| Class: | Mage |
|---|---|
| Tree: | Frost |
| Build: | 18/0/53 |
| Category: | Raiding |
| Stupiful <Critical Miss> |
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| 2 guides |
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| Created: 12 Dec 2009 Updated: 10 weeks ago |
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Guide
This guide is split up into several sections:
- Talent spec & glyphs
- Gear
- Rotation & cooldowns
- Water Elemental
- General tips
Let's go right into explaining what makes this spec tick.
Talent Spec & Glyphs
The frost build is fairly standard, but there are two extra points you can put toward flavor talents or to help round out your spec based on each fight. I'll go into some specifics here.
Frost Warding – This gives you a chance to gain some mana when you stand in fire or frost (or weird frostflamy stuff. Hi Marrowgar!). Since mana is usually not an enormous concern when playing frost, this talent is not as valuable as it is for other specs. Note that when Frost Warding “procs”, your ward is still intact at full absorption.
Improved Blizzard - You can add 1 point to this talent to give your Blizzard ticks a chance to proc Fingers of Frost, significantly increasing your AoE dps. Note that for encounters which specifically require very powerful AoE, you would probably be better off switching to a fire build. This is mainly a convenience talent that will be useful in common AoE situations.
Focus Magic - This is really a mandatory talent, but I thought I'd add a few notes. First, the buff does stack between two mages that cast it on each other. You'll have 3% permanent crit, and whenever the other mage crits, you'll gain the 10-second buff for another 3% crit on top of that. Your best bet is to trade it with a fire mage; failing that, pick another class that benefits greatly from crit, like a Boomkin or Spriest. Oh, and you can put it on your elemental in solo situations.
Glyphs
There's not a whole lot of room for variation here. Glyph of Ice Lance may prove worthwhile if you can shatter Lances on every ghost charge of Fingers of Frost without fail, but Molten Armor provides a more consistent dps boost.
Gear
Like every dps spec of every dps class, reaching the hit cap for your main abilities is the most important thing to do when thinking about gear. The hit cap for frost is 14%, or 367 hit rating. If you have a Boomkin or Spriest in your raid, you can make do with 11% (289 hit). If you're alliance and there's a spacegoat in your raid, subtract 26 from your situation and you're golden.
Let's delve into the more blurry dps stats. Crit rating, first off, is nasty in the way that your middle school bus driver was nasty. You'll get barely over half the benefit per point of crit rating that you would have from spell power. The reason for this? I'll give you a hint: It has something to do with Shatter and the fact that a solid portion of your casts have this "artificially" inflated crit already.
Haste rating is what you're after. Besides spellpower, it's your best-scaling dps stat. When you are well past 3000 spellpower, haste will start to catch up to the #1 stat point. Use a program like Rawr to weigh your stats and figure out exactly when this happens for you, so you can shift your gemming options to more emphasis on haste. Stacking an enormous amount of haste does put you at risk of being GCD-capped while Bloodlust/Heroism or trinket procs are in effect, but careful planning of your own personal cooldowns will help you mitigate this danger. You can read more below in the Cooldowns section.
Spirit is a little nauseating, and thankfully our T10 and a good selection of other ICC loot contains no spirit. So what makes spirit so bad? If you have 2pc T9, 70% of your spirit is converted into crit rating which is suboptimal to begin with, and once you grow out of that set bonus, that ratio drops to 55%. The mp5 you gain from spirit is largely ineffective as well. So try to avoid pieces with spirit, but keep it in scope: a huge chunk of spirit will provide more dps than a relatively small amount of haste or crit.
Intellect: Just respecced from arcane? Alright, you can finally switch out that Talisman of Resurgence for something a little less...healy. You'll also get a break from the Holy Paladins laughing at you. Bottom line: Don't worry about intellect for frost.
When considering gems, use Reckless Ametrines instead of straight-up Runed Cardinals and Quick King's Ambers, to get that one additional stat point. For blue slots, use Purified Dreadstones.
In summary, this is the stat priority you'll follow as frost.
