Welcome to our Frost Mage Leveling Guide for WoW Forever. This guide covers the basics you'll want to keep in mind while leveling, helping you spend less time figuring things out and more time exploring the world.
Frost Mage Leveling Guide
Frost Mage is the iconic spellcaster built around cold and ice, and in World of Warcraft: Forever it makes for a smooth, comfortable leveling experience. By slowing and freezing everything you fight, you take enemies down from afar before they even get a chance to reach you.
Frost Mages need a little bit of luck to burst down enemies compared to other specializations, and like every Mage you'll be stopping to drink more often than most. What you get in return is safety and consistency: chilled enemies rarely reach you, and the tools to save a bad pull are always close at hand.
Forever also expands Frost beyond its Classic counterpart. With
Ice Lance and talents like
Fingers of Frost, Frost Mages have new ways to
deal damage - even while moving. This guide will explain everything you need to
know about leveling as a Frost Mage, including talents, rotation, gear,
professions, and tips & tricks.
High damage in single-target and AoE
Slows and Freezes baked into DPS rotation
Some of the best gear scaling in the game
Great in PvP
Excellent utility for both convinience and profit
Mana-thirsty
Gear dependent
Needs talents to get online
RNG proc dependant
Leveling Talent Build
The above build is for leveling and dungeons. It focuses on getting your
Frostbolt
and
Ice Lance combos online as soon as possible. You will find the biggest DPS
increases first when you unlock Ice Lance initially, and then afterwards with
Shatter and
Fingers of Frost.
Missile Barrage is picked up early because the free spell procs will let you get massive
value out of your mana pool throughout your leveling journey.
Beyond these talents, everything is taken to support your frost spells, survivability, and utility throughout your leveling journey.
At level 20 you'll unlock
Ice Lance. Combined with freezes from
Frostbite or
Frost Nova, you'll use it to get extra damage while also being able to freely move and
get more space from mobs.
At level 30 you'll get
Fingers of Frost. This allows you to get stacks you can use for
Ice Lance damage, and your other Frost spells through
Shatter.
Beyond level 30, tools like
Cold Snap can be used to reset your
Frost Nova,
and
Ice Barrier can help by providing you pushback prevention when taking damage.
Frost Mage Leveling Rotation
Frost Mages are all about keeping targets at bay. Constantly casting
Frostbolt while
at a distance, and then using
Frost Nova when they get too close to give yourself space.
Mana will be a pretty big problem early game, and there will be times where
Shoot from a
wand will be more effecient than constantly casting spells.
With the
Missile Barrage talent, free casts of
Arcane Missiles will reduce
the need to drink in between fights significantly.
As you level up, you'll get access to Mage's powerful area-of-effect (AoE) spells. Even while leveling solo, you'll be able to pull and clear larger groups of enemies in between resting.
In emergencies, your defensives such as
Ice Barrier to survive, or tools like
Frost Nova and
Blink can generate space or let you escape entirely.
As a high damage dealer, you'll be pulling aggro from tanks in group settings, especially if you start AoEing packs. Keep your defensives in mind for situations like this.
Single-Target Rotation
Your single-target rotation is what you'll be pressing for the vast majority
of your leveling journey. You'll be reassessing the situation after every spell
cast based on your talent procs. Before you've picked up Frostbite and Ice
Lance at Level 20, it's much simpler: spam
Frostbolt from max range, and try to finish
targets off with your wand.
Once you have your core talents, this is how a fight plays out:
- Open the fight at max range and constantly cast
Frostbolt, so
the enemy takes as long as possible to reach you. - If
Fingers of Frost procs from a finished Frostbolt cast,
immediately cancel the cast you've started and cast
Ice Lance
instead. Fingers of Frost is consumed by any spell cast, so don't let
another spell use it up.
- If at 1 Fingers of Frost stack remaining, and the target won't die to the next Ice Lance,
charge up a
Frostbolt and batch it with
Ice Lance. Fingers of Frost will
apply to both spells when batched.
