Mage Talent builds
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Mages are pure ranged casters with strong AoE, crowd control and burst. Forever adds Arcane Blast (an Arcane talent: each cast stacks spell damage from your Intellect), Ice Lance (a Frost talent: 300% more damage on frozen targets) and Frostfire Bolt (a trainer spell at 40: a frost and fire hybrid bolt with a DoT and slow), plus Missile Barrage, Arcane Wrath, Heating Up and Fingers of Frost in the talent trees.
Arcane: Arcane Blast leveling (level 20)
A solo Arcane build for level 20: the Arcane Blast talent itself, Improved Channeling so a mob hitting you can't cut your Arcane Missiles short, and Arcane Concentration for free spells.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast a 70% chance not to lose casting time when you take damage, so a mob that reaches you can't cut your Missiles short. Its 5 points also open tier 2.
- Arcane Concentration 5/5: At 5/5 every damage spell that hits has a 10% chance to put you in Clearcasting, which makes your next damage spell cost 100% less mana. It's Arcane's main mana talent, and Arcane Meditation at 25 needs all 5 ranks.
- Arcane Blast 1/1: The spec's core spell, and a talent in Forever: this point teaches rank 1 and trainers sell ranks 2 to 5 from level 30. Each cast gives you spell damage equal to 12% of your Intellect and raises the next Blast's mana cost by 100%, stacking up to 4 times; the stacks last 18 sec from your first Blast.
Pull with Arcane Blast from range, add a second Blast if the mob is still far off, then cast Arcane Missiles while the stacks last; Improved Channeling keeps the mob's hits from cutting the channel short. Each stack gives you spell damage equal to 12% of your Intellect but makes the next Blast cost 100% more, so two stacks is usually enough at this level; they fall off 18 sec after your first Blast. When the mob reaches you, Frost Nova it, step back and finish with Fire Blast or your wand. Arcane Concentration gives you Clearcasting on about one hit in ten: spend it on your priciest spell, a stacked Arcane Blast or Arcane Missiles. Ice Lance is a Frost talent an Arcane build can't reach, so for Arcane a freeze is an escape, not a damage window.
Arcane: Arcane dungeon (level 20)
A level 20 group build: Improved Channeling so damage can't cut your Arcane Missiles short, Arcane Subtlety to cut your Arcane threat, three ranks of Arcane Concentration for free spells, and the Arcane Blast talent.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast a 70% chance not to lose casting time when you take damage, so splash damage on a boss or a loose add doesn't cost you a channel. It takes the tier 1 points that used to go to Arcane Focus, which the current client no longer has, and its 5 points open tier 2.
- Arcane Subtlety 2/2: At 2/2 your target's resistance to all your spells drops by 15 and your Arcane spells cause 30% less threat, so you can stack Arcane Blast and channel Arcane Missiles without pulling the mob off the tank.
- Arcane Concentration 3/5: Three ranks give a 6% chance of Clearcasting after a damage spell hits, making your next damage spell cost 100% less mana. The last two ranks (10% at 5/5) come in the level 30 build, where Arcane Meditation needs them.
- Arcane Blast 1/1: The spec's core spell, and a talent in Forever: this point teaches rank 1 and trainers sell ranks 2 to 5 from level 30. Each cast gives you spell damage equal to 12% of your Intellect and raises the next Blast's mana cost by 100%, stacking up to 4 times; the stacks last 18 sec from your first Blast.
Give the tank a moment, then start Arcane Blast. On bosses, build two or three stacks, then cast Arcane Missiles while they last; on trash that dies fast, one Blast into Missiles is enough. When the tank gathers a pack within 10 yards of you, Arcane Explosion is your AoE, and Arcane Subtlety cuts the threat it causes by 30%. Watch your mana on long fights: each extra Blast stack costs a lot more, so drop back to single stacks when you're low, spend each Clearcasting on a stacked Blast or on Missiles, and save Evocation for when you're nearly empty. Counterspell isn't learned until 24, so handle dangerous humanoid casters with Polymorph for now.
Arcane: Arcane PvP (level 20)
A level 20 PvP build: Improved Channeling so hits can't cut your Arcane Missiles short and usually don't delay Arcane Blast, Arcane Resilience and Magic Absorption to take less damage, and the Arcane Blast talent for burst. It gives up the dungeon build's threat reduction, which matters less against players.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast a 70% chance not to lose casting time when you take damage, and in PvP you're hit mid-cast all the time.
- Magic Absorption 2/2: At 2/2 all your resistances rise by 10 and every spell you fully resist gives back 2% of your total mana, so casters hurt you a little less.
- Arcane Resilience 3/3: At 3/3 you gain Armor equal to 75% of your Intellect, so Rogues and Warriors hit a cloth wearer a little softer. It sits in tier 1, so its 3 points also count towards the 10 that Arcane Blast needs.
- Arcane Blast 1/1: The spec's core spell, and a talent in Forever: this point teaches rank 1 and trainers sell ranks 2 to 5 from level 30. Each cast gives you spell damage equal to 12% of your Intellect and raises the next Blast's mana cost by 100%, stacking up to 4 times; the stacks last 18 sec from your first Blast.
Open from range with one or two Arcane Blasts, then cast Arcane Missiles while the stacks last; Improved Channeling keeps hits from cutting the volley short, and Blizzard's notes say its line of sight is only checked when the channel starts, so a target ducking behind cover still takes it. When melee reaches you, Frost Nova, walk or Blink out, and start again from range. Polymorph a second attacker or a healer, and keep Frost Armor and Mana Shield up against Rogues and Warriors; Arcane Resilience adds Armor on top.
Arcane: Arcane leveling with Missile Barrage (level 30)
The level 20 leveling build carried to 30: Arcane Impact for crits, Arcane Geometry for 6 more yards of range, a point in Missile Barrage for the chance of fast, free Arcane Missiles, Arcane Meditation for mana while casting, and Presence of Mind.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast a 70% chance not to lose casting time when you take damage, so mobs that reach you can't cut your Missiles short and usually don't delay a Blast.
- Arcane Concentration 5/5: At 5/5 every damage spell that hits has a 10% chance to give you Clearcasting, making your next damage spell cost 100% less mana, and it's the requirement for Arcane Meditation.
- Arcane Blast 1/1: The spec's core spell, taught by this talent. Rank 2 from the trainer at 30 deals 72 to 84 damage instead of rank 1's 30 to 34, and each stack still gives you spell damage equal to 12% of your Intellect while raising the next Blast's cost by 100%.
- Arcane Impact 3/3: At 3/3 all your Arcane spells get 6% more critical strike chance: Arcane Blast, Arcane Missiles and Arcane Explosion.
- Arcane Geometry 2/2: At 2/2 your Arcane spells reach 6 yards further, so you start Arcane Blast earlier and a mob needs longer to reach you.
- Missile Barrage 1/2: One rank gives each Arcane Blast a 20% chance (Fireball and Frostbolt 10%) to make your next Arcane Missiles cost 100% less mana and fire every 0.5 sec over a channel 50% shorter, so some Blast, Blast, Missiles cycles end in a faster, free volley.
- Arcane Meditation 3/3: At 3/3, 50% of your mana regeneration continues while you cast, which pays for extra Blast stacks and shortens drinking breaks.
- Presence of Mind 1/1: Makes your next Mage spell with a casting time under 10 sec instant: an instant Arcane Blast to start a pull, or an instant Polymorph on an add. Arcane Power at 40 needs it.
Arcane Blast rank 2 arrives at 30 and more than doubles its damage, so Blast, Blast, Missiles gets much stronger, and Arcane Missiles rank 3 (24) channels for 5 sec. Missile Barrage sometimes turns that volley into a free one that fires twice as fast; if it procs after your first Blast, you can cast Missiles right away. Arcane Meditation keeps some mana coming in while you cast, and Arcane Geometry lets you start from further away. Counterspell (24) shuts a caster mob down, Cone of Cold (26) gives you an instant hit and slow when something reaches you, and Presence of Mind turns a Polymorph or an Arcane Blast into an instant cast when a pull goes wrong. Wear Ice Armor from 30; Mage Armor comes at 34.
Arcane: Arcane dungeon (level 30)
A level 30 group build: Improved Channeling and Arcane Subtlety, Arcane Concentration at 5/5 with Arcane Meditation for long fights, Arcane Impact and Missile Barrage for damage, and Presence of Mind for burst.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast a 70% chance not to lose casting time when you take damage, so boss splash damage doesn't cut a stacked volley short. It takes the 5 tier 1 points that used to go to Arcane Focus, which the current client no longer has.
- Arcane Subtlety 2/2: At 2/2 your target's resistance to all your spells drops by 15 and your Arcane spells cause 30% less threat, so long Arcane Blast stacks don't pull the boss off the tank.
- Arcane Concentration 5/5: At 5/5 a damage spell that hits has a 10% chance to give you Clearcasting, making your next damage spell cost 100% less mana. Arcane Meditation needs all 5 ranks.
- Arcane Blast 1/1: The spec's core spell, taught by this talent. Rank 2 from the trainer at 30 deals 72 to 84 damage instead of rank 1's 30 to 34, and each stack still gives you spell damage equal to 12% of your Intellect while raising the next Blast's cost by 100%.
- Arcane Impact 3/3: At 3/3 all your Arcane spells get 6% more critical strike chance, including Arcane Explosion on packs.
- Arcane Meditation 3/3: At 3/3, 50% of your mana regeneration continues while casting, so you can afford high Blast stacks for longer on bosses.
- Missile Barrage 1/2: One rank gives Arcane Blast a 20% chance to make your next Arcane Missiles cost 100% less mana and fire every 0.5 sec over a 50% shorter channel: more damage per mana on every boss.
- Presence of Mind 1/1: Makes your next Mage spell with a casting time under 10 sec instant: an extra Arcane Blast stack at the start of a boss burn. Arcane Power at 40 needs it.
On bosses, build three or four Arcane Blast stacks, then cast Arcane Missiles while they last; a Missile Barrage proc makes that volley free and twice as fast. Arcane Meditation lets 50% of your mana regeneration continue while casting, so you can afford higher stacks than at 20, and Clearcasting pays for an expensive Blast now and then. Presence of Mind on a boss pull adds a stack instantly. On packs, use Arcane Explosion within 10 yards, with Arcane Subtlety keeping the threat down. Counterspell (24) finally gives you an interrupt, but it generates a lot of threat, so use it on mobs the tank already holds. Conjure a Mana Agate (28) before long runs.
Arcane: Arcane PvP with Presence of Mind (level 30)
A level 30 PvP build: Presence of Mind for an instant Polymorph or Arcane Blast, Improved Counterspell to silence casters, Arcane Shielding for a cheaper Mana Shield, Arcane Geometry for range and a point in Missile Barrage for the chance of fast Arcane Missiles.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast a 70% chance not to lose casting time when you're hit.
- Magic Absorption 2/2: At 2/2 all your resistances rise by 10 and spells you fully resist give back 2% of your total mana.
- Arcane Resilience 3/3: At 3/3 you gain Armor equal to 75% of your Intellect, which softens Rogue and Warrior hits.
- Arcane Blast 1/1: The spec's core spell, taught by this talent. Rank 2 from the trainer at 30 deals 72 to 84 damage instead of rank 1's 30 to 34, and each stack still gives you spell damage equal to 12% of your Intellect while raising the next Blast's cost by 100%.
- Arcane Impact 2/3: Two ranks add 4% critical strike chance to your Arcane spells, so a stacked Blast or Missiles is more likely to crit in a burst window.
- Arcane Geometry 2/2: At 2/2 Arcane Blast, Arcane Missiles, Polymorph and Counterspell reach 6 yards further, so you can start a fight, sheep or interrupt from further than they expect.
- Improved Counterspell 2/2: At 2/2 Counterspell also Silences the target for 4 sec, so a healer can't just switch to another school.
- Missile Barrage 1/2: One rank gives Arcane Blast a 20% chance to make your next Arcane Missiles cost 100% less mana and fire every 0.5 sec, so when it procs the burst lands before the target can react or step out of range.
- Arcane Shielding 2/2: With both ranks, Mana Shield loses 33% less mana per point of damage, a much better trade against Rogues and Warriors; the Mage Armor part (50% more resistances) starts when you learn Mage Armor at 34.
- Presence of Mind 1/1: Makes your next Mage spell with a casting time under 10 sec instant: an instant Polymorph stops a heal on the spot, or an instant Arcane Blast adds a stack while you move. Arcane Power at 40 needs it.
Presence of Mind is your panic and kill button: an instant Polymorph on a healer or a second attacker, or an instant Arcane Blast to finish a burst. Counterspell (24) with Improved Counterspell locks a caster out of a school and silences them for 4 sec. When melee reaches you, Frost Nova, then Blink or walk out, and Cone of Cold (26) slows them if Nova is on cooldown. Two Arcane Blasts into Arcane Missiles is still your burst, and a Missile Barrage proc makes the volley land in half the time. Arcane Shielding makes Mana Shield much cheaper against Rogues and Warriors, who gain Cheap Shot, Vanish, Kidney Shot and Intercept by 30.
Arcane: Arcane leveling with Arcane Power (level 40)
The level 30 leveling build taken to 40: Arcane Mind for Intellect and harder Arcane crits, Arcane Instability for damage and crit, the Arcane Wrath talent and Arcane Power at the bottom of the tree. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast and Arcane Wrath a 70% chance not to lose casting time when you take damage.
- Missile Barrage 1/2: One rank gives each Arcane Blast a 20% chance (Arcane Wrath, Fireball and Frostbolt 10%) to make your next Arcane Missiles cost 100% less mana and fire every 0.5 sec over a channel 50% shorter.
- Arcane Concentration 5/5: At 5/5 every damage spell that hits has a 10% chance to give you Clearcasting, making your next damage spell cost 100% less mana.
- Arcane Geometry 2/2: At 2/2 your Arcane spells reach 6 yards further, so you start Arcane Blast earlier and a mob needs longer to reach you.
- Arcane Impact 3/3: At 3/3 all your Arcane spells get 6% more critical strike chance: Arcane Blast, Arcane Missiles, Arcane Wrath and Arcane Explosion.
- Arcane Blast 1/1: The spec's core spell, taught by this talent. Rank 3 from the trainer at 40 deals 93 to 109 damage, rank 4 at 50 deals 155 to 181 and rank 5 at 60 deals 218 to 254; each stack still gives you spell damage equal to 12% of your Intellect and raises the next Blast's cost by 100%, up to 4 times.
- Arcane Meditation 3/3: At 3/3, 50% of your mana regeneration continues while you cast, which pays for extra Blast stacks.
- Arcane Wrath 1/1: Teaches Arcane Wrath, a hard-hitting Arcane bolt with a short cooldown that gains spell damage equal to 5% of your maximum Mana, so it grows with Arcane Mind's Intellect. Rank 2 from the trainer at 36 deals 168 to 206 damage. Cast it whenever it's ready between Blasts; it's also the point that brings Arcane to the 30 Arcane Power needs.
- Presence of Mind 1/1: Makes your next Mage spell with a casting time under 10 sec instant: an instant Arcane Blast or Arcane Wrath, or an instant Polymorph on an add. Arcane Power needs it.
- Arcane Mind 5/5: At 5/5 your Intellect rises by 10% and the critical strike damage bonus of your Arcane spells by 100%, so a stacked Blast or a Missiles crit hits much harder. More Intellect also means a bigger Arcane Blast bonus.
- Arcane Instability 3/3: At 3/3 all your spells deal 3% more damage and get 3% more critical strike chance.
- Arcane Power 1/1: For 15 sec your spells deal 30% more damage and cost 30% more mana. It needs Presence of Mind and 30 points in Arcane; open with both and you get an instant Blast inside the window.
Arcane Blast rank 3 (40) and Arcane Missiles rank 5 (40) arrive together, so Blast, Blast, Missiles gets a big step up; Arcane Wrath rank 2 (36) goes between cycles whenever it's ready. Arcane Mind's Intellect makes each Blast stack give more spell damage, and its crit bonus makes Blast and Missiles crits much bigger. Arcane Power and Presence of Mind are for elites and bad pulls: both together, an instant Blast, then spend the 15 sec on Blasts and Missiles. Mage Armor (34) keeps half your regeneration going while you cast, and Arcane Explosion rank 4 (38) with Frost Nova handles packs. Mana Jade (38) and Evocation between big pulls.
Arcane: Arcane dungeon with Arcane Power (level 40)
A level 40 group build: Arcane Mind, Arcane Instability, the Arcane Wrath talent and Arcane Power on top of the level 30 build's Improved Channeling, threat reduction and mana talents. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast and Arcane Wrath a 70% chance not to lose casting time when you take damage, so boss splash damage doesn't cut a volley short. It takes the 5 tier 1 points that used to go to Arcane Focus, which the current client no longer has.
- Missile Barrage 1/2: One rank gives each Arcane Blast a 20% chance (Arcane Wrath, Fireball and Frostbolt 10%) to make your next Arcane Missiles cost 100% less mana and fire every 0.5 sec over a channel 50% shorter.
- Arcane Subtlety 2/2: At 2/2 your target's resistance to all your spells drops by 15 and your Arcane spells cause 30% less threat, so long Arcane Blast stacks don't pull the boss off the tank.
- Arcane Concentration 5/5: At 5/5 every damage spell that hits has a 10% chance to give you Clearcasting, making your next damage spell cost 100% less mana.
- Arcane Impact 3/3: At 3/3 all your Arcane spells get 6% more critical strike chance: Arcane Blast, Arcane Missiles, Arcane Wrath and Arcane Explosion.
- Arcane Blast 1/1: The spec's core spell, taught by this talent. Rank 3 from the trainer at 40 deals 93 to 109 damage, rank 4 at 50 deals 155 to 181 and rank 5 at 60 deals 218 to 254; each stack still gives you spell damage equal to 12% of your Intellect and raises the next Blast's cost by 100%, up to 4 times.
