Frost Mage DPS Rotation, Cooldowns, and Abilities (WoW MoP 5.2)
In this article, we list your Frost Mage (WoW MoP 5.2) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing a Frost Mage will face you with.
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. Single Target Rotation↑top
The rotation of a Frost Mage consists in the following priority list.
- Apply
Nether Tempest and always refresh it right before the last
tick (or earlier if you have several Intellect procs happening at the same time). - Cast
Frozen Orb on cooldown. - Cast
Frostbolt until the debuff it applies reaches 3 stacks. - Cast
Freeze from your Water Elemental.- Only do so if there are adds that are not immune to rooting effects, it
will give you 1 charge of
Fingers of Frost (2 if it hits more than 1 enemy).
Do not cast Freeze on raid bosses, as they are immune to rooting effects.
- Only do so if there are adds that are not immune to rooting effects, it
will give you 1 charge of
- Cast
Frostfire Bolt as soon as
Brain Freeze procs. - Cast
Ice Lance when you have charges of
Fingers of Frost. - Cast
Frostbolt as a filler spell.
See our Opening Sequence for instructions on what to cast when the fight starts.
1.1. Tier 6 Talent
Invocation is your best Tier 6 talent and is very straightforward
to use. Cast it before the pull to get
Invoker's Energy up and
recast it every time it expires.
Make sure that, during
Evocation, you do not have
to refresh
Nether Tempest.
If you chose
Rune of Power as your Tier 6 talent, then
make sure that your Rune of Power is always active and that you
stand in it at all times.
If you chose
Incanter's Ward as your Tier 6 talent, then
use it every time it comes off cooldown.
We discuss how other choices of talents affect your play style further down the page.
1.2. Cooldown Usage
Icy Veins is your main DPS cooldown. It should
be used whenever possible and in conjunction with on-use trinkets and
potions.
Alter Time returns you to your current location, health, mana, buffs, and
debuffs when you cast it a second time or after 6 seconds. We advise you to always
use it in conjunction with
Icy Veins, so as to increase the duration of
the effect to 26 seconds. Make sure to have 2 charges of
Fingers of Frost and
to have a proc of
Brain Freeze before using Alter Time. Alternatively, you can
use it to bypass encounter mechanics, for example before receiving a large amount
of damage or a dangerous debuff.
Mirror Image provides you with a small DPS boost and should therefore be
used on cooldown.
2. Multiple Target Rotation↑top
If the enemies are spread out, then you need to keep performing your single-target
rotation on one of the enemies, all the while keeping
Nether Tempest (which you
should have chosen as your Tier 5 talent) applied on as many enemies as possible. When
casting
Freeze, try to target 2 enemies if possible, this will grant you
two charges of
Fingers of Frost.
If the enemies stacked together, then your spell usage will depend on how many enemies you are fighting.
Between 2 and 4 enemies, continue performing your single-target rotation, all
the while using
Flamestrike and glyphed
Cone of Cold on cooldown, and keeping
Nether Tempest (which you should have chosen as your Tier 5 talent) applied on
as many targets as possible.
Glyph of Ice Lance will cause
Ice Lance to
strike an additional target for 50% of the damage.
For 5 enemies and more, use a combination of
Frozen Orb,
Flamestrike,
Arcane Explosion, glyphed
Cone of Cold, and
Frost Bomb (which you need to choose as
your Tier 5 talent). A very neat trick here is to use
Ice Ward (on the
tank),
Frost Nova, or
Freeze
right before Frost Bomb explodes (because of
Shatter). You need to
time the freezing spell well, so that the damage from other players in your group
does not break it before Frost Bomb explodes.
3. Armors↑top
Your only viable choice of armor is
Frost Armor.
4. Water Elemental↑top
Use
Glyph of Water Elemental if you want to avoid giving orders to your
Elemental during an encounter.
5. Optional Read: Mastering Your Frost Mage↑top
While the rotations we gave in the previous sections will yield very good
results, there are many things you should be aware of, in order to play
your Frost Mage to its full potential. In particular, you need to understand
precisely how
Fingers of Frost and
Brain Freeze work.
5.1. Fingers of Frost
Fingers of Frost is a self-buff that has a chance to proc from
most of your offensive spells, excluding
Ice Lance. It can stack twice.
Your Water Elemental also has an ability,
Freeze, that will grant you 1
charge of
Fingers of Frost (2 if it hits more than 1 enemy).
If you have at least 1 charge (stack) of
Fingers of Frost, then your
Ice Lance
spell will damage your target as if it were frozen, meaning that its damage will
be multiplied by 4 (not counting the +25% increased damage it also receives from
Fingers of Frost and
Mastery: Frostburn, your Mastery). Also,
thanks to
Shatter, the critical chance of Ice Lance against frozen
targets is greatly increased.