- If at 1 Fingers of Frost stack remaining, and the target won't die to the next Ice Lance,
charge up a
- If
Frostbite procs from a Frostbolt hit, queue
Ice Lance to batch with your Frostbolt. - Continue to cast
Ice Lance while your target remains frozen,
until the freeze breaks or expires. Move back while doing so to
get more space, if possible. Then go back to Frostbolt. - If you manage to get a proc of
Missile Barrage, you can either use it right away, or
wait until you're onto the next mob depending on whether you will get hit and interrupted.
- When the target has 5 stacks of
Winter's Chill, use
Cone of Cold to consume
the stacks for a big hit. You can also use it alongside a stack of
Fingers of Frost to
get Shatter's crit bonus. Cone of Cold can be batched with a Frost Bolt.
FAQWhat is Spell Batching?
Spell batching in World of Warcraft is a mechanic that groups spellcasts into "batches" of time, instead of every treating every spell individually. This means that if two spells are cast in the same batch, they both can benefit from buffs or stacks.
The easiest way to take advantage of this is to press an instant-cast spell just before a cast-time spell finishes.
For Frost Mages, this will allow a single stack of
Fingers of Frost to buff two spells,
or lets you cast two spells on a frozen target even if one of them breaks the freeze.
That's the rotation in a nutshell, but as a Mage you'll have a lot of decisions to make on the fly based on how the fight changes. Here's some additional things to keep in mind:
- Freeze breaks from damage. Any damage can break a freeze - including your own Ice Lance - so be ready to switch between Frostbolt and Ice Lance depending on whether the target is still frozen. In a group, allies' attacks may break it before you can cast.
- Ice Lance snapshots. Ice Lance snapshots your target's Freeze status and will do its full bonus damage, as long as it's cast before the freeze is broken. This includes batching it with another spell in melee range.
- Kite when enemies get close. Use
Frost Nova and back up
some distance while casting
Ice Lance to keep doing damage. If Frost
Nova isn't available, re-apply chill with
Frostbolt and use your
wand while you keep gaining distance. If an enemy catches you in melee and
gets frozen from
Ice Armor, start running out of range while casting Ice Lance. - Finish efficiently. Avoid overkill - don't spend mana on a
high-rank Frostbolt when an enemy is nearly dead. Use
Fire Blast if
the enemy is low health and not frozen, or your wand. - Watch your mana. Casting stops your mana regeneration until 5 seconds have passed with no mana spent. Finishing low-health enemies with your wand lets that timer start sooner.
AoE Rotation
Mages have some of the best AoE farming in the game. When solo, you will have to be mindful
of your own survivability. With oneadditional party member to help, though, you'll
be able to safely pull even larger groups. You'll be using a mixture of different spells
to take them all down. How you approach a group depends on how many targets there are: at
around 3+ targets you'll be fishing for
Shatter bonuses and dealing
with targets based on priority, and at 5+ you'll be going full Area of Effect
spam.
- 3+ Targets Priority
Cone of Cold the group to get
Fingers of Frost and
Frostbite procs.- Use
Ice Lance on any un-frozen targets to burn Fingers of
Frost stacks. - Use
Ice Lance on frozen targets until they aren't frozen
any more. - Use
Frost Nova to create more frozen targets to Ice
Lance.
- 5+ Targets Priority
- Use
Cone of Cold on cooldown, and to use
Fingers of Frost procs. - Use
Blizzard in between casts to fish for procs. - Use
Arcane Explosion if you have aggro and can't safely
channel Blizzard.
- Use
None of the Mage's AoE damage has fall-off after a certain target count, but AoE is expensive. Expect to have to stop and drink if using AoE regularly.
As a bonus, it's worth noting that
Cone of Cold will keep up to 4 targets chilled
with 90% uptime (Or 100% with
Permafrost) This means you can safely kite,
or have allies safely kite, 4 enemies easily.