- Arcane Meditation 3/3: At 3/3, 50% of your mana regeneration continues while you cast, which pays for extra Blast stacks.
- Arcane Wrath 1/1: Teaches Arcane Wrath, a hard-hitting Arcane bolt with a short cooldown that gains spell damage equal to 5% of your maximum Mana. Rank 2 from the trainer at 36 deals 168 to 206 damage. It's the point that brings Arcane to the 30 Arcane Power needs.
- Presence of Mind 1/1: Makes your next Mage spell with a casting time under 10 sec instant: an instant Arcane Blast or Arcane Wrath, or an instant Polymorph on an add. Arcane Power needs it.
- Arcane Mind 5/5: At 5/5 your Intellect rises by 10% and the critical strike damage bonus of your Arcane spells by 100%. More Intellect means a bigger mana pool for Blast stacks and a bigger Arcane Blast and Arcane Wrath bonus.
- Arcane Instability 3/3: At 3/3 all your spells deal 3% more damage and get 3% more critical strike chance.
- Arcane Power 1/1: For 15 sec your spells deal 30% more damage and cost 30% more mana. Use it at the start of a boss with full mana, together with Presence of Mind; it needs Presence of Mind and 30 points in Arcane.
Open a boss with Arcane Power and Presence of Mind: an instant Arcane Blast, two more, then Arcane Missiles rank 5 (40), all 30% harder for 15 sec. After that, settle into stacks that your mana can pay for, with Arcane Wrath rank 2 (36) whenever it's ready. Arcane Meditation and Mage Armor (34) both let 50% of your regeneration continue while casting. Arcane Subtlety's 30% threat reduction matters most with Arcane Power, so give the tank a few seconds first. On packs, Arcane Explosion rank 4 (38). A Mana Jade (38) helps a long boss.
Arcane: Arcane PvP with Arcane Power (level 40)
A level 40 PvP build: Arcane Mind, Arcane Instability, full Arcane Impact and Arcane Power, which pairs with Presence of Mind for an instant burst, on top of the level 30 build's Improved Counterspell, Arcane Shielding and Arcane Geometry. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast and Arcane Wrath a 70% chance not to lose casting time when you're hit.
- Missile Barrage 1/2: One rank gives Arcane Blast a 20% chance to make your next Arcane Missiles cost 100% less mana and fire every 0.5 sec, so when it procs the burst lands before the target can react.
- Magic Absorption 2/2: At 2/2 all your resistances rise by 10 and spells you fully resist give back 2% of your total mana.
- Arcane Resilience 3/3: At 3/3 you gain Armor equal to 75% of your Intellect, which softens Rogue and Warrior hits and grows with Arcane Mind.
- Arcane Geometry 2/2: At 2/2 Arcane Blast, Arcane Missiles, Polymorph and Counterspell reach 6 yards further, so you can start a fight, sheep or interrupt from further than they expect.
- Arcane Impact 3/3: At 3/3 your Arcane spells get 6% more critical strike chance, so a stacked Blast or Missiles is more likely to crit in a burst window.
- Arcane Blast 1/1: The spec's core spell, taught by this talent. Rank 3 from the trainer at 40 deals 93 to 109 damage, rank 4 at 50 deals 155 to 181 and rank 5 at 60 deals 218 to 254; each stack still gives you spell damage equal to 12% of your Intellect and raises the next Blast's cost by 100%, up to 4 times.
- Arcane Shielding 2/2: With both ranks, Mana Shield loses 33% less mana per point of damage, a much better trade against Rogues and Warriors, and Mage Armor (34) gives 50% more resistance against casters.
- Improved Counterspell 2/2: At 2/2 Counterspell also Silences the target for 4 sec, so a caster can't just switch to another school.
- Presence of Mind 1/1: Makes your next Mage spell with a casting time under 10 sec instant: an instant Polymorph stops a heal on the spot, or an instant Arcane Blast adds a stack while you move. Arcane Power needs it.
- Arcane Mind 5/5: At 5/5 your Intellect rises by 10% and the critical strike damage bonus of your Arcane spells by 100%, and Arcane Resilience turns some of that Intellect into Armor.
- Arcane Instability 3/3: At 3/3 all your spells deal 3% more damage and get 3% more critical strike chance.
- Arcane Power 1/1: For 15 sec your spells deal 30% more damage and cost 30% more mana. With Presence of Mind it's your kill window: Arcane Power, an instant Blast, another Blast and Missiles.
Arcane Power and Presence of Mind together are your kill window: an instant Arcane Blast, a second Blast, then Arcane Missiles rank 5 (40), all 30% harder. Out of that window, Presence of Mind is still your panic button for an instant Polymorph rank 3 (40), which now holds for up to 40 sec. Counterspell with Improved Counterspell stops a heal and silences for 4 sec. When melee reaches you, Frost Nova rank 3 (40), Blink, then Cone of Cold; Mana Shield is much cheaper with Arcane Shielding. Arcane Resilience turns Arcane Mind's extra Intellect into Armor.
Arcane: Arcane leveling at 50 (level 50)
The level 40 leveling build at 50: the second rank of Missile Barrage, Wand Specialization for mana-free finishes, Arcane Subtlety against resists, and Arcane Resilience and Arcane Shielding for melee that reaches you. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast and Arcane Wrath a 70% chance not to lose casting time when you take damage.
- Missile Barrage 2/2: At 2/2 each Arcane Blast has a 40% chance, and Arcane Wrath, Fireball, Frostbolt and Frostfire Bolt a 20% chance, to make your next Arcane Missiles cost 100% less mana and fire every 0.5 sec over a channel 50% shorter.
- Arcane Concentration 5/5: At 5/5 every damage spell that hits has a 10% chance to give you Clearcasting, making your next damage spell cost 100% less mana.
- Arcane Geometry 2/2: At 2/2 your Arcane spells reach 6 yards further, so you start Arcane Blast earlier and a mob needs longer to reach you.
- Arcane Impact 3/3: At 3/3 all your Arcane spells get 6% more critical strike chance: Arcane Blast, Arcane Missiles, Arcane Wrath and Arcane Explosion.
- Arcane Blast 1/1: The spec's core spell, taught by this talent. Rank 3 from the trainer at 40 deals 93 to 109 damage, rank 4 at 50 deals 155 to 181 and rank 5 at 60 deals 218 to 254; each stack still gives you spell damage equal to 12% of your Intellect and raises the next Blast's cost by 100%, up to 4 times.
- Arcane Meditation 3/3: At 3/3, 50% of your mana regeneration continues while you cast, which pays for extra Blast stacks.
- Arcane Wrath 1/1: Teaches Arcane Wrath, a hard-hitting Arcane bolt with a short cooldown that gains spell damage equal to 5% of your maximum Mana, so it grows with Arcane Mind's Intellect. Rank 2 from the trainer at 36 deals 168 to 206 damage. Cast it whenever it's ready between Blasts; it's also the point that brings Arcane to the 30 Arcane Power needs.
- Presence of Mind 1/1: Makes your next Mage spell with a casting time under 10 sec instant: an instant Arcane Blast or Arcane Wrath, or an instant Polymorph on an add. Arcane Power needs it.
- Arcane Mind 5/5: At 5/5 your Intellect rises by 10% and the critical strike damage bonus of your Arcane spells by 100%, so a stacked Blast or a Missiles crit hits much harder. More Intellect also means a bigger Arcane Blast bonus.
- Arcane Instability 3/3: At 3/3 all your spells deal 3% more damage and get 3% more critical strike chance.
- Arcane Power 1/1: For 15 sec your spells deal 30% more damage and cost 30% more mana. It needs Presence of Mind and 30 points in Arcane; open with both and you get an instant Blast inside the window.
- Wand Specialization 2/2: At 2/2 your wand deals 25% more damage, for finishing mobs without spending mana.
- Arcane Subtlety 2/2: At 2/2 your target's resistance to all your spells drops by 15, so fewer Blasts are partly resisted by mobs above your level.
- Arcane Resilience 3/3: At 3/3 you gain Armor equal to 75% of your Intellect, which softens Rogue and Warrior hits and grows with Arcane Mind.
- Arcane Shielding 2/2: With both ranks, Mana Shield loses 33% less mana per point of damage and Mage Armor (34), the armour you level in, gives 50% more resistance.
Arcane Blast rank 4 (50) does 155 to 181 damage, and with Missile Barrage at 2/2 each Blast has a 40% chance to make the next Missiles free and twice as fast, so many cycles are Blast, proc, Missiles. Arcane Wrath rank 3 (48) whenever it's up. Finish low mobs with your wand to save mana. When something reaches you, Frost Nova and step back, or Mana Shield rank 4 (44), much cheaper with Arcane Shielding, and Arcane Resilience turns your Intellect into Armor. Arcane Explosion rank 5 (46) on packs, with Arcane Power for the big ones. A Mana Citrine (48) and Evocation keep you going.
Arcane: Arcane dungeon at 50 (level 50)
The level 40 dungeon build at 50: full Missile Barrage, Arcane Geometry for range, Precision from the Frost tree for hit, and 4 points of Incineration for Arcane Blast crits. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Missile Barrage 2/2: At 2/2 each Arcane Blast has a 40% chance, and Arcane Wrath a 20% chance, to make your next Arcane Missiles cost 100% less mana and fire every 0.5 sec over a channel 50% shorter: on bosses most Blast cycles end in a free volley.
- Arcane Subtlety 2/2: At 2/2 your target's resistance to all your spells drops by 15 and your Arcane spells cause 30% less threat, so long Arcane Blast stacks don't pull the boss off the tank.
- Arcane Concentration 5/5: At 5/5 every damage spell that hits has a 10% chance to give you Clearcasting, making your next damage spell cost 100% less mana.
- Arcane Impact 3/3: At 3/3 all your Arcane spells get 6% more critical strike chance: Arcane Blast, Arcane Missiles, Arcane Wrath and Arcane Explosion.
- Arcane Blast 1/1: The spec's core spell, taught by this talent. Rank 3 from the trainer at 40 deals 93 to 109 damage, rank 4 at 50 deals 155 to 181 and rank 5 at 60 deals 218 to 254; each stack still gives you spell damage equal to 12% of your Intellect and raises the next Blast's cost by 100%, up to 4 times.
- Arcane Meditation 3/3: At 3/3, 50% of your mana regeneration continues while you cast, which pays for extra Blast stacks.
- Arcane Wrath 1/1: Teaches Arcane Wrath, a hard-hitting Arcane bolt with a short cooldown that gains spell damage equal to 5% of your maximum Mana. Rank 2 from the trainer at 36 deals 168 to 206 damage. It's the point that brings Arcane to the 30 Arcane Power needs.
- Presence of Mind 1/1: Makes your next Mage spell with a casting time under 10 sec instant: an instant Arcane Blast or Arcane Wrath, or an instant Polymorph on an add. Arcane Power needs it.
- Arcane Mind 5/5: At 5/5 your Intellect rises by 10% and the critical strike damage bonus of your Arcane spells by 100%. More Intellect means a bigger mana pool for Blast stacks and a bigger Arcane Blast and Arcane Wrath bonus.
- Arcane Instability 3/3: At 3/3 all your spells deal 3% more damage and get 3% more critical strike chance.
- Arcane Power 1/1: For 15 sec your spells deal 30% more damage and cost 30% more mana. Use it at the start of a boss with full mana, together with Presence of Mind; it needs Presence of Mind and 30 points in Arcane.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast and Arcane Wrath a 70% chance not to lose casting time when you take damage: boss area damage and stray trash can't cut a volley short.
- Arcane Geometry 2/2: At 2/2 your Arcane spells reach 6 yards further, so you can stand back from area attacks and still reach the boss.
- Incineration 4/5: Four ranks add 8% critical strike chance to Arcane Blast (and Fire Blast), and Arcane Mind makes those crits hit much harder.
- Precision 3/3: At 3/3 all your spells have a 6% better chance to hit, which matters against bosses above your level. Arcane Focus, the Arcane tree's own hit talent, is gone from the current client, and Precision in the Frost tree's first tier now covers every school.
Arcane Blast rank 4 (50) now has a 40% chance per cast to give you a free, fast Arcane Missiles rank 6 (48), so on a boss most cycles go Blast, Blast, Missiles. Arcane Wrath rank 3 (48) between cycles. Improved Channeling at 5/5 means nothing short of a stun stops a volley, and Arcane Geometry's 6 yards keep you out of area attacks. Arcane Power with Presence of Mind on the pull, again when it's back if your mana allows. Arcane Explosion rank 5 (46) on packs the tank holds. A Mana Citrine (48) for long bosses.
Arcane: Arcane PvP at 50 (level 50)
The level 40 PvP build at 50: Arcane Concentration for free spells, the Arcane Wrath talent, the second rank of Missile Barrage, Precision from the Frost tree so Polymorph and Counterspell land, and a point in Arcane Subtlety. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast and Arcane Wrath a 70% chance not to lose casting time when you're hit.
- Missile Barrage 2/2: At 2/2 Arcane Blast has a 40% chance, and Arcane Wrath and Frostbolt a 20% chance, to make your next Arcane Missiles free and fire every 0.5 sec over a channel 50% shorter: a burst that lands before they can react.
- Magic Absorption 2/2: At 2/2 all your resistances rise by 10 and spells you fully resist give back 2% of your total mana.
- Arcane Resilience 3/3: At 3/3 you gain Armor equal to 75% of your Intellect, which softens Rogue and Warrior hits and grows with Arcane Mind.
- Arcane Geometry 2/2: At 2/2 Arcane Blast, Arcane Missiles, Polymorph and Counterspell reach 6 yards further, so you can start a fight, sheep or interrupt from further than they expect.
- Arcane Impact 3/3: At 3/3 your Arcane spells get 6% more critical strike chance, so a stacked Blast or Missiles is more likely to crit in a burst window.
- Arcane Blast 1/1: The spec's core spell, taught by this talent. Rank 3 from the trainer at 40 deals 93 to 109 damage, rank 4 at 50 deals 155 to 181 and rank 5 at 60 deals 218 to 254; each stack still gives you spell damage equal to 12% of your Intellect and raises the next Blast's cost by 100%, up to 4 times.
- Arcane Shielding 2/2: With both ranks, Mana Shield loses 33% less mana per point of damage, a much better trade against Rogues and Warriors, and Mage Armor (34) gives 50% more resistance against casters.
- Improved Counterspell 2/2: At 2/2 Counterspell also Silences the target for 4 sec, so a caster can't just switch to another school.
- Presence of Mind 1/1: Makes your next Mage spell with a casting time under 10 sec instant: an instant Polymorph stops a heal on the spot, or an instant Arcane Blast adds a stack while you move. Arcane Power needs it.
- Arcane Mind 5/5: At 5/5 your Intellect rises by 10% and the critical strike damage bonus of your Arcane spells by 100%, and Arcane Resilience turns some of that Intellect into Armor.
- Arcane Instability 3/3: At 3/3 all your spells deal 3% more damage and get 3% more critical strike chance.
- Arcane Power 1/1: For 15 sec your spells deal 30% more damage and cost 30% more mana. With Presence of Mind it's your kill window: Arcane Power, an instant Blast, another Blast and Missiles.
- Arcane Subtlety 1/2: One rank lowers your target's resistance to all your spells by 8, so fewer Blasts, Polymorphs and Frost Novas are resisted.
- Arcane Concentration 5/5: At 5/5 every damage spell that hits has a 10% chance to give you Clearcasting, making your next damage spell cost 100% less mana: a free high-stack Blast in a long fight.
- Arcane Wrath 1/1: Teaches Arcane Wrath, a hard-hitting Arcane bolt with a short cooldown that gains spell damage equal to 5% of your maximum Mana; rank 3 from the trainer at 48 deals 270 to 330 damage. It's a long cast, so open with it or save it for Presence of Mind.
- Precision 2/3: Two ranks give all your spells 4% more hit, Polymorph and Counterspell included, so fewer sheep and interrupts miss. It takes over from Arcane Focus, which the current client no longer has, and covers Frost Nova and Cone of Cold too.
Open with Arcane Wrath rank 3 (48) from range if they haven't seen you, then Blast, Blast and Missiles; Missile Barrage at 2/2 often makes that volley free and twice as fast. Arcane Power with Presence of Mind when their healer is sheeped or Counterspelled. Clearcasting now and then pays for a high-stack Blast. Your defence is unchanged: Frost Nova, Blink, Cone of Cold rank 4 (50) and Mana Shield. Save Blink for after a stun.
Arcane: Arcane leveling at 60 (level 60)
The level 50 leveling build at 60 with full Incineration from the Fire tree for more Blast crits, plus Improved Counterspell, Magic Absorption and a point of Precision from the Frost tree for hit. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast and Arcane Wrath a 70% chance not to lose casting time when you take damage.
- Missile Barrage 2/2: At 2/2 each Arcane Blast has a 40% chance, and Arcane Wrath, Fireball, Frostbolt and Frostfire Bolt a 20% chance, to make your next Arcane Missiles cost 100% less mana and fire every 0.5 sec over a channel 50% shorter.
- Arcane Concentration 5/5: At 5/5 every damage spell that hits has a 10% chance to give you Clearcasting, making your next damage spell cost 100% less mana.
- Arcane Geometry 2/2: At 2/2 your Arcane spells reach 6 yards further, so you start Arcane Blast earlier and a mob needs longer to reach you.
- Arcane Impact 3/3: At 3/3 all your Arcane spells get 6% more critical strike chance: Arcane Blast, Arcane Missiles, Arcane Wrath and Arcane Explosion.
- Arcane Blast 1/1: The spec's core spell, taught by this talent. Rank 3 from the trainer at 40 deals 93 to 109 damage, rank 4 at 50 deals 155 to 181 and rank 5 at 60 deals 218 to 254; each stack still gives you spell damage equal to 12% of your Intellect and raises the next Blast's cost by 100%, up to 4 times.
