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Mage Builds
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Macros · Changes vs Classic
Mages are pure ranged casters with strong AoE, crowd control and burst. Forever adds Arcane Blast (an Arcane talent: a stacking buff to your other spells), 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, Hot Streak 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 stop your Arcane Missiles, and Arcane Concentration for free spells.
- Improved Channeling 5/5: At 5/5 damage has a 100% chance not to interrupt your Arcane Missiles channel and a 70% chance not to interrupt Arcane Blast, so a mob that reaches you can't stop your spender. 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 makes your other spells deal 10% more damage and raises the next Blast's mana cost by 175%, stacking up to 4 times for 8 sec or until you cast another damage spell.
Pull with Arcane Blast from range, add a second Blast if the mob is still far off, then spend the stacks on Arcane Missiles, which Improved Channeling keeps channeling even while the mob hits you. Each stack adds 10% damage to your other spells but makes the next Blast cost 175% more, so two stacks is the usual sweet spot at this level. When the mob reaches you, Frost Nova it, step back and finish with Fire Blast or your wand; both Frost Nova and Fire Blast are damage spells, so they end your Blast stacks. 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: full Arcane Focus for bosses above your level, Arcane Subtlety to cut your Arcane threat, three ranks of Arcane Concentration for free spells, and the Arcane Blast talent.
- Arcane Focus 5/5: At 5/5 your Arcane spells have a 5% better chance to hit. Dungeon bosses are often above your level, and a missed Arcane Blast wastes an expensive cast. Its 5 points also 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 makes your other spells deal 10% more damage and raises the next Blast's mana cost by 175%, stacking up to 4 times for 8 sec or until you cast another damage spell.
Give the tank a moment, then start Arcane Blast. On bosses, build two or three stacks and spend them on Arcane Missiles; 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 stop your Arcane Missiles and rarely stop 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 hit and threat reduction, which matter less against players.
- Improved Channeling 5/5: At 5/5 damage has a 100% chance not to interrupt your Arcane Missiles and a 70% chance not to interrupt Arcane Blast, and in PvP you're hit mid-cast all the time.
- Arcane Focus 1/5: One rank gives your Arcane spells 1% more hit, and Polymorph is an Arcane spell, so slightly fewer sheep get resisted. It's the tenth point Arcane Blast needs in the first two tiers.
- 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 2/2: At 2/2 you gain Armor equal to 50% of your Intellect, so Rogues and Warriors hit a cloth wearer a little softer.
- 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 makes your other spells deal 10% more damage and raises the next Blast's mana cost by 175%, stacking up to 4 times for 8 sec or until you cast another damage spell.
Open from range with one or two Arcane Blasts, then spend the stacks on Arcane Missiles; Improved Channeling keeps the volley going when you're hit, 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. Frost Nova and Fire Blast are damage spells, so they end your Blast stacks: Nova first, then stack. 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, the current beta cap: Arcane Impact for crits, Arcane Geometry for 6 more yards of range, Missile Barrage for fast, free Arcane Missiles, Arcane Meditation for mana while casting, and Presence of Mind.
- Improved Channeling 5/5: At 5/5 damage has a 100% chance not to interrupt your Arcane Missiles and a 70% chance not to interrupt Arcane Blast, so mobs that reach you can't stop your casts.
- 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 120 to 140 damage instead of rank 1's 50 to 58, and each stack still adds 10% to your other spells' damage while raising the next Blast's cost by 175%.
- 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 1/1: Each Arcane Blast has a 40% chance (Fireball and Frostbolt 20%) to make your next Arcane Missiles cost 100% less mana and fire every 0.5 sec over a channel 50% shorter, so Blast, Blast, Missiles gets faster and cheaper.
- 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 often turns that volley into a free one that fires twice as fast; if it procs after your first Blast, you can spend 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: full Arcane Focus 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.
- Arcane Focus 5/5: At 5/5 your Arcane spells have a 5% better chance to hit, which matters against bosses above your level.
- 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 120 to 140 damage instead of rank 1's 50 to 58, and each stack still adds 10% to your other spells' damage while raising the next Blast's cost by 175%.
- 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 hold high Blast stacks longer on bosses.
- Missile Barrage 1/1: Arcane Blast gets a 40% 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 and spend them on Arcane Missiles; Missile Barrage often makes that volley free and twice as fast. Arcane Meditation lets 50% of your mana regeneration continue while casting, so you can hold high stacks longer 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 Missile Barrage for fast Arcane Missiles.
- Improved Channeling 5/5: At 5/5 damage has a 100% chance not to interrupt your Arcane Missiles and a 70% chance not to interrupt Arcane Blast when you're hit.
