Developers’ notes: We’re taking a pass to reduce button and aura bloat in the Mage core tree. We’re also consolidating defensive power to simplify the landscape of Mage defensives and make them more approachable. In Midnight, Barrier spells should be potent, consistent, and reliable. Mirror Image and Invisibility spells should now be able to be used for their utility instead of tacked on defensive benefits. We’re also removing Shifting Power. Shifting Power was uniquely powerful for Fire Mage and substantially less interesting for Arcane and Frost but it came with its own set of tuning challenges that made it difficult to balance their cooldowns appropriately with its existence. Fire Mage will be getting some spec-specific adjustments to make Fire Blast more accessible to compensate for the loss of Shifting Power. We’re also reducing Shimmer’s power to help make the decision between Blink and Shimmer feel like more of a meaningful choice. Players who want to maximize uptime and display mastery over an encounter and its mechanics should feel empowered to express that through Shimmer, whereas progression and more reactive Mages should enjoy the increased availability of Blink.
Frost Mage: Midnight Expansion Preview
Welcome to our comprehensive guide on the Frost Mage changes in World of Warcraft's upcoming expansion, Midnight. This page is intended to help you learn about the new changes and help you know what to expect from Frost Mage in Midnight.
In this guide, you will find detailed breakdowns of the new Talents and Apex Talent system for Frost Mage. We will explore the most significant updates to the spec, and offer insights into how these changes will impact your overall gameplay. Whether you are an experienced Frost Mage or new to the spec, this page will be useful in knowing what to expect come launch next year.
Frost Mage: Midnight Expansion Preview
Welcome to our Midnight expansion guide for Frost Mage. Ahead of launch, this page will contain everything you need to know about the Frost Mage spec in the forthcoming Midnight expansion, including changes, Hero Talent Trees, and some light predictions on the state of the spec going into the expansion.
This page is a constantly evolving work in progress, with regular changes expected as updates hit Midnight test realms. This is not meant to be a launch guide for Frost Mage, but instead serves as a resource for you to keep up to date with how the spec is evolving on the test realms, and what you can expect from its playstyle and feel on launch.
Midnight Changes for Frost Mage
It is important to keep in mind that we are still months away from Midnight launching in its entirety, so many of the changes and issues listed are likely to be fixed before the expansion launches.
Core Changes
Primarily, this means that our defensive kit has been streamlined.
Greater Invisibility and
Mirror Image have lost their defensive
benefits, and we lost
Mass Barrier. In exchange,
Ice Barrier
has been buffed both in absorb amount and in gaining a physical damage
reduction while active.
Mirror Image has been reduced to a mere
Fade-style effect,
despite the patch notes and tooltip change. If you have used it solo questing
before, it behaves exactly as it did in the past. Sadly, it has been reduced to
a 15 second duration, although you can talent for it down to 1 minute cooldown.
As of current, it feels like the Mirror Image nodes will be skipped entirely.
Either tanks can manage threat, or we are doing significantly higher burst than
other classes. As far as a threat solution, dropping it entirely rather than
temporarily would be the better option, especially when both are on the same
cooldown length. Thus
Greater Invisibility is the better of the two
utility pieces in most group content.
Greater Invisibility also lost the damage reduction component, but
it gained a shorter cooldown, and the ability to actually be used as a sprint
through
Incantation of Swiftness without feeling like wasting a
defensive. It still remains a fantastic threat drop and target drop, and now it
is available more often!
Ice Block and
Ice Cold, thankfully escape unscathed. A small
but welcome addition is the ability to drop the cooldown to 2.5 minutes from
the usual 4, an extra 30 second drop from Live. You can also spec for a shorter
Hypothermia duration, although this only really impacts Frost, so it
feels like a bit of a talent tax. Thankfully we have no shortage of points to
spend.
Ice Barrier emerges with a 1% higher max health absorb in exchange
for a 5 second longer cooldown, and a 0.75 second global cooldown. This means
the penalty for casting it has been about halved. Additionally, it gained
Improved Ice Barrier, bringing the total health absorb up to 30% of your
max health, and a 10% physical damage reduction. While this reduction pales in
comparison to Arcane's
Prismatic Barrier magic reduction, it will be
very nice if we continue to see random target archers in Mythic+.
