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Frost Mage Guide
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.
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 initially 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 unpleasant, and B) 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 guaranteed (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, you should never allow the fire tree to
grow rusty, fireblast, fire ball and scorch are core skills. Scorch is the least
useful 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 remember that
sheep disorients a player more often than not and it takes a second to get his
bearing during 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. remember 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. Remember 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 preferred 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 beginning. 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
priests 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.
Remember 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 combat 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 desperate, i.e he succeeds 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. Remember 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. The 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 the 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 afterwards. Also remember 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
bandage 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 game plan, remember 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?
-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.
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