- Arcane Meditation 3/3: At 3/3, 50% of your mana regeneration continues while you cast, which pays for extra Blast stacks.
- Arcane Wrath 1/1: Teaches Arcane Wrath, a hard-hitting Arcane bolt with a short cooldown that gains spell damage equal to 5% of your maximum Mana, so it grows with Arcane Mind's Intellect. Rank 2 from the trainer at 36 deals 168 to 206 damage. Cast it whenever it's ready between Blasts; it's also the point that brings Arcane to the 30 Arcane Power needs.
- Presence of Mind 1/1: Makes your next Mage spell with a casting time under 10 sec instant: an instant Arcane Blast or Arcane Wrath, or an instant Polymorph on an add. Arcane Power needs it.
- Arcane Mind 5/5: At 5/5 your Intellect rises by 10% and the critical strike damage bonus of your Arcane spells by 100%, so a stacked Blast or a Missiles crit hits much harder. More Intellect also means a bigger Arcane Blast bonus.
- Arcane Instability 3/3: At 3/3 all your spells deal 3% more damage and get 3% more critical strike chance.
- Arcane Power 1/1: For 15 sec your spells deal 30% more damage and cost 30% more mana. It needs Presence of Mind and 30 points in Arcane; open with both and you get an instant Blast inside the window.
- Wand Specialization 2/2: At 2/2 your wand deals 25% more damage, for finishing mobs without spending mana.
- Arcane Subtlety 2/2: At 2/2 your target's resistance to all your spells drops by 15, so fewer Blasts are partly resisted by mobs above your level.
- Magic Absorption 2/2: At 2/2 all your resistances rise by 10 and spells you fully resist give back 2% of your total mana.
- Arcane Resilience 3/3: At 3/3 you gain Armor equal to 75% of your Intellect, which softens Rogue and Warrior hits and grows with Arcane Mind.
- Arcane Shielding 2/2: With both ranks, Mana Shield loses 33% less mana per point of damage and Mage Armor (34), the armour you level in, gives 50% more resistance.
- Improved Counterspell 2/2: At 2/2 Counterspell also Silences the target for 4 sec, so a caster mob can't just heal with another school.
- Incineration 5/5: At 5/5 Arcane Blast and Fire Blast get 10% more critical strike chance, and Arcane Mind makes those Blast crits much bigger. Arcane has nothing left that adds as much damage.
- Precision 1/3: One rank gives all your spells 2% more hit against mobs above your level. Arcane Focus, which used to do this for Arcane spells, is no longer in the client.
Arcane Blast rank 5 (60), Arcane Missiles rank 8 (56) and Arcane Wrath rank 4 (60) make up the whole loop: two Blasts, Missiles (free and fast on a Barrage proc), Wrath when it's ready. Incineration adds 10% crit to Blast, and Arcane Mind doubles the crit bonus. Fire Blast rank 7 (54) is your instant while moving. Counterspell with Improved Counterspell shuts down a caster mob for 4 sec of Silence. Arcane Explosion rank 6 (54) on packs, Arcane Power for elites, Mana Ruby (58) and Evocation for the long fights.
Arcane: Arcane dungeon at 60 (level 60)
The level 50 dungeon build at 60: full Incineration and Improved Counterspell, and the defensive Arcane talents the deeper build skipped (Magic Absorption, Arcane Shielding and Arcane Resilience). Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Missile Barrage 2/2: At 2/2 each Arcane Blast has a 40% chance, and Arcane Wrath a 20% chance, to make your next Arcane Missiles cost 100% less mana and fire every 0.5 sec over a channel 50% shorter: on bosses most Blast cycles end in a free volley.
- Arcane Subtlety 2/2: At 2/2 your target's resistance to all your spells drops by 15 and your Arcane spells cause 30% less threat, so long Arcane Blast stacks don't pull the boss off the tank.
- Arcane Concentration 5/5: At 5/5 every damage spell that hits has a 10% chance to give you Clearcasting, making your next damage spell cost 100% less mana.
- Arcane Impact 3/3: At 3/3 all your Arcane spells get 6% more critical strike chance: Arcane Blast, Arcane Missiles, Arcane Wrath and Arcane Explosion.
- Arcane Blast 1/1: The spec's core spell, taught by this talent. Rank 3 from the trainer at 40 deals 93 to 109 damage, rank 4 at 50 deals 155 to 181 and rank 5 at 60 deals 218 to 254; each stack still gives you spell damage equal to 12% of your Intellect and raises the next Blast's cost by 100%, up to 4 times.
- Arcane Meditation 3/3: At 3/3, 50% of your mana regeneration continues while you cast, which pays for extra Blast stacks.
- Arcane Wrath 1/1: Teaches Arcane Wrath, a hard-hitting Arcane bolt with a short cooldown that gains spell damage equal to 5% of your maximum Mana. Rank 2 from the trainer at 36 deals 168 to 206 damage. It's the point that brings Arcane to the 30 Arcane Power needs.
- Presence of Mind 1/1: Makes your next Mage spell with a casting time under 10 sec instant: an instant Arcane Blast or Arcane Wrath, or an instant Polymorph on an add. Arcane Power needs it.
- Arcane Mind 5/5: At 5/5 your Intellect rises by 10% and the critical strike damage bonus of your Arcane spells by 100%. More Intellect means a bigger mana pool for Blast stacks and a bigger Arcane Blast and Arcane Wrath bonus.
- Arcane Instability 3/3: At 3/3 all your spells deal 3% more damage and get 3% more critical strike chance.
- Arcane Power 1/1: For 15 sec your spells deal 30% more damage and cost 30% more mana. Use it at the start of a boss with full mana, together with Presence of Mind; it needs Presence of Mind and 30 points in Arcane.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast and Arcane Wrath a 70% chance not to lose casting time when you take damage: boss area damage and stray trash can't cut a volley short.
- Arcane Geometry 2/2: At 2/2 your Arcane spells reach 6 yards further, so you can stand back from area attacks and still reach the boss.
- Incineration 5/5: At 5/5 Arcane Blast and Fire Blast get 10% more critical strike chance, and Arcane Mind makes those crits hit much harder.
- Precision 3/3: At 3/3 all your spells have a 6% better chance to hit, which matters against bosses above your level. Arcane Focus, the Arcane tree's own hit talent, is gone from the current client, and Precision in the Frost tree's first tier now covers every school.
- Magic Absorption 2/2: At 2/2 all your resistances rise by 10 and spells you fully resist give back 2% of your total mana.
- Arcane Resilience 3/3: At 3/3 you gain Armor equal to 75% of your Intellect, some cover for when a pack turns on you.
- Arcane Shielding 2/2: With both ranks, Mana Shield loses 33% less mana per point of damage and Mage Armor (34) gives 50% more resistance, useful against caster bosses.
- Improved Counterspell 2/2: At 2/2 Counterspell also Silences the target for 4 sec, so a caster mob can't switch to another school.
Arcane Power and Presence of Mind on the pull, then Arcane Blast rank 5 (60), Arcane Missiles rank 8 (56) and Arcane Wrath rank 4 (60). Watch the stacks: four Blasts cost a lot, so drop to two when you're under half mana, and let Missile Barrage and Clearcasting carry the rest. Counterspell with Improved Counterspell stops a caster mob for good, and Fire Blast rank 7 (54) is your instant while moving. Arcane Brilliance (56) for the group, a Mana Ruby (58) and Evocation for the end of long bosses.
Arcane: Arcane PvP at 60 (level 60)
The level 50 PvP build at 60 with 9 more Frost points: the last rank of Precision, Frost Warding for a stronger Ice Armor, and Improved Frost Nova, Permafrost and a point of Frostbite for more control against melee, plus the second rank of Arcane Subtlety. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance and Arcane Blast and Arcane Wrath a 70% chance not to lose casting time when you're hit.
- Missile Barrage 2/2: At 2/2 Arcane Blast has a 40% chance, and Arcane Wrath and Frostbolt a 20% chance, to make your next Arcane Missiles free and fire every 0.5 sec over a channel 50% shorter: a burst that lands before they can react.
- Magic Absorption 2/2: At 2/2 all your resistances rise by 10 and spells you fully resist give back 2% of your total mana.
- Arcane Resilience 3/3: At 3/3 you gain Armor equal to 75% of your Intellect, which softens Rogue and Warrior hits and grows with Arcane Mind.
- Arcane Geometry 2/2: At 2/2 Arcane Blast, Arcane Missiles, Polymorph and Counterspell reach 6 yards further, so you can start a fight, sheep or interrupt from further than they expect.
- Arcane Impact 3/3: At 3/3 your Arcane spells get 6% more critical strike chance, so a stacked Blast or Missiles is more likely to crit in a burst window.
- Arcane Blast 1/1: The spec's core spell, taught by this talent. Rank 3 from the trainer at 40 deals 93 to 109 damage, rank 4 at 50 deals 155 to 181 and rank 5 at 60 deals 218 to 254; each stack still gives you spell damage equal to 12% of your Intellect and raises the next Blast's cost by 100%, up to 4 times.
- Arcane Shielding 2/2: With both ranks, Mana Shield loses 33% less mana per point of damage, a much better trade against Rogues and Warriors, and Mage Armor (34) gives 50% more resistance against casters.
- Improved Counterspell 2/2: At 2/2 Counterspell also Silences the target for 4 sec, so a caster can't just switch to another school.
- Presence of Mind 1/1: Makes your next Mage spell with a casting time under 10 sec instant: an instant Polymorph stops a heal on the spot, or an instant Arcane Blast adds a stack while you move. Arcane Power needs it.
- Arcane Mind 5/5: At 5/5 your Intellect rises by 10% and the critical strike damage bonus of your Arcane spells by 100%, and Arcane Resilience turns some of that Intellect into Armor.
- Arcane Instability 3/3: At 3/3 all your spells deal 3% more damage and get 3% more critical strike chance.
- Arcane Power 1/1: For 15 sec your spells deal 30% more damage and cost 30% more mana. With Presence of Mind it's your kill window: Arcane Power, an instant Blast, another Blast and Missiles.
- Arcane Subtlety 2/2: At 2/2 your target's resistance to all your spells drops by 15, so fewer Blasts, Polymorphs and Frost Novas are resisted.
- Arcane Concentration 5/5: At 5/5 every damage spell that hits has a 10% chance to give you Clearcasting, making your next damage spell cost 100% less mana: a free high-stack Blast in a long fight.
- Arcane Wrath 1/1: Teaches Arcane Wrath, a hard-hitting Arcane bolt with a short cooldown that gains spell damage equal to 5% of your maximum Mana; rank 3 from the trainer at 48 deals 270 to 330 damage. It's a long cast, so open with it or save it for Presence of Mind.
- Frost Warding 2/2: At 2/2 Frost Armor and Ice Armor give 30% more Armor and resistance, and Frost Ward gets a 20% chance to negate a Frost spell and absorbs 20% more. With Precision it opens the Frost tree's second tier.
- Precision 3/3: At 3/3 all your spells have 6% more hit: fewer resisted Polymorphs, Counterspells, Frost Novas and Cones of Cold.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner, so you can freeze and step out more often against melee.
- Permafrost 3/3: At 3/3 your Chill effects last 33% longer and slow by another 10%, so Cone of Cold and Frostbolt keep melee off you longer.
- Frostbite 1/3: One rank gives your Chill effects a 5% chance to Freeze the target for 5 sec, so now and then a Cone of Cold holds a melee player in place.
Burst is the same: Arcane Power, Presence of Mind, instant Blast rank 5 (60), Blast, free Missiles on a Barrage proc, Arcane Wrath rank 4 (60) when you have the time. The Frost points are all defence: Frost Nova back 4 sec sooner and more likely to land, Permafrost's longer slows, and a 30% stronger Ice Armor rank 4 (60) against melee (Mage Armor rank 3 (58) against casters). Polymorph rank 4 (60) holds for up to 50 sec. Counterspell with its 4 sec Silence remains the answer to any healer.
Fire: Fireball leveling (level 20)
A solo Fire build for level 20: Accelerant to take 0.5 sec off Fireball, two ranks of Incineration so Fire Blast crits more often, three ranks of Ignite and Pyroblast to open pulls.
- Accelerant 5/5: At 5/5 Fireball casts 0.5 sec faster, about a sixth of rank 4's cast, so you land more Fireballs before a mob reaches you.
- Incineration 2/5: Two ranks add 4% critical strike chance to Fire Blast and Scorch, so more of your instant hits crit and start an Ignite burn. Improved Fire Blast is now a tier 3 talent and out of reach at 20, so these 2 points go here, and with Accelerant they make the 10 that Pyroblast needs.
- Ignite 3/5: Three ranks make each Fire crit burn the target for another 24% of the spell's damage over 4 sec, and they're the points that open tier 3 for Pyroblast.
- Pyroblast 1/1: Teaches Pyroblast, 95 to 125 damage plus 44 more over 12 sec: a big opener from range while the mob hasn't noticed you. Trainers sell rank 2 at 24, and Heating Up at 25 needs this point.
Open with Pyroblast from max range while the mob hasn't noticed you; its long cast only works before the fight starts. Then cast Fireball, which Accelerant makes 0.5 sec faster, with Fire Blast whenever it's ready. Incineration makes Fire Blast crit more often, and Ignite adds a burn whenever a Fire spell crits. When a mob reaches you, Frost Nova and step back. Drink between pulls: Fire spends mana quickly, and its mana talent, Master of Elements, comes at 25.
Fire: Fire dungeon (level 20)
A level 20 group build: 0.5 sec off Fireball, Ignite at full strength for the long boss fights where crits add up, and a first point in Burning Soul to cut your Fire threat.
- Accelerant 5/5: At 5/5 every Fireball casts 0.5 sec faster, which adds up over a long boss fight, and its 5 points open tier 2.
- Ignite 5/5: At 5/5 each Fire crit burns the target for another 40% of the spell's damage over 4 sec. Crits add up over long boss fights, and Blizzard's notes say Ignite no longer double-dips on percentage damage bonuses.
- Burning Soul 1/3: One rank cuts the threat your Fire spells cause by 10% and gives them a 23% chance not to lose casting time when you're hit. It's the only threat reduction Fire can reach at 20; the level 30 build takes all three ranks (30%).
Let the tank hit a mob a few times, then Fireball it, with Fire Blast whenever it's ready. On packs the tank has gathered, Flamestrike burns everything inside for 8 sec, but only one can be active at a time. Fire causes a lot of threat and Burning Soul's first rank only takes off 10%, so pause if a mob turns toward you. Keep Evocation for long boss fights, and Polymorph a dangerous Humanoid or Beast at the start of big pulls.
Fire: Fire PvP (level 20)
A level 20 PvP build: Impact for a 10% stun chance on every Fire spell, Flame Throwing for range, Incineration so Fire Blast crits more often, a faster Fireball and a first point in Burning Soul against pushback.
- Accelerant 3/5: Three ranks take 0.3 sec off Fireball, so it lands before a melee player closes the gap more often.
- Incineration 2/5: Two ranks add 4% critical strike chance to Fire Blast and Scorch, your instant damage on the move. Improved Fire Blast is now a tier 3 talent, so these 2 points and Accelerant's 3 open tier 2 instead.
- Impact 3/3: At 3/3 every Fire spell has a 10% chance to stun the target for 2 sec: time for another cast or to step away.
- Flame Throwing 2/2: At 2/2 your Fire spells reach 6 yards further, so you can open on a melee player with Fireball or Fire Blast from further away.
- Burning Soul 1/3: One rank gives your Fire spells a 23% chance not to lose casting time when you're hit, the first step to finishing Fireball with a Rogue on you; the level 30 build takes all three ranks (70%).
Start Fireball from max range, which Flame Throwing extends, before they close the gap. Fire Blast is instant, and Incineration makes it crit more often: use it while you move and to finish a runner. Impact's stuns can't be planned, but when one lands on a melee player, step away and start another Fireball. Frost Nova when melee reaches you, then walk or Blink out. Polymorph breaks on any damage, including Fireball's burn, so sheep someone you aren't burning. Pyroblast waits for the level 30 build, where Heating Up makes it fast enough for PvP.
Fire: Heating Up leveling (level 30)
The level 20 leveling build carried to 30: Incineration for Fire Blast crits, full Ignite, Heating Up to speed up Pyroblast after Fire Blasts and crits, Master of Elements for mana back on crits and Blast Wave for mobs that reach you.
- Accelerant 5/5: At 5/5 Fireball casts 0.5 sec faster.
- Improved Fire Blast 2/2: At 2/2 Fire Blast comes back 2 sec sooner and reaches 15 yards further, as far as Fireball, and with Heating Up every Fire Blast that hits speeds up your next Pyroblast.
- Incineration 3/5: Three ranks give Fire Blast and Scorch 6% more critical strike chance, and every crit feeds Ignite, Master of Elements and Heating Up.
- Ignite 5/5: At 5/5 each Fire crit burns the target for another 40% of the spell's damage over 4 sec.
- Pyroblast 1/1: Teaches Pyroblast, and Heating Up needs it. Rank 3 from the trainer at 30 deals 167 to 215 damage plus 76 over 12 sec, a big opener while the mob hasn't noticed you and a strong mid-fight hit once Heating Up shortens its cast.
- Heating Up 1/1: Each non-periodic crit with Fireball, Fire Blast or Scorch cuts the cast time of your next Pyroblast within 20 sec by 25%, stacking up to 3 times, and Fire Blast grants an additional stack every time it deals damage. After a Fire Blast and a crit or two, Pyroblast is quick enough to cast mid-fight, not only as an opener.
- Master of Elements 3/3: At 3/3 your Fire and Frost crits refund 30% of their base mana cost, so crit chance becomes mana too.