- Arcane Focus 1/5: One rank gives your Arcane spells, Polymorph and Counterspell included, 1% more 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 2/2: At 2/2 you gain Armor equal to 50% 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 120 to 140 damage instead of rank 1's 50 to 58, and each stack still adds 10% to your other spells' damage while raising the next Blast's cost by 175%.
- 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 1/1: Arcane Blast's 40% chance makes your next Arcane Missiles cost 100% less mana and fire every 0.5 sec, so 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 Missile Barrage 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.
Fire: Fireball leveling (level 20)
A solo Fire build for level 20: 0.5 sec off Fireball, Wake of Fire for more frequent Fire Blasts and a likely crit after each kill, three ranks of Ignite and Pyroblast to open pulls.
- Improved Fireball 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.
- Wake of Fire 2/2: At 2/2 Fire Blast's cooldown is 2 sec shorter, and after you kill a non-trivial target your next Fire Blast within 30 sec gets 50% more critical strike chance: open each new pull with it for a likely crit.
- Ignite 3/5: Three ranks make each Fire crit burn the target for another 24% of the spell's damage over 4 sec, and Wake of Fire's boosted Fire Blast gives you at least one likely crit every pull.
- 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 Improved Fireball makes 0.5 sec faster, with Fire Blast whenever it's ready. Right after a kill, Wake of Fire makes your next Fire Blast within 30 sec much more likely to crit, so open the next mob with it and let Ignite burn. 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.
- Improved Fireball 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, Wake of Fire and Flame Throwing for a Fire Blast that's ready more often and reaches further, a faster Fireball and a first point in Burning Soul against pushback.
- Improved Fireball 3/5: Three ranks take 0.3 sec off Fireball, so it lands before a melee player closes the gap more often.
- Wake of Fire 2/2: At 2/2 Fire Blast, your instant damage on the move, comes back 2 sec sooner, and after a kill the next one gets 50% more crit chance, which matters in battleground brawls.
- 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, and Fire Blast's short range is what needs it most.
- 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 comes back sooner with Wake of Fire: 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, the current beta cap: Incineration for Fire Blast crits, full Ignite, Heating Up to speed up Pyroblast after crits, Master of Elements for mana back on crits and Blast Wave for mobs that reach you.
- Improved Fireball 5/5: At 5/5 Fireball casts 0.5 sec faster.
- Wake of Fire 2/2: At 2/2 Fire Blast comes back 2 sec sooner, and the first one after a kill gets 50% more crit chance within 30 sec.
- Incineration 3/3: At 3/3 Fire Blast and Scorch get 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. After 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%, so after two or three crits a Pyroblast is a quick, big hit: use it before the 20 sec run out. Incineration and Wake of Fire make Fire Blast crit often, 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.
- Improved Fireball 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; 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 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 a couple of crits turn Pyroblast into a fast finisher, Master of Elements for mana and Blast Wave as a second escape.
- Improved Fireball 5/5: At 5/5 Fireball casts 0.5 sec faster.
- Wake of Fire 2/2: At 2/2 Fire Blast comes back 2 sec sooner, and after a kill the next one gets 50% more crit chance.
- 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: after two crits 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 Fireball or Fire Blast 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.
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, 5% more hit with Frost and Fire spells for bosses above your level, 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.
- Elemental Precision 5/5: At 5/5 your Frost and Fire spells have a 5% better chance to hit. Dungeon bosses are often above your level, and a missed Frostbolt is a whole cast lost. The two tier 1 talents together open tier 3 without any tier 2 points.
- 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 reflect Frost spells.
- 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, the current beta cap: Frost Channeling for cheaper Frost spells, 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.
- Piercing Ice 1/3: One rank makes your Frost spells deal 2% more damage, and it's the point that opens tier 4.
- 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.
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, 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 Elemental Precision for hit, Frost Channeling for cheaper Frost spells and less threat, Piercing Ice for more Frost damage, 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.
- Elemental Precision 5/5: At 5/5 your Frost and Fire spells have a 5% better chance to hit bosses above your level.
- 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.
- Piercing Ice 3/3: At 3/3 all your Frost spells deal 6% more damage.
- 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. Blizzard rank 2 (28) on packs the tank holds, 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 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 reflect Frost spells.
- 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 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.
- Piercing Ice 3/3: At 3/3 your Frost spells deal 6% more damage, every Frostbolt and Ice Lance included.
- 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. 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.
Checked against WoW Forever beta build 1.60.1.70170.
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)
- 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)
- 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)