Frost Mage DPS Uldir Raid Guide — Battle for Azeroth (BfA) 8.3
On this page, you will find tips, tricks, and strategies tailored to your Frost Mage for each boss of the following raid: Uldir. All our content is updated for World of Warcraft — Battle for Azeroth (BfA) 8.3.
This page will be a rough outline of tips and tricks for the bosses of the Uldir raid. This page will focus primarily on how a Frost Mage can optimize its performance on the raid bosses in Uldir, and not on an actual raid strategy for the bosses. Initially, this page will focus on Heroic mode and lower, however, as more bosses are being killed on Mythic, the guide will also include optimizations for Mythic bosses.
Frost Mage in Uldir
Frost Mages are looking pretty solid in Uldir. Most bosses seem to have some cleave or AoE component, which Frost currently excels at.
Comet Storm should be used if Coalesced Blood are dying quick enough that there are never two up at once.
Frost Mage Tips for Taloc
The fight is comprised of two main mechanics, Plasma Discharge and Sanguine Static. Sanguine Static targets a player in the raid and shoots 5 blood orbs towards the target. Be ready to sidestep the projectiles when he finishes the cast. Ice Floes is helpful in avoiding projectiles while not losing casts.
A location to drop Plasma Discharge should be marked before the fight begins. You should use Blink (or Shimmer, if you chose the talent) to get out of the group and start dropping the blood. If Taloc has cast Cudgel of Gore and his weapon remains on the ground, do not stand between the boss and his weapon at any time in Phase One or Phase Three.
In Phase Two, you begin your descent into the raid. Taloc goes immune to all damage and begins to spawn two sets of adds. Coalesced Blood is the Phase Two-exclusive add and must be prioritized over all other targets. Volatile Droplet will be soaked or burned down quickly as a secondary target. Again, if your raid struggles with having multiple Coalesced Blood active at once, Splitting Ice is a huge boon and worth the minor single target DPS loss.
Should you fall off the elevator in Phase Two, you can survive the fall by casting any of Slow Fall, Ice Block, or Blink/ Shimmer just before you hit the ground. This should allow you to rejoin the fight for Phase Three.
Your choice of Comet Storm and Splitting Ice will be dictated by how well your raid deals with the adds that are spawned by crossing the Defense Grid, as well as when your turn to travel across is. Comet Storm is better single target damage, and should be used if you are either late in going across, the adds are dying almost instantly due to high raid cleave damage, or you are doing a strategy that has many people moving across at once.
Frost Mage Tips on M.O.T.H.E.R.
Each room has set mechanics. While the boss is in the first room, she will cast Wind Tunnel and Purifying Flame, and once she enters the second room, she can cast Uldir Defensive Beam. Once she reaches the final room, she begins to take additional damage and the fight ends quickly thereafter.
Wind Tunnel conjures a gust of wind in the room, which pushes you towards zones of fire. On the Beta, you could stand against the wall where the boss is tanked to avoid getting pushed into the fire. However, the assumption is that this will be changed to no longer work on live. If this indeed does not work on live, you can deal with this using Shimmer, or through abusing Ice Floes's charge protection code to get multiple casts under one charge.
The main fight mechanic revolves around Defense Grid. Every time players cross into the next room, the entire raid takes damage and adds spawn, based on how many players crossed the threshold. If many players are crossing over, make sure you preemptively cast Ice Barrier.
These adds are the top priority in this encounter. They must be stunned, interrupted, and knocked back until they are dead. If their cast completes, the raid will wipe. Depending on how many people move over at once, how quickly your raid is dealing with them, and your own position in the raid changing sides, you will want either Splitting Ice or Comet Storm. Comet Storm may prove move useful in the final phase's extra damage segment, however.
When the boss enters the last room, she will gain a 100% damage taken debuff. Because of this, you have to make sure that your DPS cooldowns and second potion are ready before entering this final room.
Frost Mage Tips on Fetid Devourer
The main boss casts very few abilities. Rotting Regurgitation is a cone ability targeted at a random player, which must be dodged or you will take a large amount of damage and have Malodorous Miasma applied to you. Consider Ice Blocking the attack or using it to remove the debuff if you are sure you will not make it out of the cone, or are clipped by it accidentally.
Shockwave Stomp (Heroic and up) is a raid-wide knockback, which pushes you backwards a considerable distance. Make sure you watch for this timer before using cooldowns. You can use Shimmer while mid-air from this knockback to return back to your original position. Blink will also work, although it will cost a global cooldown. Try instead to be knocked into a nearby wall, and Ice Floes the cast that would be interrupted instead.
