Frost Mage DPS Spec, Builds, Talents, and Glyphs (WoW MoP 5.3)
In this article, we present you the viable talent and glyph choices for your Frost Mage (WoW MoP 5.3). We detail what each of the talents and glyphs do and in which situations they should be taken.
The other articles of our Frost Mage guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Blatty, one of the best Mages in the world, who raids in Method, the currently ranked #1 guild on WoWProgress. He has been contributing a lot to the community through his streams on Twitch and now works for Millenium, his new streaming platform.
1. Talent Choices↑top
- Performance-enhancing
- Survival
- Crowd Control
- Movement
- Utility
- Situational
There is no longer such a thing as a default build. Most of the talents are
now viable. They can easily be changed, thanks to
Dust of Disappearance
(and
Tomes of the Clear Mind from level 86 to 90).
You will frequently find yourself changing talents and glyphs between
encounters, in order to adapt your play style to different mechanics.
Therefore, it is important to understand what each of your talents does and
how they affect your play style.
2. Tier 1 Talents↑top
Tier 1 talents have been designed with mobility in mind. You have the choice between:
Presence of Mind, which grants you an instant-cast for the spell of your choice every 90 seconds;
Blazing Speed, which suppresses slowing effects and increases your movement speed by 150% for 1.5 seconds;
Ice Floes, which allows you to cast two spells while moving, every minute.
The choice between
Blazing Speed and
Ice Floes depends on the type of
movement during the encounter. Blazing Speed provides you with emergency movement,
for when you need to move really fast for a short period of time. Blazing Speed
is a good complement to
Blink. So, if you think Blink is not enough
to handle all the emergency movement, then use Blazing Speed. Otherwise,
use Ice Floes.
Presence of Mind does provide a very small DPS gain on encounters that do
not require movement, but these encounters do not really exist (even in LFR).
3. Tier 2 Talents↑top
Tier 2 talents have been designed with survivability in mind. You have the choice between:
Temporal Shield, which has a 10-second effect: the damage you take
during the first 4 seconds will be healed back over the course of the last 6 seconds;
Flameglow, which grants you a passive shield that always absorbs a bit of
the damage you receive;
Ice Barrier, which absorbs a quantity of damage (the absorption effect scales with Spell Power) and
prevents spellcasting from being delayed, while active;
Ice Barrier should be the default choice in Normal/Heroic difficulty
raiding because it can be used to absorb huge bursts of damage (which you
will take during most encounters).
Flameglow is not as powerful as Ice Barrier, but it provides its
shield passively, which may be more suited to the occasional player.
Temporal Shield is a very good survival cooldown, but only take it
when you actually plan on using it (for bypassing encounter mechanics, for
example).
4. Tier 3 Talents↑top
Tier 3 talents have been designed with crowd control in mind. Whichever talent you will choose will depend on the encounter, but we think that these talents are mostly for PvP and will be most often be irrelevant in PvE. You have the choice between:
Ring of Frost, which summons a 10-yard ring that lasts for 10 seconds and
that freezes, for 10 seconds, enemies entering it (up to a maximum of 10 enemies);
Ice Ward, which causes all enemies within 10 yards of a friendly target
to become frozen for 5 seconds when the target is struck;
Frostjaw, which silences and freezes the target in place for 8 seconds.
5. Tier 4 Talents↑top
Tier 4 talents have been designed with survival in mind. You have the choice between:
Greater Invisibility, which improves
Invisibility,
giving it an instant effect and making you take 90% less damage while
Invisibility is active (and for 3 seconds after coming out of
Invisibility);
Cauterize, which causes an attack that would otherwise kill you to
instead bring you to 50% of your maximum health, after which you will burn for
40% of your maximum health over 6 seconds;
Cold Snap, which finishes the cooldown of your
Ice Block,
Frost Nova, and
Cone of Cold while also restoring 30% of your
maximum health.
Greater Invisibility is the best choice for Normal and Heroic raiding.
Combined with
Ice Block, it will enable you, on many occasions, to bypass
encounter mechanics and soak damage that would otherwise kill you.
Cauterize is more suited to occasional players who want a passive way
of preventing a death.
Cold Snap can be useful when you need
to use
Ice Block twice in quick succession (though you will still
get 30 second of
Hypothermia).
6. Tier 5 Talents↑top
Tier 5 talents provide you with abilities that will become an integral part of your rotation.
Nether Tempest deals damage over time to a target. Each time it ticks,
Nether Tempest also deals half the damage to a random target within 10 yards.
Living Bomb deals damage over time to a target. When it expires or the
target dies, Living Bomb also deals damage to up to 3 other targets within 10 yards.
Living Bomb cannot be applied on more than 3 enemies.
Frost Bomb deals delayed damage to a target, also dealing half of that damage
to all other targets within 10 yards. In addition, affected targets are slowed by 70% for 2
seconds.
For single-target situations,
Living Bomb is the best talent.
For other situations, we will update the guide after another lockout of
testing.
7. Tier 6 Talents↑top
Tier 6 talents are mana management talents. All of them are viable.
