Mage PvP
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Changes vs Classic
Mages are pure ranged casters with strong AoE, crowd control and burst. Forever adds Arcane Blast (stacking buff to your other spells), Ice Lance (300% more damage on frozen targets) and Frostfire Bolt (a frost and fire hybrid bolt with a DoT and slow), each feeding its tree's talents.
Arcane Mage PVP guide
Arcane is the burst spec: two Arcane Blasts make your next spell hit much harder, and Arcane Impact adds crit chance to all of it. Burst needs cast time, so Arcane wins fights where you get the first spells off or someone else holds the enemy's attention. At level 20 your safety comes from the kit every Mage shares: Frost Armor, Frost Nova, Blink and Polymorph.
Burst
- Arcane Blast: From max range, before they reach you, cast one or two. Each makes your other spells hit 10% harder; the stacks last 8 sec.
- Arcane Missiles: Spend the stacks. Line of sight is only checked when the channel starts, so a target running behind cover still takes the volley.
- Fire Blast: Instant: your finisher on the move. Cast after Arcane Blast, it spends the stacks too.
- Ice Lance: On a target held by Frost Nova it deals 300% more damage and it's instant, a quick finisher before the freeze breaks.
Control
- Frost Nova: When melee reaches you: it freezes everyone near you for up to 8 sec. Damage may break it, so step away before you start casting.
- Polymorph: Take a second attacker or a healer out of the fight for up to 30 sec at rank 2. Any damage breaks it, so keep area spells away.
- Arcane Focus: 2% more hit with Arcane spells, and Polymorph is an Arcane spell, so fewer sheep get resisted.
- Frostbolt: Its 40% slow keeps a runner in range, or a melee player off you while you back away.
Staying alive
- Frost Armor: Always on: melee that hits you can be slowed by 30% and attack 25% slower for 5 sec.
- Blink: Frees you from stuns and immobilizes and moves you 20 yd forward. Use it after Frost Nova to reach casting range, or to break a stun.
- Mana Shield: Soaks physical damage at 2 mana per point absorbed; worth it against a Rogue or Warrior when you have mana to spare.
- Improved Channeling: A 20% chance to keep channeling Arcane Missiles and 14% to keep casting Arcane Blast when you're hit.
- Fire Ward: Cast it against Fire damage (a Fire Mage, a Warlock's Immolate, a Shaman's Flame Shock); it lasts 30 sec.
Battlegrounds
Arcane is burst damage in battlegrounds. Stay behind your own front line, pick targets your team is already hitting, such as the enemy flag carrier or a healer at a control point, and land two Arcane Blasts into Arcane Missiles. Polymorph is your best team tool: sheep an enemy healer as a fight for a point starts, or the second attacker on your own healer, and ask your team not to hit it. Defending a flag room or a control point suits you: Frost Nova the attackers who reach you, Blink away, and Arcane Explosion hits everyone within 10 yards when they bunch up. Leave flag carrying to sturdier classes; cloth and cast times make you easy to catch, though Blink and Frost Nova help if you must run it a short way. Darkspear Islands, Forever's new 15 vs 15 battleground off the coast of Kalimdor, mixes control points with Arathi Basin-style flag captures and defense, so all of these jobs apply there once it opens for beta testing.
Open-world PvP
On the PvP ruleset, Arcane is at its best when you strike first: against a player busy with a mob, two Arcane Blasts into Arcane Missiles and a Fire Blast can take most of their health before they turn around. When you're the one jumped, Frost Nova, then walk or Blink out of range and fight on your terms, or keep running if the fight is lost. Blink frees you from stuns and immobilizes, so save it for those, and Mana Shield soaks a Rogue's or Warrior's hits for a few seconds. Keep Frost Armor up while questing, since it can slow whoever hits you first. Near quest objectives, remember that Arcane Explosion and Frost Nova hit every enemy around you, mobs included, and that a Warrior's Spearing Strike dismounts you. If two players arrive, Polymorph one and burst the other, and don't start a fight at half mana: Arcane Blast stacks burn through it quickly.