The most interesting change is the addition of the talent
Temporal Realignment. How it specifically works is if you are hit below
25% health (and not outright killed), and
Alter Time is off cooldown,
blow the cooldown and gain 50% of your health instantly. That is to say, if you
hit 24%, you are suddenly at 74% health and Alter Time is now on cooldown. This
maintains your ability to utilize Alter Time for mechanical and movement cheese
things, but will minimize the random deaths that Mages are so well known for.
This is probably one of the strongest changes in our defensive kit, as Mage has
historically been missing the passive tankiness of other classes, leading to
Mage being one of the most commonly killed classes on progression.
Mobility-wise, we have increased cooldowns on both
Blink (20s) and
Shimmer (30s), and we lost
Ice Floes. You can talent Blink
back to 15 seconds, although Shimmer can only get to 27. The second charge of
Shimmer has instead been made a capstone talent available to both spells.
A number of conditional effect talents such as
Quick Witted and
Time Manipulation have instead been moved to just a baseline cooldown
reduction effect. This makes whiffing a
Counterspell significantly
less punishing, and equalizes the value of Time Manipulation between the three
specs.
Contrary to the patch notes,
Supernova is still around, still
sharing the node with
Dragon's Breath. We did lose
Blast Wave,
so we are down one pseudo-interrupt effect, and one of our two Fire spells that
Frostfire's cooldown reduction touches. More on that later.
Core Frost Changes
Developers’ notes: Frost Mage is receiving a gameplay overhaul in Midnight targeted at simplifying their rotation by removing competing spell priorities and giving each spell a much clearer place in Frost’s rotation. In Midnight, Frost Mage features building and spending debuff gameplay centered around two reimagined mechanics: Freezing and Shattering. Frostbolt and Flurry apply stacks of Freezing and Ice Lance consumes them to deal significant bonus damage. Alongside this core mechanical change, we’re doing an overhaul of Frost’s talent tree targeted at reducing button bloat, reinforcing rotational clarity and priorities, while also removing a significant number of auras. One such change is the removal of Icy Veins as Frost Mage’s burst cooldown, now being replaced with Ray of Frost. Our vision for Frost Mage in Midnight involves a consistent damage profile with smaller peaks relative to the burstier specializations of Arcane and Fire, but a higher consistent damage output. We feel that Frost Mage has historically been deemed as the more approachable of the 3 mage specs and we like that for Frost’s identity, Our goal for the rework is for that perception to continue while also offering new Mastery for those players who heavily invest in playing Frost.
While I see the design goal brought forward here, and the potential for this to become true, the current state of Alpha Frost does not meet these expectations currently. Specifically, it does not "reinforce rotational clarity and priorities". However, they are not far off the mark, and this could very easily be rectified with a small amount of work. Despite the apparent negativity in the following paragraphs, I remain fairly hopeful. There is a good core of a spec in here, it just needs a bit more work.
Blizzard has completely torn down the spec and rebuilt it from scratch.
You will see spell names that are familiar, but their role in the gameplay has
changed, sometimes drastically. The spec no longer interacts with the rooted
effect known as frozen. Instead, some spells apply a "Freezing" debuff, which
are then "Shattered" by others.
Shatter no longer exists as it has for
the past 20 years, replaced by
Shatter.
Icy Veins has been removed as our major cooldown, and is replaced by a
massively buffed
Ray of Frost. Sadly this does nothing to our AoE
damage unless you talent for it, although since the choice node is functionally
mandatory, and the choices are 30% damage to primary target, or 30% damage
spraying to 5 nearby targets, this seems like a fair deal. Additionally,
Splintering Ray does apply the Freezing stacks to targets it is
cleaving to, making this an extremely powerful talent in keys.
Cold Snap can be traded for
Glacial Bulwark, which gives us
a second charge of
Ice Barrier and
Ice Block, which in most
cases will be preferred.
Mastery: Icicles has been replaced
with
Mastery: Freeze and Shatter. This is functionally a flat bonus to
the spells that either Freeze or Shatter respectively. Tuning is currently a
little off, with both sides of the effect providing the same bonus. Expect this
to get tuned, likely in the direction that Freezing will be higher than
Shattering.