- Blast Wave 1/1: Teaches Blast Wave: instant Fire damage (148 to 178) to every enemy around you and a 50% slow for 6 sec, so a mob that reaches you gets hit and left behind.
Open with Pyroblast from range, then Fireball and Fire Blast. Each crit from Fireball, Fire Blast or Scorch gives a Heating Up stack that cuts your next Pyroblast's cast by 25%, and every Fire Blast that hits adds one too, so after a Fire Blast and a crit or two a Pyroblast is a quick, big hit: use it before the 20 sec run out. Incineration makes Fire Blast crit more often and Improved Fire Blast has it ready sooner, which feeds Ignite, Master of Elements and Heating Up at once. When mobs reach you, Blast Wave hits them all and slows them by half; walk away and keep casting, with Frost Nova as the backup.
Fire: Fire dungeon (level 30)
A level 30 group build: Burning Soul's full threat reduction, Improved Scorch so bosses take more Fire damage from you, Heating Up for faster Pyroblasts and a first point in Critical Mass.
- Accelerant 5/5: At 5/5 every Fireball casts 0.5 sec faster.
- Ignite 5/5: At 5/5 each Fire crit burns the target for another 40% of the spell's damage over 4 sec.
- Burning Soul 3/3: At 3/3 your Fire spells cause 30% less threat and have a 70% chance not to lose casting time when you're hit.
- Pyroblast 1/1: Teaches Pyroblast, and Heating Up needs it. Rank 3 from the trainer at 30 deals 167 to 215 damage plus 76 over 12 sec, a big opener while the mob hasn't noticed you and a strong mid-fight hit once Heating Up shortens its cast.
- Improved Flamestrike 1/3: One rank adds 5% crit chance to Flamestrike, so more of your pack damage turns into Ignite burns; it's also the point that opens tier 4.
- Improved Scorch 3/3: At 3/3 every Scorch makes the target vulnerable: all Fire damage you deal to it rises by 3% for 30 sec, stacking up to 5 times. Scorch is learned at 22, and since the 1 October build the vulnerability no longer rolls a second resist check of its own.
- Heating Up 1/1: Fireball, Fire Blast and Scorch crits each cut the cast time of your next Pyroblast within 20 sec by 25%, stacking up to 3 times, and Fire Blast grants an additional stack every time it deals damage; Scorch stacking on a boss often builds one or two.
- Master of Elements 1/3: One rank refunds 10% of a Fire or Frost crit's base mana cost, and it's the point that opens tier 5.
- Critical Mass 1/3: One rank adds 2% crit chance to all your Fire spells, for more Ignites and Heating Up stacks; Combustion at 40 needs all three.
On bosses, Scorch until Improved Scorch reaches 5 stacks, then Fireball, and refresh the stacks with a Scorch before they run out. Crits and Fire Blasts give Heating Up stacks; with two or three, cast Pyroblast. On trash that dies fast, skip Scorch and just Fireball; on packs the tank has gathered, Flamestrike. Burning Soul's 30% threat reduction helps, but Pyroblast and Ignite crits can still pull, so give the tank a head start. Counterspell (24) gives you an interrupt, and a Mana Agate (28) helps in long fights.
Fire: Fire PvP with Blast Wave (level 30)
A level 30 PvP build: Burning Soul at full strength against pushback, Heating Up so Fire Blasts and crits turn Pyroblast into a fast finisher, Master of Elements for mana and Blast Wave as a second escape.
- Accelerant 3/5: Three ranks take 0.3 sec off Fireball, so it lands before a melee player closes the gap more often.
- Incineration 2/5: Two ranks, kept from the level 20 build, give Fire Blast and Scorch 4% more critical strike chance, and every Fire Blast crit adds a Heating Up stack.
- Improved Fire Blast 2/2: At 2/2 Fire Blast comes back 2 sec sooner and reaches 15 yards further, as far as Fireball, and every Fire Blast that hits adds a Heating Up stack.
- Impact 3/3: At 3/3 every Fire spell has a 10% chance to stun the target for 2 sec.
- Flame Throwing 2/2: At 2/2 your Fire spells reach 6 yards further, Fire Blast included.
- Burning Soul 3/3: At 3/3 your Fire spells have a 70% chance not to lose casting time when you're hit, which is what lets Fireball finish with a Rogue on you.
- Pyroblast 1/1: Teaches Pyroblast, and Heating Up needs it. Rank 3 from the trainer at 30 deals 167 to 215 damage plus 76 over 12 sec, a big opener while the mob hasn't noticed you and a strong mid-fight hit once Heating Up shortens its cast.
- Heating Up 1/1: Each Fireball or Fire Blast crit cuts the cast time of your next Pyroblast within 20 sec by 25%, stacking up to 3 times, and Fire Blast grants an additional stack every time it deals damage: after a Fire Blast and a crit it's a fast, heavy hit to finish a target.
- Master of Elements 3/3: At 3/3 crits refund 30% of their base mana cost, so a fight with a few crits leaves you mana for Blink and another escape.
- Blast Wave 1/1: Teaches Blast Wave, instant: it hits everyone around you for 148 to 178 Fire damage and Dazes them, 50% slower for 6 sec. Use it when Frost Nova is on cooldown, then walk away.
Fireball from range, Fire Blast on the move, and watch for Heating Up: every Fire Blast that hits and every Fireball crit stacks it, and with two or three stacks Pyroblast is quick enough to finish a target. Blast Wave is your second escape: hit and slow everyone near you when Frost Nova is on cooldown, then walk out. Burning Soul keeps most hits from delaying your casts, and Impact may stun them on the way back in. Cone of Cold (26) and Counterspell (24) join your kit, and by 30 Rogues have Cheap Shot and Vanish and Warriors have Intercept, so fights get faster.
Fire: Fire leveling with Combustion (level 40)
The level 30 leveling build taken to 40: full Critical Mass and Incineration for more crits, Fire Power for more damage while your burns are ticking, a point of Burning Soul and Combustion at the bottom of the tree. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Accelerant 5/5: At 5/5 Fireball casts 0.5 sec faster, and so does Frostfire Bolt from 40.
- Improved Fire Blast 2/2: At 2/2 Fire Blast comes back 2 sec sooner and reaches 15 yards further, and with Heating Up every Fire Blast that hits speeds up your next Pyroblast.
- Incineration 5/5: At 5/5 Fire Blast and Scorch get 10% more critical strike chance, and every crit feeds Ignite, Master of Elements and Heating Up.
- Ignite 5/5: At 5/5 each Fire crit burns the target for another 40% of the spell's damage over 4 sec.
- Burning Soul 1/3: One rank gives your Fire spells a 23% chance not to lose casting time when you're hit and cuts their threat by 10%; it's also the point that brings Fire to the 30 Combustion needs.
- Pyroblast 1/1: Teaches Pyroblast, and Heating Up needs it. Rank 4 from the trainer at 36 deals 216 to 274 damage plus 100 over 12 sec, and new ranks come every six levels up to rank 8 at 60.
- Heating Up 1/1: Each non-periodic crit with Fireball, Frostfire Bolt, Fire Blast or Scorch cuts the cast time of your next Pyroblast within 20 sec by 25%, stacking up to 3 times, and Fire Blast grants an additional stack every time it deals damage.
- Master of Elements 3/3: At 3/3 your Fire and Frost crits refund 30% of their base mana cost, so crit chance becomes mana too.
- Critical Mass 3/3: At 3/3 your Fire spells get 6% more critical strike chance: more Ignites, more Heating Up stacks and more mana back from Master of Elements. Combustion needs all three.
- Blast Wave 1/1: Teaches Blast Wave: instant Fire damage to every enemy around you and a 50% slow for 6 sec. Rank 2 comes at 36 (193 to 231 damage), then ranks at 44, 52 and 60.
- Fire Power 3/3: At 3/3 your Fire spells deal 3% more damage for each of your Fire effects on the target, up to 12%: Pyroblast's burn, Fireball's burn, Ignite and Improved Scorch's stacks all count. Effects which mix multiple schools of magic do not qualify, so Frostfire Bolt adds nothing here.
- Combustion 1/1: When you activate it, each Fire spell that hits adds 10% critical strike chance to your Fire spells until you've landed 3 non-periodic crits. Use it with Heating Up stacks and a Pyroblast ready; it needs Critical Mass at 3/3 and 30 points in Fire.
Pull with Pyroblast rank 4 (36) from range, then Fireball rank 7 (36) and Fire Blast rank 5 (38) whenever it's ready. With Critical Mass and Incineration full, crits come often enough that Heating Up stacks build quickly; at two or three, cast another Pyroblast before the 20 sec run out. Fire Power adds 3% for each of your Fire effects on the mob, so the Pyroblast burn, Fireball's burn and Ignite all count. Save Combustion for elites and big pulls. Blast Wave rank 2 (36) and Frost Nova rank 3 (40) handle mobs that reach you. Frostfire Bolt (40) gets Accelerant's 0.5 sec, but Fire Power doesn't count it as a Fire effect.
Fire: Fire dungeon with Combustion (level 40)
A level 40 group build: full Critical Mass and Master of Elements, two ranks of Incineration for Scorch crits, Fire Power for more damage while your burns and Scorch stacks are up, and Combustion for boss burns. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Accelerant 5/5: At 5/5 Fireball casts 0.5 sec faster, and so does Frostfire Bolt from 40.
- Incineration 2/5: Two ranks add 4% critical strike chance to Scorch and Fire Blast, so the Scorches that keep Improved Scorch up also give Heating Up stacks and Ignites. Critical Mass now stops at 3 ranks, and these are the 2 points it no longer takes.
- Ignite 5/5: At 5/5 each Fire crit burns the target for another 40% of the spell's damage over 4 sec.
- Burning Soul 3/3: At 3/3 your Fire spells have a 70% chance not to lose casting time when you're hit and cause 30% less threat.
- Improved Flamestrike 1/3: One rank adds 5% crit chance to Flamestrike, so more of your pack damage turns into Ignite burns.
- Pyroblast 1/1: Teaches Pyroblast, and Heating Up needs it. Rank 4 from the trainer at 36 deals 216 to 274 damage plus 100 over 12 sec, and new ranks come every six levels up to rank 8 at 60.
- Improved Scorch 3/3: At 3/3 every Scorch makes the target vulnerable: all Fire damage you deal to it rises by 3% for 30 sec, stacking up to 5 times.
- Heating Up 1/1: Each non-periodic crit with Fireball, Frostfire Bolt, Fire Blast or Scorch cuts the cast time of your next Pyroblast within 20 sec by 25%, stacking up to 3 times, and Fire Blast grants an additional stack every time it deals damage.
- Master of Elements 3/3: At 3/3 your Fire crits refund 30% of their base mana cost, and with Critical Mass and Incineration adding crit chance that's a lot of mana back on a long boss.
- Critical Mass 3/3: At 3/3 your Fire spells get 6% more critical strike chance: more Ignites, more Heating Up stacks and more mana back from Master of Elements. Combustion needs all three.
- Fire Power 3/3: At 3/3 your Fire spells deal 3% more damage for each of your Fire effects on the target, up to 12%: Pyroblast's burn, Fireball's burn, Ignite and Improved Scorch's stacks all count. Effects which mix multiple schools of magic do not qualify, so Frostfire Bolt adds nothing here.
- Combustion 1/1: When you activate it, each Fire spell that hits adds 10% critical strike chance to your Fire spells until you've landed 3 non-periodic crits. On a boss with Improved Scorch at 5 stacks and a Pyroblast ready, it's your biggest window; mind the threat.
On bosses, Scorch rank 4 (40) until Improved Scorch has 5 stacks, then Fireball rank 7 (36), and refresh the stacks with a Scorch before 30 sec. Fire Power counts each of your Fire effects on the boss, so the Scorch stacks, Fireball's and Pyroblast's burns and Ignite all add to it. Crits and Fire Blasts build Heating Up; at two or three stacks, Pyroblast. Combustion once the tank has a solid lead: three quick crits with Ignite behind them. On packs, Flamestrike rank 4 (40). Burning Soul cuts your Fire threat by 30%, but Combustion's crits can still pull, so watch the meter.
Fire: Fire PvP with Combustion (level 40)
A level 40 PvP build: full Critical Mass and Accelerant, Fire Power, a third rank of Incineration and Combustion, on top of Impact, Burning Soul, Heating Up and Blast Wave from the level 30 build. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Accelerant 5/5: At 5/5 Fireball casts 0.5 sec faster, and so does Frostfire Bolt from 40.
- Improved Fire Blast 2/2: At 2/2 Fire Blast comes back 2 sec sooner and reaches 15 yards further, and with Heating Up every Fire Blast that hits speeds up your next Pyroblast.
- Incineration 3/5: Three ranks add 6% crit chance to Fire Blast and Scorch, your instants on the move, and every crit feeds Heating Up.
- Impact 3/3: At 3/3 every Fire spell has a 10% chance to stun the target for 2 sec.
- Flame Throwing 2/2: At 2/2 your Fire spells reach 6 yards further, Fire Blast and Scorch included.
- Burning Soul 3/3: At 3/3 your Fire spells have a 70% chance not to lose casting time when you're hit, which is what lets Fireball finish with a Rogue on you.
- Pyroblast 1/1: Teaches Pyroblast, and Heating Up needs it. Rank 4 from the trainer at 36 deals 216 to 274 damage plus 100 over 12 sec: an opener on a player who hasn't seen you, or a finisher once Heating Up shortens it.
- Heating Up 1/1: Each Fireball, Frostfire Bolt, Fire Blast or Scorch crit cuts the cast time of your next Pyroblast within 20 sec by 25%, stacking up to 3 times, and every Fire Blast that hits adds another: two or three stacks make Pyroblast a fast finisher.
- Master of Elements 3/3: At 3/3 your Fire and Frost crits refund 30% of their base mana cost, so crit chance becomes mana too.
- Critical Mass 3/3: At 3/3 your Fire spells get 6% more critical strike chance: more Ignites, more Heating Up stacks and more mana back from Master of Elements. Combustion needs all three.
- Blast Wave 1/1: Teaches Blast Wave, instant: it hits everyone around you and Dazes them, 50% slower for 6 sec. Use it when Frost Nova is on cooldown, then walk away. Rank 2 comes at 36, rank 3 at 44.
- Fire Power 3/3: At 3/3 your Fire spells deal 3% more damage for each of your Fire effects on the target, up to 12%: Pyroblast's burn, Fireball's burn, Ignite and Improved Scorch's stacks all count. Effects which mix multiple schools of magic do not qualify, so Frostfire Bolt adds nothing here.
- Combustion 1/1: When you activate it, each Fire spell that hits adds 10% critical strike chance to your Fire spells until 3 non-periodic crits have landed: Fire Blast, Scorch and a quick Pyroblast in a row make a kill window.
Fireball from range, Fire Blast whenever it's up, and Pyroblast once Heating Up has two or three stacks. Combustion is your kill button: pop it, then Fire Blast, Scorch and the shortened Pyroblast, and each crit leaves more stacks behind. Blast Wave and Frost Nova are your two escapes; use one, walk away, and keep the other. Impact may stun them on the way back in, and Burning Soul keeps most hits from delaying your casts. Polymorph rank 3 (40) holds a healer for up to 40 sec. By 40 an Arms Warrior can have Mortal Strike and Rogues have Blind (34).
Fire: Fire leveling with Impact (level 50)
The level 40 leveling build at 50: full Burning Soul so hits don't delay your Fireballs, Impact for stuns, Flame Throwing for range and full Improved Flamestrike for Blast Wave and Flamestrike pulls. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Accelerant 5/5: At 5/5 Fireball casts 0.5 sec faster, and so does Frostfire Bolt from 40.
- Improved Fire Blast 2/2: At 2/2 Fire Blast comes back 2 sec sooner and reaches 15 yards further, and with Heating Up every Fire Blast that hits speeds up your next Pyroblast.
- Incineration 5/5: At 5/5 Fire Blast and Scorch get 10% more critical strike chance, and every crit feeds Ignite, Master of Elements and Heating Up.
- Ignite 5/5: At 5/5 each Fire crit burns the target for another 40% of the spell's damage over 4 sec.
- Burning Soul 3/3: At 3/3 your Fire spells have a 70% chance not to lose casting time when you're hit and cause 30% less threat.
- Pyroblast 1/1: Teaches Pyroblast, and Heating Up needs it. Rank 4 from the trainer at 36 deals 216 to 274 damage plus 100 over 12 sec, and new ranks come every six levels up to rank 8 at 60.
- Heating Up 1/1: Each non-periodic crit with Fireball, Frostfire Bolt, Fire Blast or Scorch cuts the cast time of your next Pyroblast within 20 sec by 25%, stacking up to 3 times, and Fire Blast grants an additional stack every time it deals damage.
- Master of Elements 3/3: At 3/3 your Fire and Frost crits refund 30% of their base mana cost, so crit chance becomes mana too.
- Critical Mass 3/3: At 3/3 your Fire spells get 6% more critical strike chance: more Ignites, more Heating Up stacks and more mana back from Master of Elements. Combustion needs all three.
- Blast Wave 1/1: Teaches Blast Wave: instant Fire damage to every enemy around you and a 50% slow for 6 sec. Rank 2 comes at 36 (193 to 231 damage), then ranks at 44, 52 and 60.
- Fire Power 3/3: At 3/3 your Fire spells deal 3% more damage for each of your Fire effects on the target, up to 12%: Pyroblast's burn, Fireball's burn, Ignite and Improved Scorch's stacks all count. Effects which mix multiple schools of magic do not qualify, so Frostfire Bolt adds nothing here.
- Combustion 1/1: When you activate it, each Fire spell that hits adds 10% critical strike chance to your Fire spells until you've landed 3 non-periodic crits. Use it with Heating Up stacks and a Pyroblast ready; it needs Critical Mass at 3/3 and 30 points in Fire.
- Impact 3/3: At 3/3 every Fire spell has a 10% chance to stun the target for 2 sec.