Matchups
- vs Warrior: Charge stuns you briefly but can't be used once combat has started, and a level 20 Warrior has no other way to close the gap (Intercept comes at 30). Hamstring slows you, and Blink won't clear a slow, only stuns and immobilizes. Shield Bash locks the school you were casting. Once the fight has started, every yard you gain is yours: Frost Nova, walk out, then two Arcane Blasts into Arcane Missiles, and Nova before you Blink. If Shield Bash locks Arcane, switch to Frostbolt. Frost Armor slows their swings and Mana Shield soaks hits when they reach you.
- vs Rogue: A Rogue picks the start: Sap, then Ambush or Garrote. Blizzard's notes say Sap now flags the Rogue for PvP when used on a PvP-flagged target, so a Sap on you means the fight is coming. At 20 they don't have Cheap Shot (26), Vanish (22) or Kidney Shot (30) yet, so after the opener their control is Gouge, which breaks on damage, and Kick, which locks the school you were casting. Keep Frost Armor up while questing, Frost Nova the moment they appear, walk out and burst; Improved Channeling helps Arcane Missiles survive their hits. If Kick locks Arcane, Frostbolt and Fire Blast still work. Sprint lets them catch up after your Nova, so keep Frostbolt's slow on them.
- vs Hunter: Hunters want distance and use their pet to pin you down. The pet is a tamed Beast, so Polymorph works on it. Freezing Trap freezes the first enemy who walks near it, so don't chase a Hunter across open ground. Concussive Shot and Wing Clip slow you; Blink won't remove a slow, but it still covers 20 yards. Sheep the pet, then turn to the Hunter and make them come to you or fight near cover. Arcane Missiles only checks line of sight when the channel starts, so a Hunter stepping behind cover mid-channel still takes it.
- vs Priest: Priests heal through slow damage, and Power Word: Shield absorbs damage and keeps your hits from interrupting their casts. Psychic Scream sends enemies within 8 yards fleeing, and Dispel Magic can strip one of your buffs. Some Priest spells are race-only: a Dwarf's Chastise briefly immobilizes you (Blink frees you), and while a Human Priest's Feedback is up, every spell you land on them burns your mana. That's why Arcane's burst works: two Arcane Blasts into Arcane Missiles lands more than a shield can take. Fight from range, recast any buff they dispel, and Polymorph them when they start a long heal. Stop casting at a Human Priest while Feedback is up.
- vs Warlock: Fear sends you running for up to 10 sec (damage may break it) while their damage over time keeps ticking. Their pets are Demons, which Polymorph can't target. In Forever, Remove Lesser Curse clears a Curse or a Bane, so Bane of Agony and the new Curse of the Elements, which makes you take more magic damage, don't have to stay on you. Frost Nova the pet in place and burst the Warlock before their damage over time adds up. Fire Ward absorbs Immolate and Searing Pain, and clearing their Bane keeps the pressure off you.
- vs Paladin: Paladins are tough, heal themselves and have answers to your control: Blessing of Freedom makes them immune to movement-impairing effects for 10 sec (longer with a Protection talent), Divine Protection makes them immune to all attacks and spells for 8 sec, and Hammer of Justice stuns you (Blink frees you). Blessing of Protection only stops physical attacks, so your spells still hit a target under it. Kite and burst: Frost Nova only when Freedom isn't up, stacked Arcane Blasts from range, and Polymorph when they stop to cast Holy Light or Flash of Light. Use Divine Protection's 8 sec to get distance and set up rather than wasting mana on a target that can't be hurt.
- vs Shaman: Earth Shock is an instant interrupt that also locks the school you were casting. Frost Shock (20) slows you, and Earthbind Totem slows everything near it, but the totem has only 5 health, so any hit kills it. Purge can strip one of your buffs, and Flame Shock is Fire damage, which Fire Ward absorbs. If Earth Shock locks Arcane, switch to Frostbolt or Fire Blast until it ends. Kill Earthbind Totem at once, stay at range, burst them, and Polymorph them when they start Healing Wave.