The Mastery change is somewhat disheartening. While it fits thematically, it does leave a few holes in the kit not covered by Mastery, which devaules it as a stat.
The Water Elemental returns as its own permanent pet talent, but with it
having no AoE component, no Mastery value, no
Brain Freeze generation,
and with how crowded the Frost
talent tree is in general, I fear it may just be a dead node entirely, unless
it receives further adjustments. The one saving grace is that it does generate
Splinters for
Spellslinger, which means that no matter how bad its
damage, it will be taken by at least Spellslinger.
Glacial Spike has been re-imagined into a
Frostbolt
replacement on a timer through
Icicles, rather than its own spell.
This presents a few mechanical issues, such as
Frostfire Empowerment,
expanded on later.
Comet Storm has likewise been re-imagined as a
Ray of Frost
replacement after casting Ray of Frost. This allows for a quick consumption of
all the Freezing stacks that Ray drops on targets, although it does not
interact with mechanics that touch Shatter via
Ice Lance.
Coldest Snap has been removed in favour of
Cone of Frost.
This is generally speaking a good change for consistency, giving us a reliable
short CD AoE generator. Additionally,
Ice Nova can be
talented as a
Cone of Cold replacement from range.
The
Ice Caller AoE engine has been removed entirely, meaning that
our AoE revolves around
Blizzard and
Cone of Frost with
Ice Lance Shattering on multiple targets through
Fractured Frost.
Fingers of Frost has been redesigned to fit into the new mechanics,
which allows your next
Ice Lance to not consume any Freezing stacks,
and deal damage as if the target has the maximum amount of Freezing that Ice
Lance can consume. The downside is that this actually requires at least 1
Freezing on any given target to deal damage like that. One would hope this gets
addressed. Additionally, you now have to talent for
extra stacks, meaning that Fingers of Frost has (yet again) been split out over
multiple talent points.
Developers’ notes: We’re reducing Shatter’s power and moving it into some underperforming Frost spells.
While this is a good end goal, the problem is that this has been done
haphazardly. Previous iterations had
Shatter at upwards of 80% of
our damage contribution, but the current iteration now has Shatter so low in
damage that
Ice Lance is not worth pressing in almost all situations.
One oddity is that there is now no longer a consistent AoE target limit on
Frost.
Blizzard and
Frozen Orb soft target cap at 8,
Cone of Frost hard at 5,
Splintering Ray at 6,
and
Fractured Frost at 3. I would
really like to see us re-standardize on 8 like most casters have historically
been since the AoE cap change went through all those years ago.
In its current, very early, iteration, the gameplay predominantly revolves around
Freezing and Shattering (at least in a world where
Ice Lance is worth
hitting). Both Hero Talents feel like they play decently well,
although not without small issues here and there.
Frostfire in
particular is strapped for third gate talent nodes, since it needs to talent
for both
Comet Storm in all
scenarios.
Currently, i feel like it has no
rhythm. Live Frost gets very rhythmic with the cycling of 3-5 spells into
Glacial Spike, or the cycling of
Blizzard and
Frozen Orb on AoE. Especially on
Spellslinger, it feels very
much like I (theoretically) have to stare down a debuff on a target and hit
Ice Lance
as soon as it gets higher than 5-6, which happens very quickly.
Additionally, it feels as if the AoE rotation has nothing going on.
Blizzard is cast in single target, so there is absolutely no change or
interaction to our AoE. Additionally
Ice Lance's cleave target handling
is done by GUID, which means that it will always target the same 2 mobs to
cleave to, rather than the highest stacks in range. Combined with how low a
target cap on Ice Lance's cleave, this means that it does basically nothing in
AoE, on top of already being tuned extremely poorly.
Hero Talent Changes
Developers’ notes: The Frostfire Hero Talent tree added many auras, most of which you were incentivized to track and play around. It was also filled with damage procs, many new damage events, and provided an influx of Brain Freeze and Phoenix Flames charges to Frost and Fire respectively. In Midnight, we’re reworking the Frostfire Tree completely to let its gameplay more directly enhance and elevate the gameplay that exists within the Fire and Frost trees instead of overwhelming it. We’ve also moved Isothermic Core to the capstone location and integrated it more deeply into the tree’s talents, since the community has made it very clear that it is a fantastic visual spectacle and an exciting moment gameplay-wise. In Midnight, Frostfire Mages should have more intuitive rotational priorities, less auras to track, and punchy, big moments of damage and excitement with Frostfire Empowerment and Isothermic Core.
