I just took PoM on my Mage because the build spec I was sort of following has it and it's one point, but since people only ever mention PoM/Pyro and I don't really PvP, I was wondering what I was going to use it for. However, PoM/Polymorph is such a great idea I'm going to macro it as an "Oh s**t!" button as soon as I get in game.
Frank Feb 23rd 2008 1:55PM
MAN do i love your mage columns! as a combo arcane/fire mage, i am with you all the way. i'm very interested to hear what frosty mages have to say, so please keep the great columns coming!
Tran Feb 23rd 2008 2:50PM
I use a deep Arcane/Frost build on my mage, http://www.wowhead.com/?talent=oixVc0czxIuiZZVAz0o and I combine it with (at the minute, working on at least one more, two after 2.4) four procs from gear, and it works like a dream. Glossing over arcane talents like Arcane Potency is a nightmare, since because I'm an arcane missle spammer, I notice the difference a helluva lot more.
In a perfect situation, I would pop Icy Veins and AP, then cast Arcane Missles. At the start of that cast Clearcasting can proc, which with Arcane Potency gives me over 50% chance to crit, which applies to the duration of the arcane missles that I've cast. Add to that the procs from Spellstrike, the CC exalted ring (yeah, that's right, I spent two weeks in Silithus and god DAMN it was worth it), Blade of Wizardry, Quagmirran's Eye and (not currently on my mage since I haven't done enough Arc runs) Shiffar's Nexus Horn, it isn't odd for me to get 1.9k+ crits for all five bolts of AM. In just under 3 seconds.
Obviously that's a best best best case scenario, but even when I get one or two procs my little mage can do frankly ridiculous amounts of damage (although horribly has less than 6k health, a big difference from my fire spec warlock, damn spellfire... :( )
Anyways at the minute I'm now looking for ways of making more use of Arcane Blast since I haven't really developed a way of making the most of the debuff while also keeping the mana cost down, but anyways, just my two cents ;)
Pappagallo Feb 23rd 2008 4:02PM
You may also be thinking "ltp n00btard! you got pwned," but quite frankly, if you think in leetspeak I fear for your very soul.
LOL :D
I am so using that as a sig
J. A. S. Feb 23rd 2008 4:45PM
The frost elelmental is excellent for PVP and PVE. First off the elemental's attack is an extra 40% or so DPS to a mob over 45 seconds with zero increase in threat to you. Plus the elemental's frost nova is targeted you can shoot one off anywhere, using it to root another player near or far or to hold a group of enemies who broke CC and are charging the healer. With a well timed Cold Snap you could even get three elementals off on a single raid boss.
I also like putting two points into blizzard for the 66% slow effect (an extra point for 9% more slow is not worth it) for whenever I see a group of people huddled together in BG, or for damaging a group of enemies that need AOE. Blizzard->nova->Blizzard->Cone and then arc explosion to finish off the straglers is how I usually deal with AoE batches of enemies. I lose out on shatter crits, but I can kite them around for ages before they can hit me.
grav Feb 25th 2008 6:19AM
'Scorch has the highest DPS'?! That's 100% incorrect, please check your facts. It makes me very angry that noobs will read this column, expecting some sound advice from an experienced mage, and get totally misled. One day I'm gonna pick up a PUG mage who insists on scorching everything to death, and it will be YOUR FAULT.
webaccount37 Feb 23rd 2008 10:25PM
I love facing you mages as a destro lock, easy pickings. Never, and I mean never, have I faced a non-ice talent mage one-on-one and been below 80% health before I melted them. Only class I can down with a single shadow bolt. I'm also amazed by how many stupid mages there are out there in Arena that dont seem to learn that fire spells against me is the dumbest move ever as I am often times immune to them due to Nether Protection. Can't tell you how amusing it is to let a mage sit there and fire away at me while I don't bother moving and destroy their partner in 2v2.
Christian Belt Feb 24th 2008 3:55PM
Thanks for all the good feedback, especially the Frost stuff, I may have to respec Frost on the PTR just to try it out, if only so I know exactly what I'm missing out on because of my stubborn obsession with Fire.