Important Abilities
In addition to all the damage and crowd control above, Mages in Forever have additional utility and quality-of-life benefits that help the leveling experience along.
Conjure Food &
Conjure Water: Provides a steady (and cost-free)
supply of refreshment while adventuring. Some players will tip some coin for mage food and water, too.- Teleportation & Portals: Allows you and party members to travel to major cities in an instant. With transportation being limited in Forever, this will be always useful.
Blink: This short-cooldown, short-distance teleport gets you out of most dangerous
situations. It can remove rooting crowd control, give you extra space, or save you from fall damage
if timed correctly. When used on cooldown while running, Blink amounts to a roughly 20% increase in travel speed.
Evocation: Restores most of your Mana pool over an 8-second channel.
Mana Gems: Provides an emergency source of Mana to the Mage.
Slow Fall: Allows for safe jumping off any mountain, ledge, or cliff, if you have a
Light Feather reagent handy.
Buffs
Frost Armor /
Ice Armor and
Mage Armor: These
are mutually exclusive, and you want one of them up at all times. While
leveling, use Frost Armor - the slow significantly reduces damage from
auto-attacks, and taking hits can proc Frostbite. Mage Armor regenerates mana
and is better when you don't expect to be hit in melee.
Dampen Magic decreases magic damage received and magic healing received
by you or an ally. When playing solo, you can keep this on yourself to give a boost
to your magic resistance for little downside.
Utility
Ice Barrier,
Mana Shield, and
Ice Block: Your
personal defenses. Barriers and shields protect your casts from being
interrupted.
Polymorph: If you accidentally pull too many enemies, this
takes one of them out of the fight for as long as it lasts. Damage removes
it, and you can only have one target polymorphed at a time. In dungeons, the
tank or party leader will mark targets with a crescent moon icon if they want
them polymorphed.
Counterspell: Interrupts enemy spells.
Stats
You'll be replacing gear constantly while leveling, so you rarely get to be picky. Focus on as much spell damage as you can, and whatever will fuel your pool of mana.
- Hit Chance
- As with any iteration of Classic WoW, capping your Hit Chance is a high priority. Every missed spell is a big loss of DPS, on top of a missed opportunity for any of your procs, and can slow down your momentum. There will be a cap where you can stop investing in this.
- Spell Damage / Frost Damage
- Scales up the damage on all of your spells, and is readily available in Forever through items and weapons. Not only that, but Spell Damage also increases Wand Damage. Frost damage stacks additively with Spell Damage, but only affects Frost spells.
- Critical Chance
- Frost Mage is a crit-based spec.
Ice Shards increases the crit damage of Frost by
100%, making crit chance far more valuable.
Ice Lance procs aren't guaranteed crit,
they are bonus damage that can crit.
Blizzard
can also crit. We like crit.
- Frost Mage is a crit-based spec.
- Spirit
- No mana means we stop doing damage, which is sad. Spirit will help by increasing mana recovered
every 5 seconds, increasing passive regeneration and
Evocation regeneration.
Frost Mages have limited tools for resource management, so Spirit will be a good stat to increase
where you can.
- No mana means we stop doing damage, which is sad. Spirit will help by increasing mana recovered
every 5 seconds, increasing passive regeneration and
- Intellect
- Intellect increases your maximum Mana, giving you more time before needing to recharge in some way, shape, or form. It also grants you more Spell Critical Chance.
- Stamina
- Dead DPS Do No Damage. Stamina will do nothing to increase your DPS, but will help
with your survivability by increasing your max health. Note: Undead DPS
is slightly increased by Stamina, as
Touch of the Grave
scales off of Max HP.
- Dead DPS Do No Damage. Stamina will do nothing to increase your DPS, but will help
with your survivability by increasing your max health. Note: Undead DPS
is slightly increased by Stamina, as
Gear and Where to Level
Leveling is a non-linear experience, particularly in the early levels. Zones can have quests that are 10+ levels apart, so you'll typically do a few quests in a given zone and then travel to a new area for more level-appropriate quests. Don't be afraid to travel - different zones provide new quests, dungeons, and other opportunities.