- vs Druid: Bear and Cat Form protect a Druid from Polymorph, and every shapeshift frees them from Polymorph and movement-impairing effects, so your freezes and slows buy less time than usual, though every shift costs them mana. Entangling Roots holds you in place, and a Bear can Feral Charge (new in Forever, at level 20) to immobilize you and interrupt your cast; Blink frees you from both. Burst them when they drop to caster form to heal: two Arcane Blasts into Arcane Missiles, or Polymorph them right then if you need time. Don't waste Polymorph on a Bear or Cat.
Stats
Stamina, Spell Power, Critical Strike, Hit, Intellect, Spirit. Stamina and Spell Power first: in PvP a Mage is often the first target, and surviving the opening seconds is what lets you use Frost Nova, Blink and a full Arcane Blast combo. Critical Strike works with Arcane Impact to turn a stacked Blast or Missiles into a kill. Hit keeps Polymorph and Frost Nova from being resisted. Intellect pays for Arcane Blast stacks and Blink, which costs a big share of your base mana. Spirit matters least, since you regenerate little mid-fight.
Tips
- Arcane Blast's stacks end when you cast any other damage spell, including Frost Nova. If you need a Nova, cast it first, walk out, then start stacking.
- Kick, Shield Bash and Earth Shock lock the school you were casting. Keep Frostbolt, Frost Nova and Fire Blast on your bars so an interrupted Arcane Blast doesn't leave you with nothing to press.
- Blink frees you from stuns and immobilizes, not from Gouge, Sap or a slow like Hamstring. Frost Nova first, then Blink.
- Each Arcane Blast stack costs more mana, and Blink costs a big share of your base mana; don't start a fight without enough left to escape.
- Dampen Magic lowers the spell damage you take by up to 15 at rank 1 but also lowers healing you receive, so it's worth casting on yourself before fighting casters alone.
Fire Mage PVP guide
Fire is the spec that keeps casting under pressure: Burning Soul keeps most hits from delaying your Fireball, and Impact gives every Fire spell a chance to stun. Every Fire crit leaves an Ignite burn, so damage keeps coming while you kite. At level 20 the build skips Pyroblast; it arrives with Blast Wave in the level 30 build.
Burst
- Fireball: Your big hit from range, followed by a burn over 8 sec. Start it before they close the gap; Burning Soul helps it finish if they hit you.
- Fire Blast: Instant, with a shorter cooldown from Wake of Fire: cast it while moving and to finish a runner.
- Ignite: Each Fire crit burns for another 40% of its damage over 4 sec, so crits keep working while you reposition.
- Ice Lance: Instant, and 300% more damage on a target held by Frost Nova: a quick extra hit before you step away.
Control
- Frost Nova: When melee reaches you: it freezes everyone near you for up to 8 sec. Walk out, then start another Fireball.
- Impact: Your Fire spells have a 10% chance to stun for 2 sec; when it procs on a melee player, that's time for another cast.
- Polymorph: Sheep a healer or a second attacker for up to 30 sec at rank 2. Any damage breaks it, including Fireball's burn and Ignite, so sheep someone you aren't burning.
- Frostbolt: Its 40% slow keeps a melee player off you when Frost Nova is on cooldown.
Staying alive
- Burning Soul: A 70% chance that a hit doesn't cost your Fire spell casting time, which is what lets Fireball finish with a Rogue on you.
- Frost Armor: Always on: attackers who hit you can be slowed by 30% and attack 25% slower for 5 sec.
- Blink: Frees you from stuns and immobilizes and moves you 20 yd; after Frost Nova it gets you back to Fireball range.
- Fire Ward: Absorbs Fire damage for 30 sec: cast it before a fight with a Fire Mage or a Fire-casting Warlock or Shaman.
- Mana Shield: Soaks physical hits at 2 mana per point of damage; use it when melee is on you and you have mana to spare.
Battlegrounds
Fire is steady ranged damage in battlegrounds: stand behind your front line, put Fireballs into whoever your team is attacking, and Fire Blast anyone running past you. Burning Soul makes you better than the other specs at casting while someone hits you, and Impact's stuns can stop an enemy flag carrier for a moment. When the enemy bunches up on a control point or in a flag room, Flamestrike burns everyone in the area, and Arcane Explosion hits everyone within 10 yards of you. Polymorph the enemy healer as a fight for a point starts, and leave flag carrying to sturdier classes. Darkspear Islands, Forever's new 15 vs 15 battleground off the coast of Kalimdor, mixes control points with Arathi Basin-style flag captures and defense, so all of these jobs apply there once it opens for beta testing.