Hit Cap > Spell Power > Haste > Crit > Spirit
Rotation & Cooldowns
It's okay if you want to laugh at the notion of having a "rotation" as frost, since all you do is spam frostbolt till the cows come home. In reality, your rotation involves knowing when you should deviate from that frostbolt spamfest, and how to treat your procs.
Your standard priority list is:

Before we go further, you should know how Fingers of Frost (FoF) works. When a chilling spell (like your Frostbolt, even glyphed) strikes the target, you have a 15% chance of getting a 15-second buff that activates your Shatter talent and treats the target as Frozen for the next 2 spells you cast, whether they're frost spells or not. Due to latency you can use the second charge of FoF on two spells used back-to-back (one cast-time, one instant) and gain the Shatter and Frozen bonuses for both. This is commonly referred to as the "ghost" FoF charge, and the same type of technique is used by frost mages in PvP. This allows you to use the second FoF charge on a Frostbolt+Deep Freeze, for example. Go to a target dummy and try it out. It will soon become second nature.
Possible Bug: Currently on live, FoF procs on spell hit. In the patch notes, it's supposed to proc on spell cast.
Deep Freeze only does damage against permanently stun-immune targets like bosses and some trash, but when it connects it'll do roughly twice the damage of a frostbolt. Try to squeeze it in at the end of a FoF proc to maximize dps if your latency is fairly consistent.
Brain Freeze Fireball will come into play when you pick up your 2-piece bonus of T10, which gives you 12% haste for 5 seconds after casting it. That's enough time to squeeze in three or four hasted frostbolts, so while the proc chance on Brain Freeze is only 15%, you should aim to keep the buff's uptime as high as possible. If you don't have T10 yet, it's not worth casting unless you're running low on mana. You can still use it on the move, and it'll usually do more damage than...
Ice Lance. Mainly used while you're moving and when you have FoF charges available and both Deep Freeze and Brain Freeze are nowhere in sight; it's not worth it to insert into your sit-on-butt rotation. Having the glyph to make it hit for quadruple damage on bosses is an improvement, but the fact that IL cannot proc FoF gives it dubious worth.
Frostbolt Spam is what you resort to when you're sitting in one place and you have no FoF proc available.
Cooldowns
Your cooldowns are split up into two categories: Offensive and Utility.


(10 points if you can guess the mob in the picture)
T10 note: The T10 4pc bonus conveys 18% additional damage for 30 seconds after using MI, turning it into an enormous dps cooldown.
Water Elemental

You're now a pet class. Well, if you were frost before 3.3 you still technically were, but now you have to deal with the waterblobble full-time. Let's go over its strengths and weaknesses:
Strengths
- Fire-and-forget nature
- Does more than 600 dps by itself
- 90% pet damage reduction in PvE
- Immune/100% avoidance on some boss attacks
- Never runs OOM
- Scales with some of your stats...
Weaknesses
- ...but hit isn't one of them
- No abilities other than Generic Colored Bolt
- No way to heal it other than bandages
- Low crit modifier
With these in mind, learn to play to the elemental's strengths and diminish the severity of its weaknesses...well, okay. There's nothing you can do at the moment to help it reach the hit cap or make its crits any bigger. But you can put forth an effort to maximize the time it spends dpsing. For example, on Lady Deathwhisper, you can park him one side of the room, away from the add spawns and out of the way of cleaves, and let him whittle away at the boss's shield the whole time.
Alternatively, you can bind a key to /petattack and use it to direct the elemental's attention to your current dps target. This is also useful to prevent it from breaking CC.
You'll also have to manually move the elemental out of poison and fire and other nasty things by pressing Follow, as they tend to mimic bad mages and sit in one spot and tunnelvision their target unless it moves out of range. If it dies, resummoning it is no big deal, but that GCD cost you precious dps time.
The water elemental is not exactly an intensely high-maintenance pet, but you should learn to take care of it and minimize the chances of negatively impacting your performance like any other aspect of your playstyle. Have fun with the little guy and a year down the road, you'll think, "Remember when the elemental wasn't permanent?"
General tips
Here you'll find some miscellaneous pointers on how to improve your efficiency, performance and overall experience while playing. These pointers are useful for all mages...or any dps class, for that matter.