Two adds will spawn from six waste disposal units at random. These are your priority, consider holding onto 5 Icicles when your timers indicate they are about to spawn so that you may dump Glacial Spike into them immediately.
Zek'voz, Herald of N'Zoth
As usual, talent choices come down to what your raid needs extra help with, and what other specs are available in your raid. If your group has trouble clearing the Phase One Silithid Warriors, but you have an AoE grip ability such as Gorefiend's Grasp, you can opt into Comet Storm for higher burst AoE DPS.
For Mythic, your job is mostly AoE on the Silithid Warriors, so spec Comet Storm.
Frost Mage Tips on Zek'voz, Herald of N'Zoth
The main movement mechanic is Surging Darkness. This creates three zones of darkness centering where the boss casted the ability. One zone will be safe for every pulse. Either be ready to Shimmer or Ice Floes between the zones.
Phase One spawns many Silithid Warriors that fixate a target and can be stunned and burned down easily. Simply pre-cast Blizzard at the location they should be gripped to. If your group lacks a grip, it is your job to make sure they are all slowed using a combination of Blizzard and Frozen Orb.
During Phase One, players will be targeted with Eye Beam at random. Players targeted by this will have a small indicator below them that will show if they are standing close enough to cleave another player. Always avoid having other players in your circle while being fixated and use a personal cooldown, such as Ice Barrier, or Ice Block if you are dangerously low health.
Phase Two is a priority damage phase. Three adds will spawn and begin casting on players. These casters can be interrupted, stunned, crowd controlled, but not moved. Counterspell should be used to interrupt them. The boss mechanic during this phase casts Roiling Deceit on a handful of players. These players will take damage and then drop a cloud at their feet upon expiration. Get this cloud out of the raid by using Blink or Shimmer immediately.
Phase Three is the final phase of the fight. There will be no more adds or previous Old God mechanics during this phase. Instead, the boss will spawn Orb of Corruption around the boss room. These orbs must be soaked by players. Players who soak the orb get a temporary damage increase and once the buff times out, they will be mind controlled until killed. Mind controlled targets must be silenced, stunned, or interrupted while they live. You should soak one of these orbs while all your cooldowns are ready, so you can maximize the DPS bonus from the orbs.
Frost Mage Tips on Vectis
Vectis will begin the fight by casting Omega Vector on a few party members. This debuff does not expire and will bounce from target to target the entire fight. Every time the debuff bounces, the player contracts one stack of Lingering Infection, which increases all nature damage taken. While Omega Vector deals shadow damage, other fight mechanics deal nature damage.
During the "up phase", the boss will cast two abilities. Contagion is a raid wide nature damage explosion and Gestate stuns the target dealing shadow damage to all players around the target and spawns and add. This add must be burned down immediately or the healing absorb debuff it casts on the raid will be too much for your healers. If you get this debuff, you should get out of the group, and move back into the group after you have spawned the add. Splitting Ice will provide valuable boss damage while focusing the add down, and should be taken in all scenarios.
Vectis submerges and spawns Plague Bombs, which must be soaked by players. During this phase, Vectis will also send out waves of blood that must be sidestepped or the player will take a stack of Lingering Infection. These waves of blood move quite quickly and are hard to dodge if you are close to the submerged boss, so you should remain relatively far away. If a Plague Bomb spawns close to the submerged boss, you can soak this by using Blink or Shimmer to get to it, and then casting Ice Block to avoid getting hit by the waves of blood.
Comet Storm will provide the most damage, especially with the predominant strategies involving stacking the adds up for quickly bursting them down with AoE. If your guild has particular issues with the larger adds not dying, Splitting Ice is the talent to take.
On Mythic, your job mostly becomes a slow-bot. Since the Crawgs do not die for very long, Freezing Rain is actually the best option both for raw overall damage, and pumping a ton of Frozen Orbs and Ice Lances into the boss.
Frost Mage Tips on Zul, Reborn
There are three sets of adds that spawn in Phase One. Nazmani Bloodhexer spawn in packs of two and must remain separated. Focus these first and kill them quickly. If your group runs a strategy in which you crowd control these adds, you can use Polymorph on them when needed. The second Bloodhexer may possibly cast Congeal Blood; the add that spawns from this cast is the only target that takes priority over the two Bloodhexers. Bloodhexers can be hard crowd controlled, knocked back, stunned, and silenced, as can the add that they spawn. These adds are the ones you will most likely want to use your DPS cooldowns on.