Open-world PvP
On the PvP ruleset, Fire picks fights well: open on a player busy with a mob with Fireball, keep casting while Burning Soul shrugs off most of their hits, and finish with Fire Blast. If you're jumped, Frost Nova and Blink get you distance, Frostbolt's slow keeps them from catching up, and Impact may stun them on the way. Cast Fire Ward the moment you see an enemy Fire Mage, Warlock or Shaman. Blizzard's notes say a Rogue's Sap now flags them for PvP when used on a PvP-flagged target, so a Sap means a Rogue is committing to the fight. Near quest objectives, fight away from mobs, since Flamestrike, Arcane Explosion and Frost Nova hit them too, and remember that a Warrior's Spearing Strike dismounts you, so being mounted is no guarantee of escape.
Matchups
- vs Warrior: Charge stuns you briefly but can't be used once combat has started, and a level 20 Warrior has no other way to close the gap (Intercept comes at 30). Hamstring slows you, and Blink won't clear a slow, only stuns and immobilizes. Shield Bash locks the school you were casting. Once the fight has started, Frost Nova, walk out and Fireball. Burning Soul keeps their hits from delaying your cast if they catch you, and Impact can stun them on the way back in. If Shield Bash locks Fire, switch to Frostbolt or Arcane Missiles until it ends.
- vs Rogue: A Rogue picks the start: Sap, then Ambush or Garrote. Blizzard's notes say Sap now flags the Rogue for PvP when used on a PvP-flagged target, so a Sap on you means the fight is coming. At 20 they don't have Cheap Shot (26), Vanish (22) or Kidney Shot (30) yet, so after the opener their control is Gouge, which breaks on damage, and Kick, which locks the school you were casting. Keep Frost Armor up while questing, Frost Nova the moment they appear, step out and Fireball; Burning Soul helps it finish if they reach you again, and Ignite keeps burning while you move. If Kick locks Fire, Frostbolt and Arcane Missiles still work.
- vs Hunter: Hunters want distance and use their pet to pin you down. The pet is a tamed Beast, so Polymorph works on it. Freezing Trap freezes the first enemy who walks near it, so don't chase a Hunter across open ground. Concussive Shot and Wing Clip slow you; Blink won't remove a slow, but it still covers 20 yards. Sheep the pet, then trade Fireballs from max range, which Flame Throwing extends, and make the Hunter come to you or fight near cover.
- vs Priest: Priests heal through slow damage, and Power Word: Shield absorbs damage and keeps your hits from interrupting their casts. Psychic Scream sends enemies within 8 yards fleeing, and Dispel Magic can strip one of your buffs. Some Priest spells are race-only: a Dwarf's Chastise briefly immobilizes you (Blink frees you), and while a Human Priest's Feedback is up, every spell you land on them burns your mana. Steady Fireballs and Ignite burns force them to keep healing and shielding. Polymorph them as a long heal starts, but only if they aren't burning, since your burns break the sheep. Stop casting at a Human Priest while Feedback is up.
- vs Warlock: Fear sends you running for up to 10 sec (damage may break it) while their damage over time keeps ticking. Their pets are Demons, which Polymorph can't target. In Forever, Remove Lesser Curse clears a Curse or a Bane, so Bane of Agony and the new Curse of the Elements, which makes you take more magic damage, don't have to stay on you. Frost Nova the pet in place and Fireball the Warlock. Fire Ward absorbs Immolate and Searing Pain, and at 30 Improved Fire Ward can reflect them back.