- Flame Throwing 2/2: At 2/2 your Fire spells reach 6 yards further, Fire Blast and Scorch included.
- Improved Flamestrike 3/3: At 3/3 Flamestrike gets 15% more critical strike chance, and every crit spreads an Ignite through the pack.
Single mobs: Pyroblast, Fireball rank 9 (48), Fire Blast rank 6 (46), and a quick Pyroblast once Heating Up has two or three stacks. Flame Throwing's 6 yards let you open from further away, and Impact may stun a mob on the way in. For packs, gather three or four, Flamestrike rank 5 (48) where they'll stand, then Blast Wave rank 3 (44) and Frost Nova when they reach you, and Arcane Explosion rank 5 (46) to finish; Improved Flamestrike crits spread Ignite through them. Burning Soul at 3/3 means a mob hitting you rarely pushes back a cast. Combustion and a Mana Citrine (48) on the big pulls.
Fire: Fire dungeon at 50 (level 50)
The level 40 dungeon build at 50: full Incineration for Scorch and Fire Blast crits, full Improved Flamestrike for packs, Blast Wave, a point in Improved Fire Blast and Precision from the Frost tree for hit. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Accelerant 5/5: At 5/5 Fireball casts 0.5 sec faster, and so does Frostfire Bolt from 40.
- Improved Fire Blast 1/2: One rank brings Fire Blast back 1 sec sooner and adds 8 yards of range; Fire Blast on the move adds Heating Up stacks.
- Incineration 5/5: At 5/5 Scorch and Fire Blast get 10% more critical strike chance, so the Scorches that keep Improved Scorch up also give Heating Up stacks and Ignites.
- Ignite 5/5: At 5/5 each Fire crit burns the target for another 40% of the spell's damage over 4 sec.
- Burning Soul 3/3: At 3/3 your Fire spells have a 70% chance not to lose casting time when you're hit and cause 30% less threat.
- Improved Flamestrike 3/3: At 3/3 Flamestrike gets 15% more critical strike chance, and every crit spreads an Ignite through the pack.
- Pyroblast 1/1: Teaches Pyroblast, and Heating Up needs it. Rank 4 from the trainer at 36 deals 216 to 274 damage plus 100 over 12 sec, and new ranks come every six levels up to rank 8 at 60.
- Improved Scorch 3/3: At 3/3 every Scorch makes the target vulnerable: all Fire damage you deal to it rises by 3% for 30 sec, stacking up to 5 times.
- Heating Up 1/1: Each non-periodic crit with Fireball, Frostfire Bolt, Fire Blast or Scorch cuts the cast time of your next Pyroblast within 20 sec by 25%, stacking up to 3 times, and Fire Blast grants an additional stack every time it deals damage.
- Master of Elements 3/3: At 3/3 your Fire crits refund 30% of their base mana cost, and with Critical Mass and Incineration adding crit chance that's a lot of mana back on a long boss.
- Critical Mass 3/3: At 3/3 your Fire spells get 6% more critical strike chance: more Ignites, more Heating Up stacks and more mana back from Master of Elements. Combustion needs all three.
- Blast Wave 1/1: Teaches Blast Wave: instant Fire damage to every enemy around you and a 50% slow for 6 sec, for trash that leaves the tank. Rank 3 comes at 44 and rank 4 at 52.
- Fire Power 3/3: At 3/3 your Fire spells deal 3% more damage for each of your Fire effects on the target, up to 12%: Pyroblast's burn, Fireball's burn, Ignite and Improved Scorch's stacks all count. Effects which mix multiple schools of magic do not qualify, so Frostfire Bolt adds nothing here.
- Combustion 1/1: When you activate it, each Fire spell that hits adds 10% critical strike chance to your Fire spells until you've landed 3 non-periodic crits. On a boss with Improved Scorch at 5 stacks and a Pyroblast ready, it's your biggest window; mind the threat.
- Precision 3/3: At 3/3 all your spells have a 6% better chance to hit bosses above your level. It's the Frost tree's first tier, and nothing deeper in Fire is left that does as much.
Scorch to 5 Improved Scorch stacks, then Fireball rank 9 (48), with Scorch to refresh; with Incineration those Scorches crit more and feed Heating Up and Ignite. Pyroblast rank 6 (48) on two or three Heating Up stacks, Combustion on the boss once the tank is set. Trash packs: Flamestrike rank 5 (48), with 15% more crit from Improved Flamestrike, then Blast Wave rank 3 (44) on anything that comes back to you. Precision's 6% hit matters most against bosses above your level. A Mana Citrine (48) for long fights.
Fire: Fire PvP with Ignite (level 50)
The level 40 PvP build at 50: full Ignite and Incineration, Improved Fire Ward to reflect Fire spells, and a point in Precision. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Accelerant 5/5: At 5/5 Fireball casts 0.5 sec faster, and so does Frostfire Bolt from 40.
- Improved Fire Blast 2/2: At 2/2 Fire Blast comes back 2 sec sooner and reaches 15 yards further, and with Heating Up every Fire Blast that hits speeds up your next Pyroblast.
- Incineration 5/5: At 5/5 Fire Blast and Scorch get 10% more critical strike chance, and every crit feeds Ignite, Master of Elements and Heating Up.
- Impact 3/3: At 3/3 every Fire spell has a 10% chance to stun the target for 2 sec.
- Flame Throwing 2/2: At 2/2 your Fire spells reach 6 yards further, Fire Blast and Scorch included.
- Burning Soul 3/3: At 3/3 your Fire spells have a 70% chance not to lose casting time when you're hit, which is what lets Fireball finish with a Rogue on you.
- Pyroblast 1/1: Teaches Pyroblast, and Heating Up needs it. Rank 4 from the trainer at 36 deals 216 to 274 damage plus 100 over 12 sec: an opener on a player who hasn't seen you, or a finisher once Heating Up shortens it.
- Heating Up 1/1: Each Fireball, Frostfire Bolt, Fire Blast or Scorch crit cuts the cast time of your next Pyroblast within 20 sec by 25%, stacking up to 3 times, and every Fire Blast that hits adds another: two or three stacks make Pyroblast a fast finisher.
- Master of Elements 3/3: At 3/3 your Fire and Frost crits refund 30% of their base mana cost, so crit chance becomes mana too.
- Critical Mass 3/3: At 3/3 your Fire spells get 6% more critical strike chance: more Ignites, more Heating Up stacks and more mana back from Master of Elements. Combustion needs all three.
- Blast Wave 1/1: Teaches Blast Wave, instant: it hits everyone around you and Dazes them, 50% slower for 6 sec. Use it when Frost Nova is on cooldown, then walk away. Rank 2 comes at 36, rank 3 at 44.
- Fire Power 3/3: At 3/3 your Fire spells deal 3% more damage for each of your Fire effects on the target, up to 12%: Pyroblast's burn, Fireball's burn, Ignite and Improved Scorch's stacks all count. Effects which mix multiple schools of magic do not qualify, so Frostfire Bolt adds nothing here.
- Combustion 1/1: When you activate it, each Fire spell that hits adds 10% critical strike chance to your Fire spells until 3 non-periodic crits have landed: Fire Blast, Scorch and a quick Pyroblast in a row make a kill window.
- Ignite 5/5: At 5/5 each Fire crit burns the target for another 40% of the spell's damage over 4 sec, and Combustion's crits all leave one.
- Improved Fire Ward 2/2: At 2/2 Fire Ward has a 20% chance to reflect Fire spells while it's up: a Fire Mage's Pyroblast, or a Warlock's Immolate.
- Precision 1/3: One rank gives all your spells 2% more hit, so fewer Fire Blasts, Polymorphs and Frost Novas are resisted.
The same loop, with every crit leaving an Ignite: Fire Blast rank 6 (46) and Scorch rank 5 (46) crit more with Incineration, and each feeds Heating Up for a fast Pyroblast rank 6 (48). Combustion turns that into three crits in a row. Fire Ward rank 4 (50) with Improved Fire Ward can reflect a Fire Mage's Pyroblast or a Warlock's Immolate. Blast Wave, Frost Nova and Blink keep melee off you, and Cone of Cold rank 4 (50) slows them when both are down.
Fire: Fire leveling at 60 (level 60)
The level 50 leveling build at 60 with 10 Frost points: Precision for hit, Frost Warding for a sturdier Ice Armor, Improved Frost Nova and Permafrost for more control. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Accelerant 5/5: At 5/5 Fireball casts 0.5 sec faster, and so does Frostfire Bolt from 40.
- Improved Fire Blast 2/2: At 2/2 Fire Blast comes back 2 sec sooner and reaches 15 yards further, and with Heating Up every Fire Blast that hits speeds up your next Pyroblast.
- Incineration 5/5: At 5/5 Fire Blast and Scorch get 10% more critical strike chance, and every crit feeds Ignite, Master of Elements and Heating Up.
- Ignite 5/5: At 5/5 each Fire crit burns the target for another 40% of the spell's damage over 4 sec.
- Burning Soul 3/3: At 3/3 your Fire spells have a 70% chance not to lose casting time when you're hit and cause 30% less threat.
- Pyroblast 1/1: Teaches Pyroblast, and Heating Up needs it. Rank 4 from the trainer at 36 deals 216 to 274 damage plus 100 over 12 sec, and new ranks come every six levels up to rank 8 at 60.
- Heating Up 1/1: Each non-periodic crit with Fireball, Frostfire Bolt, Fire Blast or Scorch cuts the cast time of your next Pyroblast within 20 sec by 25%, stacking up to 3 times, and Fire Blast grants an additional stack every time it deals damage.
- Master of Elements 3/3: At 3/3 your Fire and Frost crits refund 30% of their base mana cost, so crit chance becomes mana too.
- Critical Mass 3/3: At 3/3 your Fire spells get 6% more critical strike chance: more Ignites, more Heating Up stacks and more mana back from Master of Elements. Combustion needs all three.
- Blast Wave 1/1: Teaches Blast Wave: instant Fire damage to every enemy around you and a 50% slow for 6 sec. Rank 2 comes at 36 (193 to 231 damage), then ranks at 44, 52 and 60.
- Fire Power 3/3: At 3/3 your Fire spells deal 3% more damage for each of your Fire effects on the target, up to 12%: Pyroblast's burn, Fireball's burn, Ignite and Improved Scorch's stacks all count. Effects which mix multiple schools of magic do not qualify, so Frostfire Bolt adds nothing here.
- Combustion 1/1: When you activate it, each Fire spell that hits adds 10% critical strike chance to your Fire spells until you've landed 3 non-periodic crits. Use it with Heating Up stacks and a Pyroblast ready; it needs Critical Mass at 3/3 and 30 points in Fire.
- Impact 3/3: At 3/3 every Fire spell has a 10% chance to stun the target for 2 sec.
- Flame Throwing 2/2: At 2/2 your Fire spells reach 6 yards further, Fire Blast and Scorch included.
- Improved Flamestrike 3/3: At 3/3 Flamestrike gets 15% more critical strike chance, and every crit spreads an Ignite through the pack.
- Precision 3/3: At 3/3 all your spells have a 6% better chance to hit, so fewer Fireballs and Pyroblasts are resisted by elites above your level.
- Frost Warding 2/2: At 2/2 Frost Armor and Ice Armor give 30% more Armor and resistance, and Frost Ward absorbs 20% more. With Precision, these points open the Frost tree's second tier.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner, your second escape after Blast Wave.
- Permafrost 3/3: At 3/3 your Chill effects last 33% longer and slow by another 10%: a longer slow from Cone of Cold, and from Frostbolt when you need one.
Pyroblast rank 8 (60) to open, Fireball rank 12 (60), Fire Blast rank 7 (54), and a fast Pyroblast on two or three Heating Up stacks. Combustion on elites. On packs, Flamestrike rank 6 (56), then Blast Wave rank 5 (60) and Frost Nova as they arrive; Improved Frost Nova has the freeze back 4 sec sooner and Permafrost makes Cone of Cold's slow last longer. Precision means fewer resisted Fireballs on mobs above your level. Ice Armor rank 4 (60) with Frost Warding for solo play, or Mage Armor (58) if you'd rather drink less.
Fire: Fire dungeon at 60 with Arcane Concentration (level 60)
The level 50 dungeon build plus 10 Arcane points at 60: Missile Barrage so Fireballs can give free, fast Arcane Missiles, Improved Channeling to protect those volleys, and three ranks of Arcane Concentration for free spells. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Accelerant 5/5: At 5/5 Fireball casts 0.5 sec faster, and so does Frostfire Bolt from 40.
- Improved Fire Blast 1/2: One rank brings Fire Blast back 1 sec sooner and adds 8 yards of range; Fire Blast on the move adds Heating Up stacks.
- Incineration 5/5: At 3/3 Scorch and Fire Blast get 6% more critical strike chance, so the Scorches that keep Improved Scorch up also give Heating Up stacks and Ignites.
- Ignite 5/5: At 5/5 each Fire crit burns the target for another 40% of the spell's damage over 4 sec.
- Burning Soul 3/3: At 3/3 your Fire spells have a 70% chance not to lose casting time when you're hit and cause 30% less threat.
- Improved Flamestrike 3/3: At 3/3 Flamestrike gets 15% more critical strike chance, and every crit spreads an Ignite through the pack.
- Pyroblast 1/1: Teaches Pyroblast, and Heating Up needs it. Rank 4 from the trainer at 36 deals 216 to 274 damage plus 100 over 12 sec, and new ranks come every six levels up to rank 8 at 60.
- Improved Scorch 3/3: At 3/3 every Scorch makes the target vulnerable: all Fire damage you deal to it rises by 3% for 30 sec, stacking up to 5 times.
- Heating Up 1/1: Each non-periodic crit with Fireball, Frostfire Bolt, Fire Blast or Scorch cuts the cast time of your next Pyroblast within 20 sec by 25%, stacking up to 3 times, and Fire Blast grants an additional stack every time it deals damage.
- Master of Elements 3/3: At 3/3 your Fire crits refund 30% of their base mana cost, and with Critical Mass and Incineration adding crit chance that's a lot of mana back on a long boss.
- Critical Mass 3/3: At 3/3 your Fire spells get 6% more critical strike chance: more Ignites, more Heating Up stacks and more mana back from Master of Elements. Combustion needs all three.
- Blast Wave 1/1: Teaches Blast Wave: instant Fire damage to every enemy around you and a 50% slow for 6 sec, for trash that leaves the tank. Rank 3 comes at 44 and rank 4 at 52.
- Fire Power 3/3: At 3/3 your Fire spells deal 3% more damage for each of your Fire effects on the target, up to 12%: Pyroblast's burn, Fireball's burn, Ignite and Improved Scorch's stacks all count. Effects which mix multiple schools of magic do not qualify, so Frostfire Bolt adds nothing here.
- Combustion 1/1: When you activate it, each Fire spell that hits adds 10% critical strike chance to your Fire spells until you've landed 3 non-periodic crits. On a boss with Improved Scorch at 5 stacks and a Pyroblast ready, it's your biggest window; mind the threat.
- Precision 3/3: At 3/3 all your spells have a 6% better chance to hit bosses above your level. It's the Frost tree's first tier, and nothing deeper in Fire is left that does as much.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance not to lose casting time when you take damage, which protects the free volleys from Missile Barrage. Missile Barrage now sits in Arcane's second tier, and these 5 points open it.
- Missile Barrage 2/2: At 2/2 every Fireball and Frostfire Bolt has a 20% chance to make your next Arcane Missiles cost 100% less mana and fire every 0.5 sec over a channel 50% shorter: free damage between Fireballs.
- Arcane Concentration 3/5: Three ranks give a 6% chance of Clearcasting after a damage spell hits, making your next damage spell cost 100% less mana: a free Pyroblast or Flamestrike.
Scorch rank 7 (58) to stack Improved Scorch, then Fireball rank 12 (60), with a Pyroblast rank 8 (60) on two or three Heating Up stacks and Combustion on the boss. A Missile Barrage proc makes your next Arcane Missiles free and twice as fast, and Clearcasting makes a spell free: spend it on Pyroblast or Flamestrike. Flamestrike rank 6 (56) and Blast Wave rank 5 (60) on packs. Fire threat climbs fast with Combustion, so let the tank build a lead. Arcane Brilliance (56) for the group, a Mana Ruby (58) and Evocation for the long bosses.
Fire: Fire PvP at 60 (level 60)
The level 50 PvP build at 60 with 10 more Frost points: full Precision so fewer spells are resisted, Frost Warding for a stronger Ice Armor and Frost Ward, and Improved Frost Nova, Permafrost and a point in Frostbite for more control. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Accelerant 5/5: At 5/5 Fireball casts 0.5 sec faster, and so does Frostfire Bolt from 40.
- Improved Fire Blast 2/2: At 2/2 Fire Blast comes back 2 sec sooner and reaches 15 yards further, and with Heating Up every Fire Blast that hits speeds up your next Pyroblast.
- Incineration 5/5: At 5/5 Fire Blast and Scorch get 10% more critical strike chance, and every crit feeds Ignite, Master of Elements and Heating Up.
- Impact 3/3: At 3/3 every Fire spell has a 10% chance to stun the target for 2 sec.
- Flame Throwing 2/2: At 2/2 your Fire spells reach 6 yards further, Fire Blast and Scorch included.
- Burning Soul 3/3: At 3/3 your Fire spells have a 70% chance not to lose casting time when you're hit, which is what lets Fireball finish with a Rogue on you.
- Pyroblast 1/1: Teaches Pyroblast, and Heating Up needs it. Rank 4 from the trainer at 36 deals 216 to 274 damage plus 100 over 12 sec: an opener on a player who hasn't seen you, or a finisher once Heating Up shortens it.
- Heating Up 1/1: Each Fireball, Frostfire Bolt, Fire Blast or Scorch crit cuts the cast time of your next Pyroblast within 20 sec by 25%, stacking up to 3 times, and every Fire Blast that hits adds another: two or three stacks make Pyroblast a fast finisher.
