TBC Classic Frost Mage Spell Summary

Last updated on May 30, 2021 at 16:33 by Wrdlbrmpft 1 comment

On this page, we present you with all spells and procs that you need to understand as a Frost Mage in TBC Classic.

1.

Buffs

Frost Mages offer a variety of useful buffs for themselves and the group they play in. These buffs can be used to increase stats, damage and healing taken, critical strike chance, and Mana regeneration. Other buffs decrease damage and healing taken and decrease damage taken. The armor buffs only castable on the Mage, while the other buffs listed below can be cast on any group member.

Arcane Intellect IconArcane Intellect — Increases Intellect on the target.

Arcane Brilliance IconArcane Brilliance — Increases Intellect of everyone in the target's group. Requires one Arcane Powder Icon Arcane Powder to be cast and Tome of Arcane Brilliance 2 Icon Tome of Arcane Brilliance 2 to be learned.

Dampen Magic IconDampen Magic — Buffs the target to decrease magic damage and healing taken. Can be enhanced with Arcane talents. Very niche use.

Amplify Magic IconAmplify Magic — Buffs the target to increase magic damage and healing taken. Can be enhanced with Arcane talents. Useful on players that take physical damage only or almost exclusively physical damage, but niche use.

Molten Armor IconMolten Armor — Increases the Mage's chance to critically hit with spells by 3%, deals 75 Fire damage per hit to melee attackers, decreases the chance to be critically hit by 5%. Can be enhanced with Fire talents to affect ranged and spell attacks as well.

Mage Armor IconMage Armor — Increases magic resistance and allows 30% of the Mage's Mana regeneration to continue while casting.

Ice Armor IconIce Armor — Increases the Mage's Armor and Frost resistance and slows enemy melee attackers. Can be enhanced by Frost talents.

2.

Utility and Crowd Control Abilities

Mages are sought after for their crowd controlling abilities, such as Polymorphing enemies and Frost exclusive slowing and freezing effects. Further, they supply their group and themselves with fresh water and food and open portals to all major cities of each faction. Mages can remove curses from allies and magic from enemies.

Polymorph IconPolymorph — With this spell, humanoids, critters and beasts can be turned into a sheep for a certain amount of time. This effect can end before it's maximum time has passed. Through the Fragmented Magic quest and the Tome of Polymorph: Turtle Icon Tome of Polymorph: Turtle book, enemies can also be turned into a pig or a turtle, which is of course a very nice cosmetic upgrade.

Conjure Water IconConjure Water — Conjures water, usable by friendly players. Conjured items disappear from the inventory after logging out for 15 minutes or more. The highest rank can be learned from Tome of Conjure Water IX Icon Tome of Conjure Water IX, which drops in high level dungeons.

Conjure Food IconConjure Food — Conjures food, usable by friendly players. Conjured items disappear from the inventory after logging out for 15 minutes or more. The highest rank can be learned from Tome of Conjure Food VIII Icon Tome of Conjure Food VIII, which drops in high level dungeons.

Ritual of Refreshment IconRitual of Refreshment — Creates a portal, two friendly players need to click in order to make a table appear. Costs 2 Arcane Powder Icon Arcane Powder. Each player can take up to 80 Conjured Manna Biscuit Icon Conjured Manna Biscuits from this table. Conjured items disappear from the inventory after logging out for 15 minutes or more. This spell can only be learned after learning the two highest ranks of Conjure Water and Conjure Food from the books.

Conjure Mana Emerald IconConjure Mana Emerald — A Mage can create 5 different types of Mana Gems, which can be used in combat to restore Mana. The highest rank of this spell restores most Mana and has, contrary to all other ranks, three charges.

Teleport Spells: Every Mage can teleport to it's faction's major cities at the cost of one Rune of Teleportation Icon Rune of Teleportation.

Portal Spells: These spells are used to open portals to each faction's major cities the whole group can use. Costs 1 Rune of Portals Icon Rune of Portals.

Invisibility IconInvisibility — The Mage fades out for 5 seconds and becomes invisible after that time. Each second before becoming invisible, the threat against all enemies is reduced by 20%. Any damage taken or action from the Mage cancels the spell. This can be used as a threat dump, to leave combat or to sneak by enemies.

Evocation IconEvocation — A channeled spell that restores 60% of your Mana during 8 seconds. Haste effects make the channeling faster and damage taken while channeling reduces the Mana restored.

Spellsteal IconSpellsteal — Sometimes enemies have beneficial magical buffs you can steal with this ability. Stolen buffs last on you for two minutes. Some bosses, such as High King Maulgar require one Mage to steal a magical buff from an enemy, in order to be able to tank it.