- vs Paladin: Paladins are tough, heal themselves and have answers to your control: Blessing of Freedom makes them immune to movement-impairing effects for 10 sec (longer with a Protection talent), Divine Protection makes them immune to all attacks and spells for 8 sec, and Hammer of Justice stuns you (Blink frees you). Blessing of Protection only stops physical attacks, so your spells still hit a target under it. Kite: Frost Nova only when Freedom isn't up, Fireball from range, Fire Blast on the move, and Impact's stuns buy extra casts. Polymorph them when they stop to cast Holy Light or Flash of Light, if your burns have run out.
- vs Shaman: Earth Shock is an instant interrupt that also locks the school you were casting. Frost Shock (20) slows you, and Earthbind Totem slows everything near it, but the totem has only 5 health, so any hit kills it. Purge can strip one of your buffs, and Flame Shock is Fire damage, which Fire Ward absorbs. Cast Fire Ward before the fight for their Flame Shock. If Earth Shock locks Fire, switch to Frostbolt until it ends. Kill Earthbind Totem at once, and Polymorph them when they start Healing Wave.
- vs Druid: Bear and Cat Form protect a Druid from Polymorph, and every shapeshift frees them from Polymorph and movement-impairing effects, so your freezes and slows buy less time than usual, though every shift costs them mana. Entangling Roots holds you in place, and a Bear can Feral Charge (new in Forever, at level 20) to immobilize you and interrupt your cast; Blink frees you from both. Pressure them with Fireball and Fire Blast so they have to drop to caster form to heal, then Polymorph them or burst them right then. Every shapeshift to escape your Frost Nova costs them mana.
Stats
Stamina, Spell Power, Critical Strike, Hit, Intellect, Spirit. Stamina and Spell Power first: you need to live through the opening burst to start casting, and Fireball is your damage. Critical Strike feeds Ignite, so each crit keeps burning after it lands. Hit keeps Frost Nova, Polymorph and Fireball from being resisted. Intellect pays for a fight's worth of Fireballs and a Blink; Spirit matters least, since you regenerate little mid-fight.
Tips
- Kick, Shield Bash and Earth Shock lock the school you were casting. When a Fireball is interrupted you still have Frostbolt, Frost Nova, Ice Lance and Arcane Missiles, so keep them on your bars.
- Polymorph breaks on any damage, including Fireball's burn and Ignite. Sheep a player you aren't burning, or wait for the burns to finish.
- Wake of Fire's after-kill bonus lasts 30 sec (Blizzard raised it from 20), so in a battleground brawl the Fire Blast after a kill is very likely to crit.
- Fire Blast's base range is only 20 yd; Flame Throwing adds 6 yards, which matters when you're kiting.
Frost Mage PVP guide
Frost is the control spec: Frostbolt slows, Frost Nova freezes, and Forever's Ice Lance deals 300% more damage to Frozen targets, so every freeze is also a burst window. At level 20 the build takes Improved Frost Nova and Cold Snap for more freezes and Ice Shards for bigger Ice Lance crits. It's the safest Mage spec against melee.
Burst
- Frost Nova: Freeze them for up to 8 sec to set up Ice Lance; damage may break it early.
- Ice Lance: Instant and 300% more damage while they're Frozen: throw two or three before the freeze breaks.
- Ice Shards: Your Frost crits get a 100% bigger damage bonus, so one Ice Lance crit on a Frozen target takes a big chunk of health.
- Frostbolt: Between freezes, from range; each one slows by 40%.
- Fire Blast: Instant finisher while you move; Elemental Precision covers Fire spells too.
Control
- Frostbolt: Rank 4 slows by 40% for 7 sec, so a melee player spends the fight catching up.
- Improved Frost Nova: Takes 4 sec off Frost Nova's cooldown, so your freeze comes back sooner.
- Polymorph: Sheep a healer or a second attacker for up to 30 sec at rank 2; any damage breaks it.
- Frostbite: Chill effects get a 15% chance to Freeze for 5 sec. The client doesn't confirm Frostbolt's slow counts as a Chill, so treat a freeze as a free Ice Lance.
- Elemental Precision: 6% more hit with Frost and Fire spells, so fewer Frost Novas and Frostbolts are resisted.
Staying alive
- Frost Armor: Always on: attackers who hit you can be slowed by 30% and attack 25% slower for 5 sec.