Since
Ice Lance is the only spell you will use that can consume
your charges of
Fingers of Frost, you do not have many constraints regarding
when you should be using Ice Lance. You just need to make sure that your charges
do not go to waste.
It is important to note that
Frozen Orb will rapidly generate 2 charges
of
Fingers of Frost, especially if you use it with a lot of enemies around.
This means that you should cast Frozen Orb when you have no charge of Fingers of
Frost. After casting Frozen Orb, you should be ready to spam
Ice Lance
to consume all the charges of Fingers of Frost that you are going to receive.
5.2. Brain Freeze
Brain Freeze is a self-buff that has a chance to proc off the ticks/damage of
your Tier 5 talents (
Nether Tempest and
Frost Bomb, normally). Note that
Frost Bomb will give you a proc of Brain Freeze every time it deals damage.
Brain Freeze grants
you an instant-cast, mana-free
Frostfire Bolt that will act as if it
were cast on a frozen target (greatly increasing its chance to be a critical strike,
thanks to
Shatter).
Try to use your procs of Brain Freeze rapidly, so that they are not overridden by a new one.
5.3. Opening Sequence
We advise you to use the following opening sequence (or opener).
- Before the pull:
- with
Nether Tempest:- cast
Mirror Image (-3 seconds); - use your
Potion of the Jade Serpent and start casting
Frostbolt (-2 seconds); - cast
Frozen Orb and apply
Nether Tempest;
- cast
- with
Frost Bomb:- cast
Mirror Image (-2 seconds); - use your
Potion of the Jade Serpent and start casting
Frost Bomb (-1 seconds); - cast
Frozen Orb.
- cast
- with
- After the pull:
- spam
Frostbolt until you get 2 stacks of
Fingers of Frost
(
Frost Bomb or
Nether Tempest will give you the proc of
Brain Freeze you need before
you can use
Alter Time); - use your
Icy Veins+
Alter Time macro; - during
Alter Time, do your regular rotation, but make sure to consume
Fingers of Frost and Brain Freeze before Alter Time expires; - when
Alter Time expires, resume your regular rotation.
- spam
5.4. Kiting
A great strength of Frost Mages is their almost unrivaled ability to kite a target (or a group thereof) around. Frost Mages have a whole arsenal of abilities to slow and freeze their targets:
Frost Nova;
Blizzard;
Frostbolt (applicable to a single target);
Cone of Cold;
Deep Freeze (applicable to a single target);
Ring of Frost.
When kiting, you should try to move in a circular manner. To achieve that, you should always be moving sideways (left or right) and use the camera control (by default, the mouse right button) to try and rotate around a fixed point. The idea is that it enables you to target the adds you are kiting and it makes it easier to group the adds together.
To get initial aggro on the adds, cast
Ice Lance on them once or twice,
that should be enough if no one else attacks them. While you are kiting them,
the spells you will use should suffice to maintain aggro.
In theory, using only spells with freezing effects (Frost Nova, Deep Freeze, and
Ring of Frost), in combination with
Blink to move away from the adds when
they get too close, should be enough. If you are having trouble kiting the adds
using only spells with freezing effects, you can always throw in a Cone of Cold
to slow them down.
5.5. Talent Cooldowns and Abilities
5.5.1. Tier 1 Talents
Blazing Speed currently is the most important Tier 1 talent,
and you should practice and master its usage, in order to minimise your
movement and optimise your DPS.
Frostbolt and
Frost Bomb are your
only spells with a cast time, so keep Blazing Speed for situations where you
need to stand still casting these spells before moving out of danger in a flash.
Consider it as an extra
Blink: use it to get out of a situation that
would otherwise kill you or if your target goes out of range.
Presence of Mind and
Ice Floes are the other two cooldowns that
you can choose as your Tier 1 talent. If you choose
Presence of Mind
(encounters without movement), it should be made into a macro that will
serve as your primary way of casting
Frostbolt
(see our Presence of Mind Macro).
If you choose
Ice Floes (encounters with short sequences of movement),
then, whenever you have to move, you should use it with
Frostbolt.
6. Changelog↑top
- 17 Apr. 2013: Update after Blatty's review of the guide.
- Improved AoE rotation.
- Added opening sequence.
- Emphasised the importance of
Blazing Speed over the other two Tier 1 talents
in the talents cooldown section.
- 09 Mar. 2013: Added a mention of the fact that
Freeze no longer grants charges of
Fingers of Frost when
cast on targets that are immune to rooting effects. - 07 Mar. 2013: Patch 5.2 update.
- Updated multiple-target rotation to reflect the fact that
Glyph of Inferno Blast (formerly Glyph of Fire Blast) now spread DoTs to an additional nearby target. - Updated value of
Invocation's buff: was 25%, is 15% now.
- Updated multiple-target rotation to reflect the fact that