Nazmani Crusher is your second priority and Bloodthirsty Crawg are normally just burned down through passive cleave. The Crushers will spawn one at a time and the Crawgs will spawn four at a time. When there are no Nazmani Bloodhexers active, target the Crusher and cleave off of him.
Mythrax the Unraveler
Frost Mage Tips on Mythrax the Unraveler
This fight consists of a boss phase and an intermission phase. During the boss phase, just be aware of any Annihilation stacks you have. Clear them if they get too high, or if you are called to clear them using Existence Fragments. You can limit the number of stacks you receive by avoiding casts of Obliteration Blast, which targets a random player and shoots a wave at them, and its intermission counterpart, Obliteration Beam. If you get Imminent Ruin, simply Blink out of the raid. Shimmer can allow you to get out and get back almost instantly.
At 75% Health, the boss moves into the middle of the room and takes 99% less damage, so make sure you do not activate your DPS cooldowns when the boss is close to 75% Health. During the intermission, two large N'raqi Destroyers spawn and must stay separated while being burned down. Additionally, several players will be targeted with Visions of Madness. Try to stay grouped so players can cleave them down easily. Counterspell any adds that are out of the main group.
Damage timings are very telegraphed during this fight. Raid-wide damage is dealt after every mind control break, at the beginning of every intermission, and also when Imminent Ruin expires. If any mechanics line up, or you are afflicted with Imminent Ruin, be sure to use your Ice Barrier or Ice Block.
Despite the add phase at the beginning of the fight, the vast majority of G'huun is single target, and you should talent Comet Storm rather than Splitting Ice. Splitting Ice will do more overall damage, however, due to the Phase One adds usually being in cleave range.
Frost Mage Tips on G'huun
Frost Mages are a decent choice (but by no means the best choice) for the upstairs mini-game, as with the double Shimmer usage, they can get very far along the platform to deliver the Power Matrix. So, if your group is lacking Warriors, Monks and Demon Hunters, it is worth trying as a Frost Mage.
Phase One is the add phase. Your focus in this phase is to cleave down all units, but have at least one target ready to be focused down. The priority is Blightspreader Tendril (Heroic and up), then Cyclopean Terror, and finally Dark Young. Make sure all casts during this phase are interrupted. The Dark Young add will cast an ability called Dark Bargain in a circle around itself. If you take one stack, you deal increased damage and healing but also take increased damage. If you get a second stack, you will be mind controlled. You can coordinate with your healers to get one stack of this for bonus DPS. You should make sure to line up your DPS cooldowns for this buff. During this phase, G'huun will also cast Explosive Corruption on one random player. This player should move to the edges of the room, so they do not infect any other members. This ability will persist through the fight. You can simply Blink out of the raid, or if using Shimmer, use both charges to get out and back in instantly.
When G'huun is forced from his lair, he stops stops spawning the adds from the previous phase and brings new mechanics to the fight. Be sure to spread to reduce stacks of Putrid Blood contracted from the Wave of Corruption. A player will be targeted with Blood Feast, rooting them to the ground. Stack up on that player to remove all stacks of Putrid Blood. He will spawn a Gibbering Horror, whose strength is increased by the amount of Putrid Blood stacks that were removed. Focus this down when it is active and avoid being interrupted by Mind-Numbing Chatter.
At 15% health, the final phase begins. The upstairs mechanics end and the raid takes a large amount of damage. Only two new mechanics are added to the phase, but you are no longer able to remove Putrid Blood, so spreading is very important. Malignant Growth (Heroic and up) must be moved away from if they spawn nearby. G'huun will also be casting Gaze of G'huun, which will fear you if you face him, so make sure to turn away right before it. It should be noted that Ray of Frost can be cast while facing G'huun and then will continue to cast while you look away. It is not a suggested talent for the fight, but it is an important note if you are playing it.
- 13 Jan. 2020: This page has been reviewed for Patch 8.3 and no changes are necessary.
- 24 Jun. 2019: This page has been reviewed for the release of Patch 8.2 and no changes are necessary.
- 14 Apr. 2019: This page has been reviewed and no changes are necessary for the release of the Crucible of Storms raid.
- 10 Dec. 2018: This page has been reviewed for Patch 8.1 and no changes are necessary.
- 16 Oct. 2018: Updated a few talent suggestions after having actually done the raid.
- 01 Sep. 2018: Added Uldir advice.
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