- Frost Warding: Frost Armor gives 15% more Armor, which helps against Rogues and Warriors.
- Blink: Frees you from stuns and immobilizes and moves you 20 yd; Frost Nova first, then Blink.
- Cold Snap: If melee is on you and Frost Nova is on cooldown, reset it and freeze them again.
- Mana Shield: Soaks physical damage at 2 mana per point absorbed while you get away.
Battlegrounds
Frost is the battleground controller. On defense, a Frost Mage at a flag room or a control point is hard to move: Frost Nova the attackers who reach you, Ice Lance the Frozen ones, and Cold Snap for a second Nova. On offense, Frostbolt's slow and Frost Nova stop the enemy flag carrier or keep defenders off your own carrier, and Polymorph takes an enemy healer out as a fight for a point starts. Blizzard hits everyone in the area, good against bunched defenders, and at 30 Improved Blizzard also slows them. Leave the flag itself to sturdier classes. Darkspear Islands, Forever's new 15 vs 15 battleground off the coast of Kalimdor, mixes control points with Arathi Basin-style flag captures and defense, so all of these jobs apply there once it opens for beta testing.
Open-world PvP
On the PvP ruleset, Frost is the hardest Mage to kill in the open world. If you're jumped, Frost Nova, step out and Frostbolt; if they break free, Cold Snap gives you a second Nova, and Blink frees you from stuns and immobilizes. Against a player busy with a mob, Frostbolt from range, then Frost Nova and Ice Lance when they come to you. Blizzard's notes say a Rogue's Sap now flags them for PvP when used on a PvP-flagged target, so a Sap means the fight is on. Near quest objectives, remember that Frost Nova and Blizzard hit mobs too, and that a Warrior's Spearing Strike dismounts you. Frostbolt's slow is often all you need to reach your friends or run the fight out.
Matchups
- vs Warrior: Charge stuns you briefly but can't be used once combat has started, and a level 20 Warrior has no other way to close the gap (Intercept comes at 30). Hamstring slows you, and Blink won't clear a slow, only stuns and immobilizes. Shield Bash locks the school you were casting. This is your best matchup: Frostbolt's slow and Frost Nova keep them out of melee, Nova into Ice Lance punishes every approach, and Cold Snap covers the time they get through. If Shield Bash locks Frost, Fire Blast and Arcane Missiles still work.
- vs Rogue: A Rogue picks the start: Sap, then Ambush or Garrote. Blizzard's notes say Sap now flags the Rogue for PvP when used on a PvP-flagged target, so a Sap on you means the fight is coming. At 20 they don't have Cheap Shot (26), Vanish (22) or Kidney Shot (30) yet, so after the opener their control is Gouge, which breaks on damage, and Kick, which locks the school you were casting. Keep Frost Armor up while questing and Frost Nova the moment they appear, then Ice Lance while they're Frozen; Cold Snap buys a second freeze. If Kick locks Frost, use Fire Blast and Arcane Missiles until the lockout ends. Sprint lets them catch up after a Nova, so keep Frostbolt's slow on them.
- vs Hunter: Hunters want distance and use their pet to pin you down. The pet is a tamed Beast, so Polymorph works on it. Freezing Trap freezes the first enemy who walks near it, so don't chase a Hunter across open ground. Concussive Shot and Wing Clip slow you; Blink won't remove a slow, but it still covers 20 yards. Frost Nova the pet along with anything else near you, or sheep it, then Frostbolt the Hunter: the slow keeps them from making room. Make them come to you rather than walking into a trap.
- vs Priest: Priests heal through slow damage, and Power Word: Shield absorbs damage and keeps your hits from interrupting their casts. Psychic Scream sends enemies within 8 yards fleeing, and Dispel Magic can strip one of your buffs. Some Priest spells are race-only: a Dwarf's Chastise briefly immobilizes you (Blink frees you), and while a Human Priest's Feedback is up, every spell you land on them burns your mana. Frost Nova doesn't stop a Priest from casting, so pressure them with Frostbolt, stay out of Psychic Scream range, recast any buff they dispel, and save Polymorph for their long heals. Stop casting at a Human Priest while Feedback is up.
