Season of Discovery Frost Mage DPS Stat Priority

Last updated on Apr 02, 2024 at 15:00 by Seksixeny 7 comments

On this page, you will find out the optimal PvE stat priority for your Frost Mage in WoW Classic - Season of Discovery. We first present the stat priority, before delving into more complex explanations.


Stat Priority for Frost Mages

Before we begin, it should be said that gear in Season of Discovery, such as Extraplanar Spidersilk Boots Icon Extraplanar Spidersilk Boots, tends to be very unique. Thus, you will often be chasing very specific items, rather than simply following a stat priority list. Still, a more detailed explanation on each of a Mage's relevant stats will help you understand why those pieces are so sought after.


Damage Stat Priority

  1. Spell Hit Rating (with the right talents, you do not need any Spell Hit on gear to reach the 5% cap against Sunken Temple bosses, see below for details);
  2. Spell / Frost Damage (some spells scale better with it than others, but for the most part you will be casting spells that benefit greatly from it);
  3. Spell Critical Strike (damage can be further increased by passives like Ice Shards Icon Ice Shards);
  4. Intellect (grants spell critical strike and increases your maximum Mana).

Priority of Other Stats

  • Spirit (minor Mana regeneration with Arcane Meditation Icon Arcane Meditation);
  • Mana every 5 seconds (for Mana regeneration while you are casting);
  • Resistance (strongly reduces Magic damage taken of a specific element, great synergy with Magic Absorption Icon Magic Absorption);
  • Stamina (more health per point);
  • Agility (dodge);
  • Armor (less physical damage taken).

Stats Further Explained


Spell Hit

Spell Hit allows your spells to land more often, which is a huge DPS increase, but keep in mind that you will always have at least a 1% chance to miss with spells. Depending on the level of your enemy, you might need more, or less Spell Hit to reach this 1% cap:

  • For an enemy of the same level as you, 3% Spell Hit is needed to cap.
  • For an enemy 1 level higher than you, 4% Spell Hit is needed to cap.
  • (Sunken Temple Bosses) For an enemy 2 levels higher than you, 5% Spell Hit is needed to cap.
  • For an enemy 3 levels higher than you, which is the case of end game raid bosses, 16% Spell Hit is needed to cap.

Due to Elemental Precision Icon Elemental Precision you will rarely need a huge amount of Spell Hit on your gear to cap hit against bosses, especially during the leveling phase where bosses tend to be level +2 instead of +3.


Spell Damage

Spell Damage is applied to each spell based on its casting time.

The coefficient is calculated by dividing the cast time of a spell by 3.5. This is because a 3.5 second cast benefits from 100% of your gear's Spell Damage. For example, if you have 20 additional Spell Damage from gear, then this will simply affect your spells as follows:

  • Damage Increase per spell cast = n * 20
  • n = spell's coefficient

Instant single target spells typically only get around 43% of the benefit, with area of effect spells having an even greater penalty, while a cast time spell like Frostbolt Icon Frostbolt gets roughly 81%. Meanwhile, a longer cast spell such as Fireball Icon Fireball gets 100% of the Spell Damage in your gear as added damage.

This means that 100 Spell Damage on your gear would cause Fireball to deal 100 extra damage per cast, but Frostbolt would only deal 81 extra damage, using the same gear. A table with the exact coefficients for all spells in WoW Classic can be found in this reddit thread, by u/RobertVests.


Spell Critical Strike

Spell Critical Strike allows your spells to occasionally deal extra damage, and criticals can be made more powerful by multipliers such as Spell Power Icon Spell Power. One such multiplier exclusive to Frost is Ice Shards Icon Ice Shards, making their crits more powerful once talented, and you can even get Ignite Icon Ignite as well in a Frostfire build!



Intellect is a good stat for Arcane Mages, as it increases total Mana pool and spell critical strike. The Mana pool gain is very significant during leveling and while AoE grinding, but not so significant during raids, where Mana regeneration and Mana consumables will typically play a bigger part in your sustainability.



For Mages, Spirit provides Mana regeneration, mostly when outside of combat, which is very useful while leveling but not so much for maximum level content.



Resistance, while inherently niche due to different bosses dealing different magical damage types, can be very useful while progressing specific bosses. Wearing resistance gear of a type makes you take less damage or even completely avoid damage when hit by that type of magical damage.



Stamina is the only stat that will help you survive all types of attacks, and as such, should always be valued. Do keep in mind that due to Mage's low armor, your HP will tend to be depleted very fast by physical attacks.



  • 02 Apr. 2024: Updated for Phase 3 with Sunken Temple in mind.
  • 12 Feb. 2024: Updated for Phase 2 with Gnomeregan in mind.
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