- Master of Elements 3/3: At 3/3 your Fire and Frost crits refund 30% of their base mana cost, so crit chance becomes mana too.
- Critical Mass 3/3: At 3/3 your Fire spells get 6% more critical strike chance: more Ignites, more Heating Up stacks and more mana back from Master of Elements. Combustion needs all three.
- Blast Wave 1/1: Teaches Blast Wave, instant: it hits everyone around you and Dazes them, 50% slower for 6 sec. Use it when Frost Nova is on cooldown, then walk away. Rank 2 comes at 36, rank 3 at 44.
- Fire Power 3/3: At 3/3 your Fire spells deal 3% more damage for each of your Fire effects on the target, up to 12%: Pyroblast's burn, Fireball's burn, Ignite and Improved Scorch's stacks all count. Effects which mix multiple schools of magic do not qualify, so Frostfire Bolt adds nothing here.
- Combustion 1/1: When you activate it, each Fire spell that hits adds 10% critical strike chance to your Fire spells until 3 non-periodic crits have landed: Fire Blast, Scorch and a quick Pyroblast in a row make a kill window.
- Ignite 5/5: At 5/5 each Fire crit burns the target for another 40% of the spell's damage over 4 sec, and Combustion's crits all leave one.
- Improved Fire Ward 2/2: At 2/2 Fire Ward has a 20% chance to reflect Fire spells while it's up: a Fire Mage's Pyroblast, or a Warlock's Immolate.
- Precision 3/3: At 3/3 all your spells have 6% more hit, so fewer Fire Blasts, Pyroblasts, Polymorphs and Frost Novas are resisted.
- Frost Warding 2/2: At 2/2 Frost Armor and Ice Armor give 30% more Armor and resistance, and Frost Ward gets a 20% chance to negate a Frost spell and absorbs 20% more.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner, so you have it between every Blast Wave.
- Permafrost 3/3: At 3/3 your Chill effects last 33% longer and slow by another 10%, so Cone of Cold and Frostbolt keep a melee player off you for longer.
- Frostbite 1/3: One rank gives your Chill effects a 5% chance to Freeze the target for 5 sec, the last point after the rest of the build.
Fireball rank 12 (60) and Fire Blast rank 7 (54) for pressure, Pyroblast rank 8 (60) on Heating Up stacks, Combustion when the target is low or their healer is sheeped. Frost Nova now comes back 4 sec sooner, and Permafrost makes Cone of Cold's slow last longer, so with Blast Wave you have three ways to keep melee off you. Ice Armor rank 4 (60) with Frost Warding against melee, Frost Ward or Fire Ward against casters. Polymorph rank 4 (60) holds a healer for up to 50 sec.
Frost: Frostbolt and Ice Lance leveling (level 20)
A solo Frost build for level 20: 0.5 sec off Frostbolt, Improved Frost Nova so your freeze comes back 4 sec sooner, Frostbite for surprise freezes, and the Ice Lance talent to punish every one of them.
- Improved Frostbolt 5/5: At 5/5 Frostbolt casts 0.5 sec faster, so you land more slowed Frostbolts before a mob reaches you. Its 5 points also open tier 2.
- Improved Frost Nova 2/2: At 2/2 Frost Nova's cooldown is 4 sec shorter, so you can freeze and Ice Lance more mobs, and the Nova is back sooner when a second mob arrives.
- Frostbite 3/3: At 3/3 your Chill effects have a 15% chance to Freeze the target for 5 sec, and every freeze is a chance for a big Ice Lance. The client doesn't list which slows count as Chill effects (Improved Blizzard's tooltip calls its slow one), so whether Frostbolt's slow triggers it still has to be confirmed in play.
- Ice Lance 1/1: Teaches Ice Lance, a talent in Forever: an instant Frost spell that deals 300% increased damage to Frozen targets, the payoff for Frost Nova and Frostbite. Trainers sell rank 2 at 28.
Pull with Frostbolt from range; its 40% slow means you land several casts before the mob arrives. When it reaches you, Frost Nova it and throw Ice Lance while it's Frozen: it's instant and deals 300% more damage. Damage can break the freeze, so throw the Lances right away, or walk out and go back to Frostbolt. If Frostbite freezes a mob, that's a free Ice Lance window too. Finish a nearly dead mob with Fire Blast or your wand. Cold Snap is a level 30 talent in Forever, so at 20 your only help with Frost Nova's cooldown is Improved Frost Nova.
Frost: Frost dungeon (level 20)
A level 20 group build: 0.5 sec off Frostbolt, 6% more hit with all your spells for bosses above your level, 2 points of Ice Shards for harder Frost crits, and the Ice Lance talent for Frozen mobs.
- Improved Frostbolt 5/5: At 5/5 Frostbolt, your main spell in dungeons, casts 0.5 sec faster.
- Precision 3/3: At 3/3 all your spells have a 6% better chance to hit. Dungeon bosses are often above your level, and a missed Frostbolt is a whole cast lost.
- Ice Shards 2/5: Improved Frostbolt and Precision give tier 1 only 8 points, and Ice Lance needs 10, so the last 2 go into Ice Shards: the critical strike damage bonus of your Frost spells goes up by 40%. It's the one tier 2 talent that adds damage. Your crit chance is still low at 20, so the gain is small, and the level 30 build adds more once Shatter is in.
- Ice Lance 1/1: Teaches Ice Lance, a talent in Forever: 300% increased damage to Frozen targets, for a loose mob you've held with Frost Nova. Trainers sell rank 2 at 28.
Frostbolt the tank's target once the tank has it; its slow keeps a mob that turns toward you or the healer from getting there quickly. Blizzard is expensive at rank 1 (320 mana), so save it for real packs the tank is holding. If a mob gets loose, Frost Nova it where it stands; Ice Lance deals 300% more damage while it's Frozen, so finish it if it's nearly dead, or leave it for the tank. This build has no threat reduction (Frost Channeling comes in the level 30 build), so start a little after the tank.
Frost: Frost PvP (level 20)
A level 20 PvP build: Frost Warding for a sturdier Frost Armor, Improved Frost Nova so your freeze comes back 4 sec sooner, Frostbite for surprise freezes and Ice Lance to punish every freeze.
- Improved Frostbolt 3/5: Three ranks take 0.3 sec off Frostbolt, so it lands more often between a melee player's attacks.
- Frost Warding 2/2: At 2/2 Frost Armor gives 30% more Armor, which helps against Rogues and Warriors, and Frost Ward (22) gets a 20% chance to negate the warded damage spell and absorbs 20% more.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner: it's your main answer to melee and your Ice Lance setup.
- Frostbite 3/3: At 3/3 your Chill effects have a 15% chance to Freeze the target for 5 sec. Treat a freeze as a free Ice Lance window rather than something to plan around, since the client doesn't say which slows count as Chills.
- Ice Lance 1/1: Teaches Ice Lance: instant, and 300% increased damage to Frozen targets, so two or three Lances while Frost Nova holds a player take a big chunk of health.
Keep Frostbolt's slow on melee players and Frost Nova them when they reach you; while they're Frozen, throw Ice Lance for 300% more damage, then step out. Damage may break the freeze early, so Lance first and walk away after. Blink frees you from stuns and immobilizes, and Mana Shield soaks physical hits while you get away. Frost Warding makes Frost Armor sturdier, and Frost Armor's slow on attackers helps too. Cold Snap and Ice Block wait for the level 30 build.
Frost: Frost leveling with Shatter (level 30)
The level 20 leveling build carried to 30: Frost Channeling for cheaper Frost spells, Improved Blizzard so Blizzard counts as a Chill, Shatter so Ice Lance on a Frozen mob usually crits, Ice Block for emergencies, and Fingers of Frost for Ice Lances without a freeze.
- Improved Frostbolt 5/5: At 5/5 Frostbolt casts 0.5 sec faster.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner, so more mobs get frozen and Ice Lanced.
- Frostbite 3/3: At 3/3 your Chill effects have a 15% chance to Freeze the target for 5 sec, and every freeze is a chance for a big Ice Lance. The client doesn't list which slows count as Chill effects (Improved Blizzard's tooltip calls its slow one), so whether Frostbolt's slow triggers it still has to be confirmed in play.
- Ice Lance 1/1: Teaches Ice Lance, your payoff for every freeze, and Fingers of Frost needs it. Rank 2 from the trainer at 28 deals 33 to 39 damage, still 300% more against Frozen targets.
- Frost Channeling 3/3: At 3/3 your Frost spells cost 15% less mana and cause 30% less threat, so you can Frostbolt and Blizzard longer between drinks.
- Improved Blizzard 1/3: One rank adds a Chill effect to Blizzard that slows mobs inside it by 15% for 1.5 sec, and it's the point that opens tier 4. The tooltip calls that slow a Chill, so Blizzard on a pack can set off Frostbite and Fingers of Frost.
- Shatter 3/3: At 3/3 all your spells get 50% more critical strike chance against Frozen targets, so an Ice Lance after Frost Nova or Frostbite usually crits.
- Ice Block 1/1: Teaches Ice Block: 10 sec of immunity to all attacks and spells when a pull goes wrong, though you can't move or cast inside it.
- Arctic Reach 1/2: One rank extends Frostbolt's and Blizzard's range and Frost Nova's and Cone of Cold's radius by 10%, and it fills tier 4.
- Fingers of Frost 1/2: Your Chill effects get a 15% chance to grant Fingers of Frost, which makes your next spell treat the target as Frozen for 15 sec: an Ice Lance with its Frozen bonus and Shatter's crit without a freeze. Like Frostbite, it depends on which slows count as Chills; Improved Blizzard's does.
Frostbolt from range, Frost Nova when a mob arrives, then Ice Lance while it's Frozen; with Shatter it usually crits. A Fingers of Frost proc does the same without a freeze, so throw an Ice Lance when you see it. Frost Channeling makes every Frost spell 15% cheaper, which matters most for Blizzard rank 2 (28) on packs, where Improved Blizzard's Chill gives Frostbite and Fingers of Frost a chance to proc, and Cone of Cold (26) hits and slows everything in front of you. Ice Block is your emergency: 10 sec of immunity when a pull goes wrong. Ice Armor (30) replaces Frost Armor.
Frost: Frost dungeon (level 30)
A level 30 group build: full Precision for hit, Ice Shards for harder Frost crits, Frost Channeling for cheaper Frost spells and less threat, and Shatter with Fingers of Frost so Ice Lance lands as if the target were Frozen.
- Improved Frostbolt 5/5: At 5/5 Frostbolt casts 0.5 sec faster.
- Precision 3/3: At 3/3 all your spells have a 6% better chance to hit bosses above your level.
- Ice Shards 4/5: At 4/5 the critical strike damage bonus of your Frost spells goes up by 80%. Shatter makes an Ice Lance on a Fingers of Frost proc a likely crit, and Ice Shards makes that crit hit harder. Precision's 3 ranks leave tier 1 at 8 points, so these 4 also carry the build to the 10 Ice Lance needs and on to tiers 4 and 5.
- Ice Lance 1/1: Teaches Ice Lance, which Fingers of Frost needs. Rank 2 from the trainer at 28 deals 33 to 39 damage, and 300% more to Frozen targets.
- Frost Channeling 3/3: At 3/3 your Frost spells cost 15% less mana and cause 30% less threat.
- Improved Blizzard 1/3: One rank adds a Chill effect to Blizzard that slows mobs inside it by 15% for 1.5 sec. Fingers of Frost procs from Chill effects, and the client only calls this slow a Chill: Frostbolt's and Cone of Cold's tooltips don't say, so without it the proc might never come. With it, Blizzard on a pack the tank holds can give you a Fingers of Frost proc.
- Shatter 3/3: At 3/3 all your spells get 50% more critical strike chance against Frozen targets; in a dungeon that's mostly Fingers of Frost procs and loose mobs held by Frost Nova.
- Fingers of Frost 1/2: Your Chill effects get a 15% chance to make your next spell treat the target as Frozen for 15 sec; throw Ice Lance on the proc between Frostbolts.
Frostbolt is still your main spell, now 15% cheaper with Frost Channeling. When Fingers of Frost procs, throw an Ice Lance: the target counts as Frozen, so the Lance gets its 300% bonus and Shatter's crit, and Ice Shards makes the crit hit harder. Blizzard rank 2 (28) on packs the tank holds, where Improved Blizzard's Chill can give you that proc, Cone of Cold (26) on mobs that reach you, and Counterspell (24) for casters. Frost Channeling cuts your Frost threat by 30%, but a Blizzard on a fresh pack can still pull, so let the tank gather it first.
Frost: Frost PvP with Ice Block (level 30)
A level 30 PvP build: Shatter so Ice Lance crits on Frozen players, Ice Shards so those crits hit harder, Ice Block for 10 sec of immunity, Cold Snap to reset Frost Nova and Ice Block, and Arctic Reach for a wider Frost Nova.
- Improved Frostbolt 4/5: Four ranks take 0.4 sec off Frostbolt.
- Frost Warding 2/2: At 2/2 Frost Armor and Ice Armor give 30% more Armor and resistance, and Frost Ward gets a 20% chance to negate the warded damage spell and absorbs 20% more.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner.
- Frostbite 3/3: At 3/3 your Chill effects have a 15% chance to Freeze the target for 5 sec, a free Ice Lance window when it happens.
- Ice Shards 3/5: At 3/5 the critical strike damage bonus of your Frost spells goes up by 60%. Shatter makes Frost Nova into Ice Lance a likely crit, and Ice Shards makes that crit hit harder. These 3 points also bring tiers 1 to 3 to the 15 points that Shatter, Ice Block and Arctic Reach need.
- Ice Lance 1/1: Teaches Ice Lance: instant, and 300% more damage to Frozen targets. Rank 2 from the trainer at 28 deals 33 to 39 damage.
- Shatter 3/3: At 3/3 all your spells get 50% more critical strike chance against Frozen targets, so Frost Nova into Ice Lance becomes a likely crit.
- Ice Block 1/1: Teaches Ice Block: 10 sec immune to all attacks and spells. Wait out a stun combo or a burst, then Frost Nova as it ends.
- Arctic Reach 1/2: One rank grows Frost Nova's and Cone of Cold's radius and Frostbolt's range by 10%, so the Nova catches players at the edge of melee.
- Cold Snap 1/1: Finishes the remaining cooldown on all your other Frost spells: a second Frost Nova, Cone of Cold or Ice Block in the same fight. Ice Barrier at 40 needs it.
Frost Nova, Ice Lance while they're Frozen, step out, Frostbolt; with Shatter the Lances usually crit, and Ice Shards makes the crits bigger. When they break free and Frost Nova is on cooldown, Cone of Cold (26) slows everyone in front of you, and Cold Snap gives you a second Nova. Ice Block is 10 sec of immunity: use it inside a stun combo or a burst, then Nova as it ends; Cold Snap also resets Ice Block. Counterspell (24) locks a healer's school. By 30 Rogues have Cheap Shot, Vanish and Kidney Shot and Warriors have Intercept, so fights get faster.
Frost: Frost leveling with Ice Barrier (level 40)
The level 30 leveling build taken to 40: full Ice Shards so Shattered Ice Lances hit harder, Improved Cone of Cold, the second rank of Fingers of Frost and Cold Snap, which leads to Ice Barrier at the bottom of the tree. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Improved Frostbolt 5/5: At 5/5 Frostbolt casts 0.5 sec faster.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner, so more mobs get frozen and Ice Lanced.
- Frostbite 3/3: At 3/3 your Chill effects have a 15% chance to Freeze the target for 5 sec, and every freeze is a chance for a big Ice Lance. The client doesn't list which slows count as Chill effects (Improved Blizzard's tooltip calls its slow one), so whether Frostbolt's slow triggers it still has to be confirmed in play.
- Ice Shards 5/5: At 5/5 the critical strike damage bonus of your Frost spells goes up by 100%, so the Ice Lances that Shatter turns into crits hit much harder.
- Ice Lance 1/1: Teaches Ice Lance, your payoff for every freeze, and Fingers of Frost needs it. Rank 3 from the trainer at 34 deals 41 to 49 damage and rank 4 at 42 deals 72 to 86, still 300% more against Frozen targets.
- Frost Channeling 3/3: At 3/3 your Frost spells cost 15% less mana and cause 30% less threat, which matters more as each new rank of Blizzard and Cone of Cold costs more.
- Improved Blizzard 1/3: One rank adds a Chill effect to Blizzard that slows mobs inside it by 15% for 1.5 sec. The tooltip calls that slow a Chill, so Blizzard on a pack can set off Frostbite and Fingers of Frost.
- Arctic Reach 1/2: One rank extends Frostbolt's and Blizzard's range and Frost Nova's and Cone of Cold's radius by 10%.
- Ice Block 1/1: Teaches Ice Block: 10 sec of immunity to all attacks and spells when a pull goes wrong, though you can't move or cast inside it.
- Shatter 3/3: At 3/3 all your spells get 50% more critical strike chance against Frozen targets, so an Ice Lance after Frost Nova, Frostbite or Fingers of Frost usually crits.
- Improved Cone of Cold 2/3: Two ranks make Cone of Cold deal 23% more damage; it's your instant hit on a pack as it reaches you.
- Cold Snap 1/1: Finishes the remaining cooldown on all your other Frost spells: a second Frost Nova, Cone of Cold or Ice Block in the same fight. Ice Barrier needs it.
- Fingers of Frost 2/2: At 2/2 a proc treats your next 2 spells as if the target were Frozen for 15 sec, so one proc gives you two Ice Lances with their Frozen bonus and Shatter's crit. It still comes from Chill effects, and Improved Blizzard's slow is the one the client confirms.