A few things that I should probably have made clearer in the column:
First off, Scorch is only the highest dps (and damage per mana as well) spell for deep Arcane Mages. If you've gone very far into the Fire tree and have gotten Improved and Empowered Fireball, then Fireball is absolutely your highest dps spell and should be spammed, throwing in the occasional Improved Scorch just to keep the debuff up on the mob. If you're deep Fire, you're better served with Fireball than Scorch. The build I have is deep Arcane, though, high all-around spell dmg and crit chance, and by starting my rotation with an Arcane Blast and spamming 3 Scorches and then using another Arcane Blast so as not to llose the lowered cast-time buff, my dps is incredibly high. I was simply trying to point out an alternative way of producing dps with a build not a lot of Mages try out.
Also, as a commenter named "luxury" reminded me (his comment isn't activated yet, for some reason) one of the other reasons Impact is awesome is that it can proc off Molten Armor, which means, you guessed it, every time that Rogue hits you he has a 10% chance to be stunned. Thanks for the tip!
And lastly, I never intended this to be a comprehensive list of Mage talents. You can find about 20 of those on the official forums. I simply wanted to comment on a few of my favorites. If your favorite isn't on there, I would love to hear about why you like it, but the fact that I didn't include it isn't evidence of my stupidity and noobism. You can find plenty enough of that if you ever encounter me in Arena.
Tran Feb 24th 2008 4:53PM
Hey dude, nice reply :)
I think I went off on a tangent with all the talk on gear, but it is indeed nice to get a summary about talent tree's instead of have a theorycrafted ram all of it down your throat, so nice one!
Spiritofire Feb 25th 2008 2:04AM
50/0/11
I have ZA,Gruul, and t4/kara gear and this spec from many tries at other seems like the best raid dps spec for my gear that I have built around it.
Roxton Feb 25th 2008 8:56AM
So, Mr. Belt, you want convincing about Frost? Here we go...
I specced frost right through to 70, when I went 17/0/44 for arena. First of all, it is THE perfect soloing spec. Spamming frostbolt means that while you kill mobs ever so slightly slower, you take much less damage, especially with melee mobs. I went through 30-42 without dying outside of instances and PvP. Why? Because just about every mob I aggroed died before it could get into melee range. Even with casters, I was able to fire off a frostbolt, counterspell, and then kill them as they wandered slowly towards me. Ranged was harder, but mana shield and ice barrier saved me.
The second major bonus for levelling with frost is that of AoE grinding. It’s fun, it’s fairly easy with the right talents, and most importantly it gets you through that killer 42-55. With rested XP you can actually see your XP bar move – as though you were handing in quests. Then you just drink and eat your mana back to full and repeat. I specced into the AoE grinding talents for about ten levels, and then specced back out of them into a real spec within a day or so, having levelled incredibly fast. Also, it’s immensely satisfying to look over a field once full of the undead, and see that it’s empty – as they’re all in a pile at your feet.
I will now go through a few “must-have” frost talents, the way you did with fire and arcane:
Frostbite: Gives your chill effects a 5/10/15% chance to freeze the target in place for 5 sec. Perfect for soloing and PvP, this is the main reason why a good frost mage will hardly take damage. Especially when combined with Shatter, most mobs die before they get to you. Also, when riding around through mob-infested areas with ice/frost armour up, mobs that aggro on you and manage to get a hit will often freeze in place, allowing you to get away. I found this very useful in Dustwallow Marsh, when following the roads just took too damn long.
Ice Shards: Increases the crit damage bonus of all frost spells by 20/40/60/80/100% A lot of extra crit damage – fairly good for a tier two talent
Icy Veins: Reduces cast time by 20%, and increasing the chance for the target to freeze by 15%. 20sec duration with a 3min cooldown. When couple with a trinket, this means a LOT of extra damage. Apparently the extra freeze proc is to be changed to make whatever you’re casting uninterruptable in 2.4, which will be gold for PvP.
Shatter: Increases the crit chance of ALL spells against frozen targets by 10/20/30/40/50%. The reason why frost mages don’t normally have to worry about crit gear. It makes for easier soloing, insane PvP combos (more about that later) and the fact that this affects ALL your spells makes an elementalist spec with pyro and imp. Fire damage viable.