Counterspell IconCounterspell — This spell is used to interrupt enemy casting and to prevent any spell of the interrupted spell school from being cast for 8 seconds.

Blink IconBlink — Teleports the Mage 20 yards forward. This ability can be used to reposition during fights and save some running time, flee from enemies, break snaring effects or to prevent fall damage by Blinking shortly before reaching the ground.

Slow Fall IconSlow Fall — At the cost of one Light Feather Icon Light Feather, Mages can reduce their falling speed for 30 seconds. This can be used to survive falling down, or to move to locations normally unreachable, by jumping from a higher ledge to a lower position. Can be cast before mounting and it will persist while mounted.

Remove Lesser Curse IconRemove Lesser Curse — Removes a curse from a friendly target.

Freeze IconFreeze — Exclusively available to Frost Mages, this spell of the Water Elemental can freeze enemies in a 8 yard radius anywhere around the Mage for 8 seconds. Can be used in conjunction with Frost Nova to keep enemies away from the group or to slow them down while they approach. With the Shatter IconShatter talent, frozen enemies have a 50% increased chance to get critically hit by Frost Mages.

Frost Nova IconFrost Nova — Freezes enemies 8 yards around the Mage for 8 seconds and serves the same purpose as Freeze.

Improved Blizzard IconImproved Blizzard — This ability can be used to control groups of enemies by slowing their movement speed. It is a utility spell, if it is required to buy time before mobs reach the group or the Mage.

3.

Offensive Abilities

Frost Mages use different offensive abilities than Fire or Arcane Mages.

Frostbolt IconFrostbolt — Your main source of damage. Frostbolt, as the only spell, receives 6% hit chance from Elemental Precision IconElemental Precision instead of 3%. Your target takes damage and will get slowed.

Ice Lance IconIce Lance — An instant cast spell that deals three times damage against frozen targets. Very good to use directly after a Frostbolt ("Shatter Combo"), if the target is frozen. Can also be used to freeze a target with Winter's Chill IconWinter's Chill while running from it.

Blizzard IconBlizzard — Slows enemy targets by up to 75% for up to 4.5 seconds, if fully talented. While it is not the highest damage Mage AoE ability, it is very useful to slow down groups of enemies.

Cone of Cold IconCone of Cold — A frontal cone AoE ability that does high damage and slows enemies for up to 11 seconds with the Permafrost IconPermafrost talent.

Fire Blast IconFire Blast — An instant cast ability, mostly used while running, as it does more damage than Ice Lance.

Arcane Explosion IconArcane Explosion — The main AoE spell. Does very low threat if talented with the Arcane Subtlety IconArcane Subtlety talent.

4.

Cooldowns

Summon Water Elemental IconSummon Water Elemental — Summons a Water Elemental that assists you in combat for 45 seconds. This Elemental has the damage dealing Waterbolt IconWaterbolt and the ranged Frost Nova Freeze IconFreeze. It is recommended to make the following two macros:

  • /petattack
  • /cast Frostbolt
  • /cast Freeze

The first Macro will make the Water Elemental automatically cast Waterbolt IconWaterbolt if you cast Frostbolt IconFrostbolt, the second macro will cast the ranged Frost Nova Water Elemental has. In raids it is advised to coordinate Bloodlust IconBloodlust/Heroism IconHeroism cooldowns. If you summon your pet before Shamans use their cooldown, the Water Elemental will benefit from the 30% Haste effect as well and deal 30% more damage.

Icy Veins IconIcy Veins — Increases your casting speed by 20% for 20 seconds. During the duration of Icy Veins, your spells are no longer subject to spell pushback. Use this when ability as often as possible.

Cold Snap IconCold Snap — Resets the cooldown of all Frost abilities, which enables you to use Icy Veins and Summon Water Elemental twice in a row. This ability makes your DPS skyrocket in short fights.

5.

Defensive Abilities

Every Mage spec has good defensive capabilities. They can absorb damage from different sources and even become immune to damage.

Fire Ward IconFire Ward — Absorbs Fire Damage.

Frost Ward IconFrost Ward — Absorbs Frost Damage.

Mana Shield IconMana Shield — Absorbs physical and magical damage at the cost of Mana.

Ice Block IconIce Block — Puts the Mage in an Ice Block for 10 seconds, making it immune to almost all attacks and spells. Some boss abilities can penetrate the Ice Block immunity and Priests can dispel Ice Block with Mass Dispel IconMass Dispel. This ability can also be used to protect the caster from fall damage. After using Ice Block, you get the Hypothermia debuff that prevents you from using Ice Block again for 30 seconds.

Ice Barrier IconIce Barrier — A Frost spec exclusive spell, that protects the caster from all kinds of damage.

6.

Changelog

  • 30 May 2021: Guide added.
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