- Ice Barrier 1/1: Teaches Ice Barrier: a shield that absorbs damage, raises your Frost damage by 15% for 1 min and by another 5% while it holds, and stops hits from delaying your casts. It needs Cold Snap and 30 points in Frost. Rank 2 comes at 46, rank 3 at 52 and rank 4 at 58.
Cast Ice Barrier before a pull: it soaks hits, boosts your Frost damage and keeps your casts from being pushed back, and it's ready again after 30 sec, so you can have it up for most fights. Then Frostbolt from range, Frost Nova when the mob arrives and Ice Lance while it's Frozen; with Shatter it usually crits, and Ice Shards makes the crit much bigger. A Fingers of Frost proc now gives you two Ice Lances. On packs, Blizzard rank 3 (36) with Improved Blizzard's Chill, then Frost Nova and Cone of Cold rank 2 (34) as they reach you. Frost Nova rank 3 and Ice Armor rank 2 come at 40; Mage Armor (34) is the one to wear if you'd rather drink less than soak hits. Frostfire Bolt (40) is checked against the lower of a mob's Frost and Fire resistance, so it's the spell for mobs that shrug off Frostbolt, though Improved Frostbolt doesn't speed it up.
Frost: Frost dungeon with Ice Barrier (level 40)
A level 40 group build: full Ice Shards, Arctic Reach for range, Fingers of Frost at 2/2 for two Ice Lances per proc, and Ice Barrier, which here is mostly a damage buff. Winter's Chill fills the points Ice Barrier needs. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Improved Frostbolt 5/5: At 5/5 Frostbolt casts 0.5 sec faster.
- Precision 3/3: At 3/3 all your spells have a 6% better chance to hit bosses above your level.
- Ice Shards 5/5: At 5/5 the critical strike damage bonus of your Frost spells goes up by 100%, so the Ice Lances that Shatter turns into crits hit much harder.
- Ice Lance 1/1: Teaches Ice Lance, your payoff for every freeze, and Fingers of Frost needs it. Rank 3 from the trainer at 34 deals 41 to 49 damage and rank 4 at 42 deals 72 to 86, still 300% more against Frozen targets.
- Frost Channeling 3/3: At 3/3 your Frost spells cost 15% less mana and cause 30% less threat, which matters more as each new rank of Blizzard and Cone of Cold costs more.
- Improved Blizzard 1/3: One rank adds a Chill effect to Blizzard that slows mobs inside it by 15% for 1.5 sec. Fingers of Frost procs from Chill effects, and the client only calls this slow a Chill, so Blizzard on a pack the tank holds is your surest way to get a proc.
- Arctic Reach 2/2: At 2/2 Frostbolt and Blizzard reach 20% further, so you can stand back with the healer and still reach the boss and the pack.
- Shatter 3/3: At 3/3 all your spells get 50% more critical strike chance against Frozen targets; in a dungeon that's mostly Fingers of Frost procs and loose mobs held by Frost Nova.
- Cold Snap 1/1: Finishes the remaining cooldown on your other Frost spells, so a second Frost Nova or Ice Barrier when a pull goes wrong. Ice Barrier needs it.
- Fingers of Frost 2/2: At 2/2 a proc treats your next 2 spells as if the target were Frozen for 15 sec: two Ice Lances with their Frozen bonus and Shatter's crit, thrown between Frostbolts.
- Winter's Chill 4/5: At 4/5 Frostbolt and Ice Lances on a Fingers of Frost proc have an 80% chance to apply Winter's Chill: each stack makes the target take 20% more damage from your next Cone of Cold and gives that Cone another 7% of your spell damage, up to 5 stacks. It mostly pays off on trash you Cone, and these 4 points are what bring Frost to the 30 that Ice Barrier needs.
- Ice Barrier 1/1: Teaches Ice Barrier, which is a damage talent here: it raises your Frost damage by 15% for 1 min and by another 5% while the shield holds, and stops hits from delaying your Frostbolts. Cast it between pulls; it needs Cold Snap and 30 points in Frost.
Ice Barrier between pulls: while it holds, your Frost damage is 6% higher and the tank's misses can't push back your Frostbolts. Frostbolt rank 7 (38) is still your main spell, 15% cheaper with Frost Channeling. On a Fingers of Frost proc, throw two Ice Lances: the target counts as Frozen, so both get the Frozen bonus and Shatter's crit. On packs the tank holds, Blizzard rank 3 (36), whose Chill is the surest way to get a proc, and Cone of Cold rank 2 (34) on trash in front of you, harder with Winter's Chill stacks. Counterspell casters. Frost Channeling cuts your Frost threat by 30%, but let the tank gather a fresh pack before your first Blizzard.
Frost: Frost PvP with Ice Barrier (level 40)
A level 40 PvP build: Ice Barrier on top of Ice Block and Cold Snap, Permafrost for longer and stronger slows, full Ice Shards for bigger Shatter crits and Fingers of Frost for Ice Lances without a freeze. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Frost Warding 2/2: At 2/2 Frost Armor and Ice Armor give 30% more Armor and resistance, Frost Ward gets a 20% chance to negate the warded damage spell, and Ice Barrier and Frost Ward absorb 20% more.
- Improved Frostbolt 5/5: At 5/5 Frostbolt casts 0.5 sec faster, so it lands more often between a melee player's attacks.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner, so more mobs get frozen and Ice Lanced.
- Frostbite 3/3: At 3/3 your Chill effects have a 15% chance to Freeze the target for 5 sec, a free Ice Lance window when it happens.
- Ice Shards 5/5: At 5/5 the critical strike damage bonus of your Frost spells goes up by 100%. Shatter makes Frost Nova into Ice Lance a likely crit, and this makes the crit hit much harder.
- Permafrost 3/3: At 3/3 your Chill effects last 33% longer and slow the target by another 10%, so a Frostbolted mob or player takes longer to reach you.
- Ice Lance 1/1: Teaches Ice Lance: instant, and 300% more damage to Frozen targets. Rank 3 from the trainer at 34 deals 41 to 49 damage and rank 4 at 42 deals 72 to 86.
- Arctic Reach 2/2: At 2/2 Frost Nova and Cone of Cold cover a 20% wider radius and Frostbolt reaches 20% further, so the Nova catches players at the edge of melee.
- Ice Block 1/1: Teaches Ice Block: 10 sec immune to all attacks and spells. Wait out a stun combo or a burst, then Frost Nova as it ends.
- Shatter 3/3: At 3/3 all your spells get 50% more critical strike chance against Frozen targets, so Frost Nova into Ice Lance becomes a likely crit.
- Cold Snap 1/1: Finishes the remaining cooldown on all your other Frost spells: a second Frost Nova, Cone of Cold, Ice Block or Ice Barrier in the same fight, and Ice Barrier needs it.
- Fingers of Frost 2/2: At 2/2 a proc treats your next 2 spells as if the target were Frozen for 15 sec: two Ice Lances with the Frozen bonus and Shatter's crit, even on a player who isn't frozen.
- Ice Barrier 1/1: Teaches Ice Barrier: a shield that absorbs damage and stops hits from delaying your casts while it holds, so you can finish a Frostbolt with a Rogue on you. It also raises your Frost damage by 15% for 1 min. Rank 2 comes at 46, rank 3 at 52 and rank 4 at 58.
Ice Barrier before you engage and again whenever it's back: it soaks the opening hits and keeps your casts from being pushed back. Frost Nova, two or three Ice Lances while they're Frozen, step out, Frostbolt; Permafrost makes each slow last longer and bite harder. A Fingers of Frost proc gives two Ice Lances that count as if the target were Frozen. When they break free and Nova is down, Cone of Cold, then Cold Snap for a second Nova and a second Ice Barrier. Ice Block is 10 sec of immunity for a stun combo or a burst. Polymorph rank 3 (40) holds a healer for up to 40 sec. By 40 an Arms Warrior can have Mortal Strike and Rogues have Blind (34), so save Blink for after a stun.
Frost: Frost leveling with Permafrost (level 50)
The level 40 leveling build at 50: Permafrost for longer, stronger slows, full Improved Blizzard so a pack in your Blizzard is slowed by 40%, Precision for hit and the last ranks of Arctic Reach and Improved Cone of Cold. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Improved Frostbolt 5/5: At 5/5 Frostbolt casts 0.5 sec faster.
- Precision 3/3: At 3/3 all your spells have a 6% better chance to hit, which counts for more against elites and bosses above your level.
- Ice Shards 5/5: At 5/5 the critical strike damage bonus of your Frost spells goes up by 100%, so the Ice Lances that Shatter turns into crits hit much harder.
- Frostbite 3/3: At 3/3 your Chill effects have a 15% chance to Freeze the target for 5 sec, and every freeze is a chance for a big Ice Lance. The client doesn't list which slows count as Chill effects (Improved Blizzard's tooltip calls its slow one), so whether Frostbolt's slow triggers it still has to be confirmed in play.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner, so more mobs get frozen and Ice Lanced.
- Permafrost 3/3: At 3/3 your Chill effects last 33% longer and slow the target by another 10%, so a Frostbolted mob or player takes longer to reach you.
- Frost Channeling 3/3: At 3/3 your Frost spells cost 15% less mana and cause 30% less threat, which matters more as each new rank of Blizzard and Cone of Cold costs more.
- Improved Blizzard 3/3: At 3/3 Blizzard's Chill slows mobs inside it by 40% for 1.5 sec, so a pack you kite through it barely moves, and each tick is another chance for Frostbite and Fingers of Frost.
- Ice Lance 1/1: Teaches Ice Lance, your payoff for every freeze, and Fingers of Frost needs it. Rank 3 from the trainer at 34 deals 41 to 49 damage and rank 4 at 42 deals 72 to 86, still 300% more against Frozen targets.
- Arctic Reach 2/2: At 2/2 Frostbolt, Ice Lance and Blizzard reach 20% further, and Frost Nova and Cone of Cold cover a 20% wider radius.
- Ice Block 1/1: Teaches Ice Block: 10 sec of immunity to all attacks and spells when a pull goes wrong, though you can't move or cast inside it.
- Shatter 3/3: At 3/3 all your spells get 50% more critical strike chance against Frozen targets, so an Ice Lance after Frost Nova, Frostbite or Fingers of Frost usually crits.
- Improved Cone of Cold 3/3: At 3/3 Cone of Cold deals 35% more damage.
- Cold Snap 1/1: Finishes the remaining cooldown on all your other Frost spells: a second Frost Nova, Cone of Cold or Ice Block in the same fight. Ice Barrier needs it.
- Fingers of Frost 2/2: At 2/2 a proc treats your next 2 spells as if the target were Frozen for 15 sec, so one proc gives you two Ice Lances with their Frozen bonus and Shatter's crit. It still comes from Chill effects, and Improved Blizzard's slow is the one the client confirms.
- Ice Barrier 1/1: Teaches Ice Barrier: a shield that absorbs damage, raises your Frost damage by 15% for 1 min and by another 5% while it holds, and stops hits from delaying your casts. It needs Cold Snap and 30 points in Frost. Rank 2 comes at 46, rank 3 at 52 and rank 4 at 58.
The rhythm is the same: Ice Barrier up, Frostbolt, Frost Nova, Ice Lance on the Frozen mob. Permafrost makes every Chill last 33% longer and slow harder, so a single mob often dies before it reaches you. For packs, pull several, drop Blizzard rank 4 (44) on them and walk backwards through it: full Improved Blizzard holds them at 40% speed, Frostbite and Fingers of Frost proc off the ticks, and Frost Nova plus Cone of Cold rank 4 (50) finish them. Frostbolt rank 9 (50) and Ice Lance rank 5 (48) keep single kills quick. Mana Citrine (48) and Evocation cover the big pulls, and Cold Snap gives you a second Nova and Ice Block when a pull goes badly.
Frost: Frost dungeon at 50 (level 50)
The level 40 dungeon build at 50: full Winter's Chill and Improved Cone of Cold for trash, full Improved Blizzard so loose mobs crawl, Improved Frost Nova for the healer's sake and Frost Warding for a stronger Ice Barrier. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Frost Warding 2/2: At 2/2 Ice Barrier absorbs 20% more, so the shield, and the extra Frost damage that lasts while it holds, survives longer; Ice Armor gets 30% more Armor too.
- Improved Frostbolt 5/5: At 5/5 Frostbolt casts 0.5 sec faster.
- Precision 3/3: At 3/3 all your spells have a 6% better chance to hit bosses above your level.
- Ice Shards 5/5: At 5/5 the critical strike damage bonus of your Frost spells goes up by 100%, so the Ice Lances that Shatter turns into crits hit much harder.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner, your answer to a mob that turns on the healer.
- Ice Lance 1/1: Teaches Ice Lance, your payoff for every freeze, and Fingers of Frost needs it. Rank 3 from the trainer at 34 deals 41 to 49 damage and rank 4 at 42 deals 72 to 86, still 300% more against Frozen targets.
- Frost Channeling 3/3: At 3/3 your Frost spells cost 15% less mana and cause 30% less threat, which matters more as each new rank of Blizzard and Cone of Cold costs more.
- Improved Blizzard 3/3: At 3/3 Blizzard's Chill slows a pack by 40% for 1.5 sec each tick, so mobs that break off the tank crawl towards the healer, and each tick is another chance for Fingers of Frost.
- Arctic Reach 2/2: At 2/2 Frostbolt and Blizzard reach 20% further, so you can stand back with the healer and still reach the boss and the pack.
- Shatter 3/3: At 3/3 all your spells get 50% more critical strike chance against Frozen targets; in a dungeon that's mostly Fingers of Frost procs and loose mobs held by Frost Nova.
- Improved Cone of Cold 3/3: At 3/3 Cone of Cold deals 35% more damage, and with Winter's Chill stacks it's a big instant hit on trash in front of you.
- Cold Snap 1/1: Finishes the remaining cooldown on your other Frost spells, so a second Frost Nova or Ice Barrier when a pull goes wrong. Ice Barrier needs it.
- Fingers of Frost 2/2: At 2/2 a proc treats your next 2 spells as if the target were Frozen for 15 sec: two Ice Lances with their Frozen bonus and Shatter's crit, thrown between Frostbolts.
- Winter's Chill 5/5: At 5/5 every Frostbolt, and every Ice Lance on a Fingers of Frost proc, applies Winter's Chill: each stack makes the target take 20% more damage from your next Cone of Cold and gives that Cone another 7% of your spell damage, up to 5 stacks. A few Frostbolts on a mob, then Cone of Cold as it arrives.
- Ice Barrier 1/1: Teaches Ice Barrier, which is a damage talent here: it raises your Frost damage by 15% for 1 min and by another 5% while the shield holds, and stops hits from delaying your Frostbolts. Cast it between pulls; it needs Cold Snap and 30 points in Frost.
Bosses: Ice Barrier, then Frostbolt rank 9 (50), with two Ice Lances on every Fingers of Frost proc. Trash: Blizzard rank 4 (44) on the pack once the tank has it, Frostbolts on the kill target, and when mobs come your way, Cone of Cold rank 4 (50) with Winter's Chill stacks on it. Full Improved Blizzard holds anything in your Blizzard at 40% speed, so a mob that turns to the healer has to cross it first, and Improved Frost Nova gives you the freeze back 4 sec sooner. Frost Channeling still matters: Blizzard is your most expensive spell and it causes 30% less threat. Mana Citrine (48) for long fights.
Frost: Frost PvP with Winter's Chill (level 50)
The level 40 PvP build at 50: full Winter's Chill and Improved Cone of Cold, so a few Frostbolts turn Cone of Cold into a burst hit, and 2 points of Precision so fewer freezes and sheep are resisted. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Frost Warding 2/2: At 2/2 Frost Armor and Ice Armor give 30% more Armor and resistance, Frost Ward gets a 20% chance to negate the warded damage spell, and Ice Barrier and Frost Ward absorb 20% more.
- Improved Frostbolt 5/5: At 5/5 Frostbolt casts 0.5 sec faster, so it lands more often between a melee player's attacks.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner, so more mobs get frozen and Ice Lanced.
- Frostbite 3/3: At 3/3 your Chill effects have a 15% chance to Freeze the target for 5 sec, a free Ice Lance window when it happens.
- Ice Shards 5/5: At 5/5 the critical strike damage bonus of your Frost spells goes up by 100%. Shatter makes Frost Nova into Ice Lance a likely crit, and this makes the crit hit much harder.
- Permafrost 3/3: At 3/3 your Chill effects last 33% longer and slow the target by another 10%, so a Frostbolted mob or player takes longer to reach you.
- Ice Lance 1/1: Teaches Ice Lance: instant, and 300% more damage to Frozen targets. Rank 3 from the trainer at 34 deals 41 to 49 damage and rank 4 at 42 deals 72 to 86.
- Arctic Reach 2/2: At 2/2 Frost Nova and Cone of Cold cover a 20% wider radius and Frostbolt reaches 20% further, so the Nova catches players at the edge of melee.
- Ice Block 1/1: Teaches Ice Block: 10 sec immune to all attacks and spells. Wait out a stun combo or a burst, then Frost Nova as it ends.
- Shatter 3/3: At 3/3 all your spells get 50% more critical strike chance against Frozen targets, so Frost Nova into Ice Lance becomes a likely crit.
- Cold Snap 1/1: Finishes the remaining cooldown on all your other Frost spells: a second Frost Nova, Cone of Cold, Ice Block or Ice Barrier in the same fight, and Ice Barrier needs it.
- Fingers of Frost 2/2: At 2/2 a proc treats your next 2 spells as if the target were Frozen for 15 sec: two Ice Lances with the Frozen bonus and Shatter's crit, even on a player who isn't frozen.
- Ice Barrier 1/1: Teaches Ice Barrier: a shield that absorbs damage and stops hits from delaying your casts while it holds, so you can finish a Frostbolt with a Rogue on you. It also raises your Frost damage by 15% for 1 min. Rank 2 comes at 46, rank 3 at 52 and rank 4 at 58.