Cold Snap: Resets all frost cooldowns. ALL of them. His means that you can have two water elementals out, one after the other, have an ice block ready as soon as hypothermia wears off, another icy veins ready, a multitude of frost novas (which is what I used cold snap for while levelling at low levels, before it got moved further up the tree), and frost ward and ice barrier out as soon as they get broken through. One of the most useful frost talents there is, and one that has saved me so many times.
Ice Floes: Reduces the cooldown time on Cold Snap, Ice Block, and Ice Barrier by 10/20%. This is awesome beyond compare, and makes multiple ice blocks in the arena possible, as well as just generally improving survivability.
Winter’s Chill: Gives frost spells a 20/40/60/80/100% chance to apply the winter’s Chill effect, which increases frost crit chance by 2%. Stacks up to 5 times. So this means, effectively, an extra 10% crit chance. When coupled with shatter, empowered frostbolt and a small amount of crit gear, I can get my frost crit chance on a frozen target up to over 85%. 85%! That’s madness! And with a trinket it’ll probably be even higher – I haven’t worked on that yet. It’s why frost can still get out decent damage – through a ridiculous number of crits.
Ice Barrier: Instantly shields you, absorbing x amount of damage. Lasts 60 seconds, 30 second cooldown (less with ice floes). This is effectively mana shield, without it draining your mana down to zero. The top rank shields you for just over 1k of damage, and it scales with +spell damage gear. It’s like having an extra k or so of health without your casting being interrupted or pushed back every time you get hit. It’s why frost mages survive while all others are dying, despite crappy stamina. A must have talent.
Summon Water Elemental: Summons a Water Elemental to fight for the caster for 45 seconds. 3min cooldown. Ah. This magically animated blob of water has saved my life more times than I care to think. It will win practically any fight for a good frost mage (and don’t send in your stories about how you soloed 4 frost mages with WE’s out at the same time with one hand while doing trigonometric differentiation with the other – no one cares) and in PvE is a massive dps boost at regular intervals. Apart from its ranged attack, which is a frostbolt without the chill, it also can cast a targetable frost nova called freeze at regular intervals. This is a godsend in PvE, where you can remotely freeze the accidentally aggroed pack of 8 mobs and then leave the WE to fight them while you make a quick getaway. However, it is in PvP that this remote freeze truly comes into its own, as I will now explain. Apart from the obvious snaring uses, it can also be used for some awesome damage. You can continue casting while the target symbol is up, so the following move is possible:
1) Start casting frostbolt just before the WE begins a waterbolt cast
2) Wait till the end of the cast, and then freeze them remotely just before frostbolt finishes casting.
3) Ice lance immediately.
What will happen then, with shatter and winter’s chill, is that you will almost certainly crit three times – about 2k from the frostbolt, about 1.7k from the ice lance, and about 1.3k from the WE (all of these depend on gear, obviously – or does the WE not scale? Anybody?). This amounts to about 5k within a second or so, and the beauty of it is that a dispelling class such as a priest or paladin won’t have time to dispel the freeze before it hits them. And of course, it’s possible (though unlikely) that they remain frozen, so you can ice lance again. This is a terrifying thing to happen in a battle, and though it isn’t as good as the largest fire crits you can get, it can scare the hell out of someone expecting meh damage from a frost mage.
Also, I recommend in the frost tree (for those going deep frost), any of the frost damage increasers, such as Piercing Ice and Arctic Winds; Permafrost (which is useful in PvP and PvE) and Frost Channelling (though you may have to take one out of this for the 17/0/44 build). Also elemental precision (despite the nerf) and of course improved frostbolt. And arctic reach, an invaluable tool in any circumstance. The others are not so useful, and it’s probably worth putting remaining points in impact (for fire blast) or arcane focus and subtlety (for polymorph and counterspell – the two most annoying resists in the game).
I think that's about it - if anyone wants to disagree, point out mistakes or insult my mother, then please reply.
Calliall Feb 26th 2008 6:46PM
The 4 sec silence of improved counterspell doesn't stop a pally bubbling. You have to catch them casting and then you may as well use the standard CS.