- vs Warlock: Fear sends you running for up to 10 sec (damage may break it) while their damage over time keeps ticking. Their pets are Demons, which Polymorph can't target. In Forever, Remove Lesser Curse clears a Curse or a Bane, so Bane of Agony and the new Curse of the Elements, which makes you take more magic damage, don't have to stay on you. Frost Nova the pet in place and Frostbolt the Warlock; the slow keeps you ahead of their pet, and clearing their Curse or Bane takes some of the pressure off.
- vs Paladin: Paladins are tough, heal themselves and have answers to your control: Blessing of Freedom makes them immune to movement-impairing effects for 10 sec (longer with a Protection talent), Divine Protection makes them immune to all attacks and spells for 8 sec, and Hammer of Justice stuns you (Blink frees you). Blessing of Protection only stops physical attacks, so your spells still hit a target under it. Blessing of Freedom is your hardest counter, so wait for it to end before you Frost Nova. Kite with Frostbolt, save Ice Lance for Frozen windows, and Polymorph them when they stop to cast Holy Light or Flash of Light.
- vs Shaman: Earth Shock is an instant interrupt that also locks the school you were casting. Frost Shock (20) slows you, and Earthbind Totem slows everything near it, but the totem has only 5 health, so any hit kills it. Purge can strip one of your buffs, and Flame Shock is Fire damage, which Fire Ward absorbs. If Earth Shock locks Frost, switch to Fire Blast or Arcane Missiles until it ends. Kill Earthbind Totem at once, stay at range, and Polymorph them when they start Healing Wave.
- vs Druid: Bear and Cat Form protect a Druid from Polymorph, and every shapeshift frees them from Polymorph and movement-impairing effects, so your freezes and slows buy less time than usual, though every shift costs them mana. Entangling Roots holds you in place, and a Bear can Feral Charge (new in Forever, at level 20) to immobilize you and interrupt your cast; Blink frees you from both. Keep them shifting: every Frost Nova and Frostbolt slow they shift out of costs them mana. When they drop to caster form to heal, Polymorph them or Frost Nova and Ice Lance them right then.
Stats
Stamina, Spell Power, Hit, Critical Strike, Intellect, Spirit. Stamina and Spell Power first: Frost wins by surviving long enough for its freezes to pay off, and Spell Power raises Frostbolt and every Ice Lance. Hit keeps Frost Nova, Frostbolt and Polymorph from being resisted; Elemental Precision covers part of it. Critical Strike pays off through Ice Shards, which makes Frost crits hit much harder. Intellect and Spirit keep you casting, but a PvP fight rarely lasts long enough for them to matter more.
Tips
- Throw Ice Lance only at Frozen targets; unfrozen it deals its modest base damage. Frost Nova, and any Frostbite freeze, is what makes it hit hard.
- Damage may break Frost Nova early, and Ice Lance is damage. Two or three quick Lances usually land first; if the freeze breaks sooner, step out and go back to Frostbolt.
- Don't spend Frost Nova, Cold Snap and Blink back to back unless you must: at 20 they're your whole defense, and Ice Block only comes with the level 30 build.
- Kick, Shield Bash and Earth Shock lock the school you were casting. If Frostbolt is interrupted, Fire Blast and Arcane Missiles still work until the lockout ends.
- Remove Lesser Curse clears a Curse or a Bane in Forever, so a Warlock's Curse of the Elements or Bane of Agony doesn't have to stay on you.
Checked against WoW Forever beta build 1.60.1.70009.
Mage abilities
- Fire Vulnerability
- Arcane Intellect (level 1)
- Chilled (level 1)
- Fireball (level 1)
- Frost Armor (level 1)
- Conjure Water (level 4)
- Frostbolt (level 4)
- Conjure Food (level 6)
- Fire Blast (level 6)
- Arcane Missiles (level 8)
- Polymorph (level 8)
- Clearcasting (level 10)
- 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)
- Arcane Blast (level 20)
- Blink (level 20)
- Blizzard (level 20)
- Evocation (level 20)
- Fire Ward (level 20)
- Ice Lance (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)