Gather up a zone's dungeon quests and run each dungeon at least once. In Forever, dungeon experience is stacked into its quests instead of killing the enemies inside, so one run gives a huge EXP boost. Check the Dungeon Hub for whether there are quests for your faction in each dungeon, and where to pick them up.
- Zones to Quest in:
Loch Modan/Darkshore
The Barrens
- Available Dungeons:
- Zones to Quest in:
Westfall/Darkshore
Silverpine Forest
- Available Dungeons:
Hall of Thanes
Ragefire Chasm
+
Ruins of Lordaeron- Note: Ruins of Lordaeron is a longer for Alliance.
- Zones to Quest in:
Westfall/Redridge Mountains
The Barrens/Stonetalon Mountains
- Available Dungeons:
- Zones to Quest in:
Redridge Mountains/Duskwood
Hillsbrad Foothills/Stonetalon Mountains
- Available Dungeons:
- Zones to Quest in:
Ashenvale/Duskwood
Ashenvale/Duskwood
- Available Dungeons:
- Zones to Quest in:
Wetlands/Ashenvale
Hillsbrad Foothills/Wetlands
- Available Dungeons:
- Zones to Quest in:
Wetlands/Ashenvale
Wetlands/Thousand Needles
- Available Dungeons:
Gnomeregan
Razorfen Kraul
+
Excavation Site: Wetlands and City of Dalaran
Listed below are a few important items we recommend picking up during your journey, as they offer not just a small upgrade compared to many of the other items that are available, but stand out as guaranteed rewards or particularly powerful options for you to grab.
- Weapons
- At Level 19, the
Coldspire Staff is a huge power spike
and item worth chasing from Rath'mael in Ruins of Lordaeron
Horde players get access to the
Staff of Orgrimmar
very early on, through the Hidden Enemies questline in Ragefire Chasm.
Horde can get the
Crescent Staff from completing
Leaders of the Fang in Wailing Caverns.
Alliance players can get the
Golemheart Stave as
a potential drop from Plunder in Hall of Thanes.
Alliance players can get the
Emberstone Staff as
a potential drop from Captain Greenskin in The Deadmines.
- At Level 24,
Rod of the Sleepwalker is a powerful staff that
drops from Twilight Lord Kelris in Blackfathom Deeps.
Alliance players can get the
Fallen Dragon's Scepter
through an elite quest chain in Wetlands, Stopping the Cycle.
- At Level 19, the
- Wands
- As early as Level 5, players can get their
Lesser Magic Wand from Enchanting 10 or the Auction House.
Note, this will require running to a city, so keep that in mind. - At level 13, the
Greater Magic Wand becomes available from Enchanting 70
or the auction house. Pick one up ASAP if you find yourself in the city.
Gravestone Scepter is available as a quest reward for
either faction from completing Blackfathom Villainy in Blackfathom Deeps.
Alliance players have a bit more choice, as they can get
Deepblaze as a quest reward from Old Ironforge Incursion in Hall of Thanes
Alliance can also get
Cookie's Stirring Rod from Cookie
himself in The Deadmines for a bit of a boost.- Level 30 unlocks the Mage's Wand class quest-line after completing
which gives an
Icefury Wand. The pre-requesites involve completing Scarlet Monastery
and fighting level 38 mobs in Arathi Highlands. Follow along the chain as soon as it's feasible.
- As early as Level 5, players can get their
- Helmet
- Helmets are very rare, and the first one that you can get is at Level 20,
Silky Circlet.
Unfortunately it is only available as Bind-on-Pickup via Tailoring, but it will last
you all the way into your mid 30s.
- Helmets are very rare, and the first one that you can get is at Level 20,
- Shoulders
- Similar to helmets, shoulders don't get strong until later in the game. The first
one we recommend getting are
Double-Stitched Woolen Shoulders at Level 17, which can be crafted
by Tailoring.