Invocation removes the cooldown of
Evocation. After
completing an Evocation, you gain
Invoker's Energy, which lasts 1 minute
and increase your spell damage by 15%. While Invoker's Energy is active, you
passively regenerate 50% less mana.
Rune of Power summons a rune which causes you, when standing in it, to
regenerate 75% more mana and to deal 15% increased spell damage. This spell
replaces
Evocation and the rune that it summons disappears after 1
minute.
Incanter's Ward places an absorption shield on you for 8 seconds. When
the shield disappears, you gain up to 15% increased spell damage for 25 seconds
and you restore up to 18% mana. The strength of the effect depends on the amount
of damage that was absorbed. The effect is maximised when the shield disappears
because it has been entirely consumed. If the shield disappears because the 8 seconds
have run out, then you will only get a fraction of the effect.
Invocation is your best option as a Frost Mage. It allows for great
mobility, so simply focus on keeping up the
Invoker's Energy buff provided
by this talent.
Rune of Power is viable in fights without movement, but even in such
fights it does not outperform
Invocation.
Incanter's Ward is only viable in fights where the shield this ability
provides will be consumed every time you cast it. Unfortunately, there does
not appear to be a Tier 15 fight where this happens.
8. Major Glyphs↑top
None of your major glyphs will be mandatory. Some will increase your DPS in very specific situations, others will improve your survivability or make some spells more useful.
DPS-increasing glyphs are listed below.
Glyph of Icy Veins modifies some of your spells while
Icy Veins
is active, at the expense of the +20% spell haste increase. The idea is to
allow you to keep using Icy Veins together with
Bloodlust /
Heroism /
Time Warp after this combination caused you to reduce the global cooldown to
1 second, meaning that some of your haste would be wasted when casting instant spells.
To sum up the modifications that this glyph brings while Icy Veins is active, your
Frostbolt,
Frostfire Bolt, and
Ice Lance will deal roughly
20% more damage.
Glyph of Cone of Cold increases the damage of
Cone of Cold by 200%. This
can be extremely useful for dealing with adds that will live for a very short time.
Glyph of Ice Lance causes your
Ice Lance to hit a
second target for 50% of the damage. This will be useful in fights with adds.
Glyph of Water Elemental grants more health to your Water Elemental
and enables it to cast while moving. Also, this glyph makes your Water Elemental
smarter than ever before. Indeed, you can set it to automatically follow you
during fights.
Glyph of Arcane Explosion increases the radius of
Arcane Explosion by 5 yards. It
can be useful in AoE situations with a large number of enemies that are not stacking.
For Tier 15 encounters,
Glyph of Icy Veins,
Glyph of Cone of Cold, and
Glyph of Water Elemental (single-target fights) /
Glyph of Ice Lance
(multiple-target fights) are advised.
The other potentially useful major glyphs are listed below.
Glyph of Blink increases the distance you travel with
Blink by 5 yards.
Glyph of Counterspell grants the ability to cast
Counterspell
while channeling or casting another spell, at the expense of increasing its cooldown
by 4 seconds. This glyph will be beneficial every time you will be on interrupt
duty.
Glyph of Evocation adds a self-healing component to
Evocation
and
Rune of Power. This will be a default major glyph when none of the
others can provide anything useful for the encounter(s) you are progressing
on.
Glyph of Ice Block causes
Frost Nova to be automatically cast,
at no mana cost, when
Ice Block terminates, after which time you
are granted a 3-second immunity against all spells.
Glyph of Remove Curse is not a damage-increasing glyph, as one might
think when first reading the tooltip. It provides a temporary damage boost
that almost compensates for sacrificing a global cooldown to cast
Remove Curse.
9. Minor Glyphs↑top
Among the minor glyphs, only
Glyph of Momentum is of interest.
It will allow you to blink in the direction where you
are going. It can be very useful if you are moving sideways and want to keep
facing the boss.
10. Changelog↑top
- 25 May 2013:
Living Bomb is now
the best single-target Tier 5 talent, but more testing is needed for other situations. - 20 May 2013: Patch 5.3 update: need to wait for a few days before updating Tier 5 talent recommendations.
Updated explanations for
Incanter's Ward. - 17 Apr. 2013: Update after Blatty's review of the guide.
- Improved advice for choosing your Tier 1, 2, 4, 5, and 6 talents.
- Improved advice for choosing your Major Glyphs.
- 07 Mar. 2013: Patch 5.2 update.
- Rewrote explanations for Tier 1 talents, as
Scorch has been replaced with
Blazing Speed.
Ice Floes' cooldown has been reduced to 45 seconds.- Rewrote explanations for Tier 2 talents, as
Flameglow has replaced
Blazing Speed. - Modified description of
Invocation to reflect the changes from 5.2.
Rune of Power now increases mana regeneration by 75% (was 100%).
Glyph of Evocation restores less health than previously.- Glyph of Fire Blast was removed from the game.
Glyph of Ice Lance now causes
Ice Lance to deal 50% damage to 1 additional target, up from 40%.
- Rewrote explanations for Tier 1 talents, as