Frostfire feels like the basic Frost. Losing the
Excess Fire and
Excess Frost buffs is a good direction.
Blizzard has listened and fixed all the issues with
Flash Freezeburn, making
Glacial Spike always explode.
Frostfire never seems to feel
overwhelmed with Freezing stacks, nor does it really have too many instances of
spamming nothing but
Ice Lance for ages on end. It does not really
provide Blizz's stated "visual spectacle and exciting moment in gameplay" when
Comet Storm has been reduced in frequency to about a quarter of
what it was on Live, however. Likewise,
Frostfire Empowerment is not
"punchy" nor is it a large amount of damage.
Spellslinger has come out as a fully functional Hero Talent, and
recent tuning has addressed how Lance-spammy it feels. Additionally, changes to
Spellslinger's talent nodes have removed a great deal of nodes that felt like
filler.
The core gameplay of
Spellslinger outside of a
Ray of Frost window feels fairly tame. If you are familiar
with Live Spellslinger, it feels very much the same, although shorter
Augury Abounds windows.
Spellfrost Teachings got halved
from Live, but you also generate a good deal more Splinters, so the functional
CDR is about the same. Just after Ray of Frost, however, you tend to get
inundated with Freezing stacks. Depending on a few factors that will depend on
tuning and simulations, this could feel a bit spammy, although not too much
worse than Live.
Both Hero Talents are now seeing some odd issues with either their defensive
or utility nodes.
Frostfire's defensive is solid, adding another
~21% shielding on your
Ice Barrier. However, its utility node entirely
relates to Fire-school spells, of which we lost one and usually take the other
talent choice on the other.
Spellslinger's defensive node got nerfed with the loss of
Mirror Image as a defensive cooldown, and a reduction of
Reactive Barrier's health floor and total absorb benefit. Weirdly, at its
best, it is basically as strong as
Frostfire's baseline ability.
Look Again has somehow managed to become even worse than it was on
Live, which is truly a feat. It spawns a single
Mirror Image with none
of the threat modifier.
Apex Talents
Frost's Apex Talents seem to be fairly well integrated into the spec. The
core mechanic is tied to
Shatter, and the final node massively buffs
Ray of Frost's numbers, while also giving it a second charge.
Hand of Frost is a simple damage passive attached to
Shatter that also adds freezing stacks to the target.
Nothing special.
Hand of Frost adds a stacking damage buff when a
Hand of Frost is triggered, and increases the proc rate based on
how many stacks of Freezing you consume. Again, simple.
Hand of Frost grants
Ray of Frost a 25% damage buff, causes
it to fire 4 Hands of Frost at the target, and gives Ray a second
charge. Giving us the flexibility of a second charge on our main DPS cooldown
is one of the best quality of life changes we could possibly want in a cooldown.
Tier Bonuses
Mage Frost 12.0 Class Set 2pc is truly the showcase of being out of touch
with how a spec works.
Frostbolt and
Flurry, even post-buff,
are sub-3% damage components in the spec on single target, and significantly
lower on AoE. Adding 8% to that is next to nothing. This is going to be a
continual pain point for the spec going forward with this design. Any damage
buffs attached to the core rotational spells is going to need absurd percentage
increases to meet the standard 5% damage buff for a set bonus.
Mage Frost 12.0 Class Set 4pc on the other hand is a nice theoretical
buff, although given
Ice Lance's current tuning, still not going to add
any DPS.
Fingers of Frost needs some extra punch to it, and this fits the theme
quite nicely.
Changelog
- 30 Nov. 2025: Updated for changes through to current date. Flash Freezeburn issues addressed. Ice Lance left out of the tuning process, leading to awkwardness. Blizzard sneaking into single target.
- 07 Nov. 2025: Updated for changes through to current date. A lot of pain points addressed. Tier set reviewed.
- 18 Oct. 2025: Alpha playtested and updated accordingly.
- 12 Oct. 2025: Added Page.
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This guide has been written by Kuni, one of the best Frost Mages in the world, who raids in Mortal Desire.
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