- Precision 2/3: Two ranks give all your spells 4% more hit, so fewer Frost Novas, Frostbolts and Polymorphs are resisted.
- Improved Cone of Cold 3/3: At 3/3 Cone of Cold deals 35% more damage, and with Winter's Chill stacked it's a real burst hit when a melee player closes in.
- Winter's Chill 5/5: At 5/5 every Frostbolt, and every Ice Lance on a Fingers of Frost proc, stacks Winter's Chill: each stack makes the target take 20% more damage from your next Cone of Cold and gives that Cone another 7% of your spell damage, up to 5 stacks. Kite with Frostbolts, then Cone them when they arrive.
Kite with Frostbolt rank 9 (50); each one stacks Winter's Chill, and when the melee player arrives, Cone of Cold rank 4 (50) hits with all of it. Then Frost Nova, Ice Lances, step out and start again. Ice Barrier keeps your casts safe while you do it, and Cold Snap gives you a second Nova, Cone, Barrier or Ice Block. Against casters, Counterspell the heal, Polymorph the healer and Frostbolt from range.
Frost: Full Frost leveling at 60 (level 60)
All 48 Frost points plus 3 in Incineration for level 60: Winter's Chill turns your Frostbolts into a bigger Cone of Cold, Frost Warding strengthens Ice Armor and Ice Barrier, and Incineration adds Ice Lance crit. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Frost Warding 2/2: At 2/2 Frost Armor and Ice Armor give 30% more Armor and resistance, Frost Ward gets a 20% chance to negate the warded damage spell, and Ice Barrier and Frost Ward absorb 20% more.
- Improved Frostbolt 5/5: At 5/5 Frostbolt casts 0.5 sec faster.
- Precision 3/3: At 3/3 all your spells have a 6% better chance to hit, which counts for more against elites and bosses above your level.
- Ice Shards 5/5: At 5/5 the critical strike damage bonus of your Frost spells goes up by 100%, so the Ice Lances that Shatter turns into crits hit much harder.
- Frostbite 3/3: At 3/3 your Chill effects have a 15% chance to Freeze the target for 5 sec, and every freeze is a chance for a big Ice Lance. The client doesn't list which slows count as Chill effects (Improved Blizzard's tooltip calls its slow one), so whether Frostbolt's slow triggers it still has to be confirmed in play.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner, so more mobs get frozen and Ice Lanced.
- Permafrost 3/3: At 3/3 your Chill effects last 33% longer and slow the target by another 10%, so a Frostbolted mob or player takes longer to reach you.
- Frost Channeling 3/3: At 3/3 your Frost spells cost 15% less mana and cause 30% less threat, which matters more as each new rank of Blizzard and Cone of Cold costs more.
- Improved Blizzard 3/3: At 3/3 Blizzard's Chill slows mobs inside it by 40% for 1.5 sec, so a pack you kite through it barely moves, and each tick is another chance for Frostbite and Fingers of Frost.
- Ice Lance 1/1: Teaches Ice Lance, your payoff for every freeze, and Fingers of Frost needs it. Rank 3 from the trainer at 34 deals 41 to 49 damage and rank 4 at 42 deals 72 to 86, still 300% more against Frozen targets.
- Arctic Reach 2/2: At 2/2 Frostbolt, Ice Lance and Blizzard reach 20% further, and Frost Nova and Cone of Cold cover a 20% wider radius.
- Ice Block 1/1: Teaches Ice Block: 10 sec of immunity to all attacks and spells when a pull goes wrong, though you can't move or cast inside it.
- Shatter 3/3: At 3/3 all your spells get 50% more critical strike chance against Frozen targets, so an Ice Lance after Frost Nova, Frostbite or Fingers of Frost usually crits.
- Improved Cone of Cold 3/3: At 3/3 Cone of Cold deals 35% more damage.
- Cold Snap 1/1: Finishes the remaining cooldown on all your other Frost spells: a second Frost Nova, Cone of Cold or Ice Block in the same fight. Ice Barrier needs it.
- Fingers of Frost 2/2: At 2/2 a proc treats your next 2 spells as if the target were Frozen for 15 sec, so one proc gives you two Ice Lances with their Frozen bonus and Shatter's crit. It still comes from Chill effects, and Improved Blizzard's slow is the one the client confirms.
- Ice Barrier 1/1: Teaches Ice Barrier: a shield that absorbs damage, raises your Frost damage by 15% for 1 min and by another 5% while it holds, and stops hits from delaying your casts. It needs Cold Snap and 30 points in Frost. Rank 2 comes at 46, rank 3 at 52 and rank 4 at 58.
- Winter's Chill 5/5: At 5/5 every Frostbolt, and every Ice Lance on a Fingers of Frost proc, applies Winter's Chill: each stack makes the target take 20% more damage from your next Cone of Cold and gives that Cone another 7% of your spell damage, up to 5 stacks. A few Frostbolts on a mob, then Cone of Cold as it arrives.
- Incineration 3/5: Three ranks give Ice Lance 6% more critical strike chance, on top of Shatter against Frozen targets (Fire Blast and Scorch get it too). The Frost tree has nothing left to buy, so these 3 points go to the Fire tree's first tier.
Ice Barrier before every pull, Frostbolt, Frost Nova, Ice Lance: the same loop as at 30, with much bigger numbers. Winter's Chill stacks on every Frostbolt, so two or three bolts into a mob, then Cone of Cold as it arrives, hits hard: each stack adds 20% damage taken and 7% of your spell damage to that Cone. Blizzard rank 6 and Frostbolt rank 11 come at 60, Cone of Cold rank 5 at 58 and Ice Lance rank 6 at 56. Frost Warding gives Ice Armor rank 4 (60) and Ice Barrier 30% and 20% more, so you can take a few hits while you kite. Mana Ruby (58) and Evocation cover long fights.
Frost: Frost dungeon at 60 with Arcane Concentration (level 60)
The level 50 dungeon build plus 10 Arcane points at 60: Missile Barrage so Frostbolts can give free, fast Arcane Missiles, Improved Channeling to protect those volleys, and three ranks of Arcane Concentration for free spells over a long run. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Frost Warding 2/2: At 2/2 Ice Barrier absorbs 20% more, so the shield, and the extra Frost damage that lasts while it holds, survives longer; Ice Armor gets 30% more Armor too.
- Improved Frostbolt 5/5: At 5/5 Frostbolt casts 0.5 sec faster.
- Precision 3/3: At 3/3 all your spells have a 6% better chance to hit bosses above your level.
- Ice Shards 5/5: At 5/5 the critical strike damage bonus of your Frost spells goes up by 100%, so the Ice Lances that Shatter turns into crits hit much harder.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner, your answer to a mob that turns on the healer.
- Ice Lance 1/1: Teaches Ice Lance, your payoff for every freeze, and Fingers of Frost needs it. Rank 3 from the trainer at 34 deals 41 to 49 damage and rank 4 at 42 deals 72 to 86, still 300% more against Frozen targets.
- Frost Channeling 3/3: At 3/3 your Frost spells cost 15% less mana and cause 30% less threat, which matters more as each new rank of Blizzard and Cone of Cold costs more.
- Improved Blizzard 3/3: At 3/3 Blizzard's Chill slows a pack by 40% for 1.5 sec each tick, so mobs that break off the tank crawl towards the healer, and each tick is another chance for Fingers of Frost.
- Arctic Reach 2/2: At 2/2 Frostbolt and Blizzard reach 20% further, so you can stand back with the healer and still reach the boss and the pack.
- Shatter 3/3: At 3/3 all your spells get 50% more critical strike chance against Frozen targets; in a dungeon that's mostly Fingers of Frost procs and loose mobs held by Frost Nova.
- Improved Cone of Cold 3/3: At 3/3 Cone of Cold deals 35% more damage, and with Winter's Chill stacks it's a big instant hit on trash in front of you.
- Cold Snap 1/1: Finishes the remaining cooldown on your other Frost spells, so a second Frost Nova or Ice Barrier when a pull goes wrong. Ice Barrier needs it.
- Fingers of Frost 2/2: At 2/2 a proc treats your next 2 spells as if the target were Frozen for 15 sec: two Ice Lances with their Frozen bonus and Shatter's crit, thrown between Frostbolts.
- Winter's Chill 5/5: At 5/5 every Frostbolt, and every Ice Lance on a Fingers of Frost proc, applies Winter's Chill: each stack makes the target take 20% more damage from your next Cone of Cold and gives that Cone another 7% of your spell damage, up to 5 stacks. A few Frostbolts on a mob, then Cone of Cold as it arrives.
- Ice Barrier 1/1: Teaches Ice Barrier, which is a damage talent here: it raises your Frost damage by 15% for 1 min and by another 5% while the shield holds, and stops hits from delaying your Frostbolts. Cast it between pulls; it needs Cold Snap and 30 points in Frost.
- Improved Channeling 5/5: At 5/5 your Arcane Missiles have a 100% chance not to lose casting time when you take damage, which protects the free volleys from Missile Barrage. Missile Barrage now sits in Arcane's second tier, and these 5 points open it.
- Missile Barrage 2/2: At 2/2 every Frostbolt and Frostfire Bolt has a 20% chance to make your next Arcane Missiles cost 100% less mana and fire every 0.5 sec over a channel 50% shorter: free damage between Frostbolts.
- Arcane Concentration 3/5: Three ranks give a 6% chance of Clearcasting after a damage spell hits, making your next damage spell cost 100% less mana: free Frostbolts and Blizzards over a long dungeon.
Frostbolt rank 11 (60) on bosses, with Ice Barrier up and two Ice Lances on every Fingers of Frost proc. When Missile Barrage procs after a Frostbolt, the next Arcane Missiles is free and fires twice as fast, so cast it before your next bolt; Clearcasting makes a spell free too, best spent on Blizzard. Blizzard rank 6 (60) on packs, Cone of Cold rank 5 (58) on trash in front of you after a few Frostbolts have stacked Winter's Chill. Arcane Brilliance (56) covers the whole group's Intellect in one cast, and a Mana Ruby (58) and Evocation see you through a long boss.
Frost: Frost PvP at 60 (level 60)
The level 50 PvP build at 60 with full Precision and Frost Channeling, plus 6 Arcane points: Arcane Resilience for Armor, two ranks of Improved Channeling, and a point of Missile Barrage for a free volley now and then. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.
- Frost Warding 2/2: At 2/2 Frost Armor and Ice Armor give 30% more Armor and resistance, Frost Ward gets a 20% chance to negate the warded damage spell, and Ice Barrier and Frost Ward absorb 20% more.
- Improved Frostbolt 5/5: At 5/5 Frostbolt casts 0.5 sec faster, so it lands more often between a melee player's attacks.
- Improved Frost Nova 2/2: At 2/2 Frost Nova comes back 4 sec sooner, so more mobs get frozen and Ice Lanced.
- Frostbite 3/3: At 3/3 your Chill effects have a 15% chance to Freeze the target for 5 sec, a free Ice Lance window when it happens.
- Ice Shards 5/5: At 5/5 the critical strike damage bonus of your Frost spells goes up by 100%. Shatter makes Frost Nova into Ice Lance a likely crit, and this makes the crit hit much harder.
- Permafrost 3/3: At 3/3 your Chill effects last 33% longer and slow the target by another 10%, so a Frostbolted mob or player takes longer to reach you.
- Ice Lance 1/1: Teaches Ice Lance: instant, and 300% more damage to Frozen targets. Rank 3 from the trainer at 34 deals 41 to 49 damage and rank 4 at 42 deals 72 to 86.
- Arctic Reach 2/2: At 2/2 Frost Nova and Cone of Cold cover a 20% wider radius and Frostbolt reaches 20% further, so the Nova catches players at the edge of melee.
- Ice Block 1/1: Teaches Ice Block: 10 sec immune to all attacks and spells. Wait out a stun combo or a burst, then Frost Nova as it ends.
- Shatter 3/3: At 3/3 all your spells get 50% more critical strike chance against Frozen targets, so Frost Nova into Ice Lance becomes a likely crit.
- Cold Snap 1/1: Finishes the remaining cooldown on all your other Frost spells: a second Frost Nova, Cone of Cold, Ice Block or Ice Barrier in the same fight, and Ice Barrier needs it.
- Fingers of Frost 2/2: At 2/2 a proc treats your next 2 spells as if the target were Frozen for 15 sec: two Ice Lances with the Frozen bonus and Shatter's crit, even on a player who isn't frozen.
- Ice Barrier 1/1: Teaches Ice Barrier: a shield that absorbs damage and stops hits from delaying your casts while it holds, so you can finish a Frostbolt with a Rogue on you. It also raises your Frost damage by 15% for 1 min. Rank 2 comes at 46, rank 3 at 52 and rank 4 at 58.
- Precision 3/3: At 3/3 all your spells have 6% more hit, so fewer Frost Novas, Cones, Polymorphs and Counterspells are resisted.
- Improved Cone of Cold 3/3: At 3/3 Cone of Cold deals 35% more damage, and with Winter's Chill stacked it's a real burst hit when a melee player closes in.
- Winter's Chill 5/5: At 5/5 every Frostbolt, and every Ice Lance on a Fingers of Frost proc, stacks Winter's Chill: each stack makes the target take 20% more damage from your next Cone of Cold and gives that Cone another 7% of your spell damage, up to 5 stacks. Kite with Frostbolts, then Cone them when they arrive.
- Frost Channeling 3/3: At 3/3 your Frost spells cost 15% less mana and cause 30% less threat; in PvP it's the mana that counts, over a long battleground.
- Missile Barrage 1/2: One rank gives each Frostbolt a 10% chance to make your next Arcane Missiles free and fire every 0.5 sec over a channel 50% shorter: a quick burst you can add between freezes.
- Arcane Resilience 3/3: At 3/3 you gain Armor equal to 75% of your Intellect, on top of Ice Armor, against Rogues and Warriors.
- Improved Channeling 2/5: Two ranks give Arcane Missiles a 40% chance not to lose casting time when you're hit, so a Missile Barrage volley is cut short less often. With Arcane Resilience they make the 5 tier 1 points Missile Barrage needs.
The kit is complete: Ice Barrier, Frost Nova, Cone of Cold, Ice Block and Cold Snap to reset them, Ice Lance on every freeze and Fingers of Frost proc, and Winter's Chill to make Cone of Cold a finisher. Polymorph rank 4 (60) lasts up to 50 sec on a healer; Precision helps it and Counterspell land. A Missile Barrage proc after a Frostbolt is a quick free Arcane Missiles while they run back to you. Frost Channeling keeps your mana up over a long battleground. Ice Armor rank 4 (60) with Frost Warding is the armour against melee; switch to Mage Armor (58) against casters.
Checked against WoW Forever build 1.60.1.70862.
Popular builds
Seen in WoW Forever: 3 players (3 characters). How it works: signed-in players upload their Companion addon file (its Your talent builds setting records each character’s talents). Each character counts once per level range, at most 2 of one player’s, and no names are shown. A spec appears once 5 characters from 3 different players at that level range have uploaded, and a build once 2 players run it.
Levels 10–19
2 Mage characters at Levels 10–19.
- Arcane: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
- Frost: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
Levels 20–29
1 Mage character at Levels 20–29.
- Frost: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
Best in slot gear at any level: Arcane, Fire, Frost
Mage abilities
- Fire Vulnerability
- Arcane Intellect (level 1)
- Chilled (level 1)
- Fireball (level 1)
- Frost Armor (level 1)
- Conjure Water (level 4, from the Classic class quest Arcane Refreshment (rank 1))
- Frostbolt (level 4)
- Conjure Food (level 6)
- Fire Blast (level 6)
- Arcane Missiles (level 8)
- Polymorph (level 8)
- Frost Nova (level 10)
- Dampen Magic (level 12)
- Slow Fall (level 12)
- Arcane Explosion (level 14)
- Flamestrike (level 16)
- Amplify Magic (level 18)
- Remove Lesser Curse (level 18)
- Blink (level 20)
- Blizzard (level 20)
- Evocation (level 20)
- Fire Ward (level 20)
- Mana Shield (level 20)
- Teleport: Ironforge (level 20)
- Teleport: Orgrimmar (level 20)
- Teleport: Stormwind (level 20)
- Teleport: Undercity (level 20)
- Frost Ward (level 22)
- Scorch (level 22)
- Counterspell (level 24)
- Cone of Cold (level 26)
- Conjure Mana Agate (level 28)
- Ice Armor (level 30)
- Teleport: Darnassus (level 30)
- Teleport: Thunder Bluff (level 30)
- Mage Armor (level 34)
- Conjure Mana Jade (level 38)
- Frostfire Bolt (level 40)
- Portal: Ironforge (level 40)
- Portal: Orgrimmar (level 40)
- Portal: Stormwind (level 40)
- Portal: Undercity (level 40)
- Conjure Mana Citrine (level 48)
- Portal: Darnassus (level 50)
- Portal: Thunder Bluff (level 50)
- Teleport: Dalaran (level 50)
- Arcane Brilliance (level 56)
- Conjure Mana Ruby (level 58)
- Felfire (level 60)
- Polymorph: Cow (level 60)
No longer trainer abilities in the live client
Common questions
What's the best caster ring for a Mage at level 20?
Speculation: Calling it the best rests on ForeverDB's gear scoring, not Blizzard, and other rings may suit depending on spec and what you can obtain.
A strong caster ring for a level 20 Mage is Lorekeeper's Ring, a rare ring usable from level 18. It gives +2 Stamina, +5 Spell Power and restores 2 mana every 5 seconds.
The +5 Spell Power is the draw: it lifts Fireball, Frostbolt and Arcane Missiles at a level where spell power is hard to come by. See the Mage class page for the rest of a level 20 caster set.
Sources: Lorekeeper's Ring · Mage in WoW Forever · checked on build 1.60.1.70862Data from the WoW Forever client, build 1.60.1.70862, extracted .