- Maintain a clear, functional UI. Avoid encumbering the screen with a lot of pointless addons. Take a look at your setup and ask yourself: “Do I really need all of this?” You'll want to make sure your buffs, debuffs, status, and cooldowns are easily visible and take up a small footprint. Use light-weight addons to keep track of your major cooldowns, abilities, buffs and debuffs without having to scrutinize the buff festival on the edge of the screen.
- Use the following command to zoom far out and help you keep situational awareness:
“/console cameradistancemaxfactor 5” (remove quotations)
- While moving, aim to constantly be doing something productive. Cast BF fireballs, FoF ice lances, a fireblast...hell, if everything is on cooldown or otherwise not available, just spam non-FoF ice lance until you get into position. Just pretend it's like a weak DoT ticking on the boss, that flies out of your hand as you move...of course, with proper positioning, you will be minimizing the amount of time you spent on your feet anyway. Which brings us to...
- Positioning. By picking a spot close to totems, out of the way of conical or area effect abilities, and spread out from others, you will be keeping yourself safe while maximizing your sit-on-butt chain casting time. Don't tunnel vision, however, as you need to be aware of other raiders and the boss moving around you. Move before the coldflame is within 5 feet you, get the hell out of the way of cleaving adds before they're on top of you, and run from people with raid-damaging auras.
Oh, and to quote Raisa's High-End Destruction Guide, Know Who the Idiots Are. You've seen them get bowling ball'd by Icehowl. Stay away from them.
- What skills do you use on any given fight? What cooldowns, utilities, and items do you use in combat? Keybind all of that. I don't care how fast you can click. The boss certainly doesn't care how fast you can click. Your latency doesn't care how fast you can click. Putting all of your skills, whether major or minor, at the tip of your fingers will vastly improve your reaction time and efficiency when moving and attacking. Use a bar mod (I prefer bartender) to create keybinds and modify the look/size of your action bars. Your mouse hand will thank you, and you'll notice a great difference in the speed of your playing.
- If your tank has solid initial threat generation and/or you plan on using MI at the start of a fight, use a Potion of Speed a second before combat starts; you'll get to use a second potion later in the fight.
- Use a theorycrafting tool like Rawr to look at your gear options and weigh your stats.
Whoo, that was fun to write. Let me know if I missed anything or if you have suggestions. Thanks for reading, and enjoy playing frost! (weird, I know ^.^)

















Thanks so much for that write-up! I registered, after reading it, primarily because it's the first, well-thought out, well explained guide to Frost that I have seen. I've been frost for most of my mage's life and I think this will help with my frustration in raids.
I have also been considering dual-speccing to Arcane - a friend is Arcane and she deals incredible dps. Can you point me to a good Arcane guide?
*edit: Just found the Arcane guide on this sight.
Article author
Thanks for the feedback, I'm glad you found some use out my guide. Frost, like all mage specs, is pretty easy to play but has some details to it that separates the freshly-respecced folks from the people who do enough damage to make others feel embarrassed that they were beaten by a frost mage.
Arcane does do more damage than frost. While frost can keep up in the first four fights of ICC, you might want to try arcane for the plagueworks as those bosses have much tighter enrage timers.
Very interesting read, thanks for taking the time to write the guide. I'm been bouncing the idea around in my head of going Frost for 25 Surfang. While I know my DPS will be "gimped" I thought the Frostbolt slow would help out with the blood beast. But seeing that the Glyph of Frostbolt is probably a must have to keep any sort of damage it pretty much kills the reason for going frost.
Article author
Thanks for the feedback.
For Saurfang, you could put 1 point in Imp Blizzard and Frostbite, so when the blood beasts come out you can channel it for a few seconds for the initial chill effect and the frostbite procs to help kite. Having Ice Barrier will be of use as well, since Saurfang doesn't get blood power from hitting you with Blood Nova, etc. unless the damage actually eats through the barrier.
Frost might be useful in this situation, though I don't know if it will be worth the loss in dps versus arcane. I can't say how tight the dps requirement is on 25m.