Reinforced Woolen Shoulders are available at level 19, if
you didn't get any yet.
- Similar to helmets, shoulders don't get strong until later in the game. The first
one we recommend getting are
With the WoW Forever Beta only reaching Level 30, we unfortunately are unable to provide more specific advice on which zones or gear to tackle beyond Level 30. Make sure to check back once WoW Forever has launched, as we will be updating this section of our Subtlety Rogue leveling guide soon after!
Leveling Tips
Focus on quests. Questing is the primary way to earn experience in Forever. Prioritize nearby quests, take note of when they cluster together, and don't be afraid to do green quests - they offer good experience and you'll finish them quicker.
Pull carefully. Early on, your mana costs are high and you'll be drinking water often between fights. Try to engage things one at a time, and be careful in caves where you'll have little opportunity to take a break.
Keep your buffs up. That means
Arcane Intellect and
Frost Armor. Frost Armor can proc
Frostbite, which you can
then use to immediately gain distance.
Get a wand as soon as possible. Wands let you fight without using
mana, and unlike spells they can't be interrupted. Early on, before talents,
they can even be stronger than your spells.
Lesser Magic Wand is
accessible at level 5 and
Greater Magic Wand at level 13. Enchanters use
both to grind their skill, so they're cheap on the Auction House and well worth
a trip to your local capital.
Visit your trainer. Your power comes from spells and spell ranks, and you unlock new spells every two levels. Stop by your class trainer regularly.
Remember the 5-second rule. Whenever you cast a spell, your mana stops regenerating. After 5 seconds with no mana spent, it will start up again, even in combat. Use your wand to finish low-health enemies.
Group up when you can. With one additional party member, you can safely pull larger packs and take them down with your AoE spells. You'll both benefit and clear mobs faster.
Do your dungeon quests. Collect all the quests for a dungeon - some come from longer quest chains - then run it once for a huge experience boost.
Craft when you log in. Mages use a lot of food and water while leveling. When you first log in for the day, spend your mana crafting food, water, and a Mana Gem if you have one. Keep some regular cooked food on hand too - Forever has well-fed buffs, and some food even grants an experience buff. Look out for the new campfires that players can place, which provide various buffs as well.
Plan your travel. Mages can teleport to capital cities starting at
level 20. Use this to cut down on travel time, and don't set your
Hearthstone to a capital city you can already teleport to. Use it to return back to your
quest area and save running times.
Maintain professions. Forever has significantly improved professions, and staying on top of them helps you plug gaps in your gearing as you level. See the Professions section below.
Leveling Milestones
| Level | Milestone Unlock |
|---|---|
| 13 | |
| 14 | |
| 20 |
|
| 26 | |
| 28 | |
| 30 |
|
| 40 |
|
| 50 |
|
Professions
- Recommended: Tailoring + Enchanting
- Tailoring now lets you craft your own Bind-on-Pickup
Rare gear, which is some of the best
leveling gear available for how easy it is to access. Starting as low as level
10, the
Novice Arcanist's Sash is an example of what you can make. Other
patterns can be found by turning in Waylaid Supply Crates, or from
dungeons and the Auction House, for things like
Shining Circlet. - Enchanting lets you craft consumables like
Minor Wizard Oil - Wizard Oils are one of your biggest DPS increases -
as well as various Bind-on-Pickup wands, staves, and off-hands. It pairs well
with Tailoring: while training it, you can disenchant the
Uncommon items you make, sometimes
even for a profit.
- Tailoring now lets you craft your own Bind-on-Pickup
Rare gear, which is some of the best
leveling gear available for how easy it is to access. Starting as low as level
10, the
- Alternative: Alchemy or Engineering + Respective Gatherer
- Alchemy and Engineering offer benefits such as damage-boosting consumables and mana potions, but without a Herbalism or Mining alt, they will be difficult or expensive to level.