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Posts with tag frost-mage

Arcane Brilliance: On Deep Freeze



Each week Arcane Brilliance invites Mages everywhere to read a column about themselves. It then invites Mages to cast Mirror Image and have their copies read it also. It then invites those mirror images to in turn cast Mirror Image upon themselves, and those copies to cast it as well. In this way, Arcane Brilliance intends to become the single most viewed page on the web. Get casting!


Let me preface this by saying that if you are one of the many who label anything written by a Mage that isn't full of sunshine and candy canes as complaining, crying, or QQ, you may want to just stop reading right now. Thanks for coming, post your "UR TEARZ R DELICIOUS" nonsense in the comments section, and then go back to tea-bagging your kills on Halo or whatever. This column is not for you.

Ok, gone?

Good.

Now that it's just Mages left here, we can talk. Last week I made a promise concerning Deep Freeze. This week I intend to deliver upon that promise. You see, since last week's column, build 9014 and build 9038 have come and gone on the beta, and Deep Freeze still does no damage. We still have no idea, at least not in the form of a comment by a blue poster, whether this change is permanent, intentional, or just Blizzard screwing around with things the way they're still doing with Arcane Blast, i.e. over-nerfing a spell for testing purposes. All we know is that the Frost tree's 51 point spell sucks. It sucked two builds ago, and it goes on sucking to this very day. As I write these words, Deep Freeze remains on the beta, sucking like nothing has ever sucked before.

Now I must do what I must do.

There will be no sunshine or candy canes after the jump. This I promise you.

Continue reading Arcane Brilliance: On Deep Freeze

WWI '08 Death Knight Demo: Frost spells and talents


The Frost tree was originally designated the tanking tree, and the Frost Presence will likely still be the presence of choice for tanking Death Knights. Interestingly enough, very few of the other spells and talents in the Frost tree -- with the exception of Icebound Fortitude -- really scream "tanking." However, some of them do scream "crowd control," which may amount to the same thing in the end -- just freeze, slow, or silence extra mobs until you have a chance to focus on tanking them.

The "frozen" bonuses in some of the talents also suggest that Frost Death Knights may have a lot of good synergy with Frost Mages as well, assuming their frozen status afflictions are identical to each other. Below is a listing of some of the Frost spells and talents shown in the WWI Death Knight demo:

Frost Spells:


Icy Touch:
Requires level 55
Costs 1 Frost Rune
Instant cast, 6 second cooldown
20 yard range
Description: Deals 217 to 235 Frost damage modified by attack power and reduces the target's ranged, melee attack, and casting speed by 15% for 20 seconds.

Chains of Ice
Requires level 56
Costs 2 Frost Runes
Instant cast, 16 second cooldown
20 yard range
Description: Freezes the target in place for 3 seconds. the target regains 10% of their movement speed each second after breaking free of the chain

Frost Presence
Requires level 57
Instant cast
Description: The death knight takes on the presence of frost, increasing armor by 45% and threat generated by 25%.

Mind Freeze
Requires level 57
Requires Runic Power
10 second cooldown
Description: Strike the target's mind with cold, dealing 100 frost damage modified by attack power and interrupting spellcasting while also preventing any spell in that school from being cast up to a maximum of 4 seconds.

Obliterate
Requires Level 61
Costs 1 Blood Rune, 1 Frost Rune
Description: A brutal instant attack that deals 100% of weapon damage plus 330 and 122 additional damage for each of your diseases on the target, but consumes the diseases

Empower Rune Weapon

Requires level 68
3 Minute cooldown
Instant cast
Description: Empower your rune weapon, immediately activating one of each rune type

Icebound Fortitude
Requires level 72
Requires Runic Power
1 minute coooldown
Description: Consumes all available runic power, causing the Death Knight to become immune to stun effects and increasing armor by 50% for up to 12 seconds. Does not remove existing stun effects.

Frost Talents:

Frozen Rune Weapon

Requires 10 talent points
Costs 1 Frost Rune
Requires melee weapon
Instant cast
Description: Imbue your rune weapon with frost, causing 29.9 to 92 additional frost damage, based on the speed of your weapon. Also has a chance to cause your target to be vulnerable to frost damage. Lasts 10 minutes.

Deathchill
Requires 20 talent points
2 minute cooldown
Instant cast
Description: When activated, increases your critical strike chance with frost spells and abilities by 100% for the next 6 seconds.

Howling Blast

Requires 30 talent points
Costs 1 Frost Rune
30 second cooldown
Instant cast
20 yard range
Description: Blast the target with a frigid wind, dealing 278 to 302 frost damage to all enemies within 10 yards. Deals triple damage to frozen targets

Merciless Combat

Requires 35 talent points
Costs up to 3 talent points
Description: Your frost spells and abilities do an additional 20% damage per talent point when striking targets with less than 20% health.

Frost Strike
Requires 40 talent points, Merciless Combat
Costs 1 Frost Rune
Requires melee weapon
Next Melee
Description: A strong attack that deals weapon damage as frost damage. Has a 10% chance to freeze the target.

Hungering Cold
Requires 50 talent points
Requires runic power
1 minute cooldown
Instant cast
Description: Unleashes all available runic power to eradicate all heat from around the Death Knight, freezing enemies within 10 yards and preventing them from performing any action for 2s per 10 runic power. Enemies are considered frozen, but any damage will break the ice.


Arcane Brilliance: Azeroth's got talent

Each week, Arcane Brilliance endeavors to bring you small peek into the strange and wonderful world of Mages. We're simple creatures, we Mages. We like to live fast, die fast, and turn things into other, funnier-looking things. We also enjoy giant, juicy crits. We don't need much, just absolute power.

When a Mage is born, he or she springs to life in Deathknell or some such place, tumbling out of the nether fully grown and wearing a dress. As they take their first tremulous steps into the World of Warcraft, they discover that they can summon balls of flame and hurl them at zombies. Soon they learn to freeze the very air itself and fling bolts of freezing death at boars. In time, as they venture into the great world beyond their starting area, they ding 10 and gain their first talent point.

Suddenly, these young magelings discover they can hone their craft, direct their studies along three distinct paths. Will they walk the devastating road of Fire? The subtle alleyways of the Arcane? The deadly tundra of Frost? Or dabble in all three? Reading this, you may be tuning out at this point, saying something to yourself like "duh...17/0/44." Some of you may be thinking, "Arcane? There are talents in that tree beyond Improved Counterspell? You sure?" You may also be thinking "ltp n00btard! you got pwned," but quite frankly, if you think in leetspeak I fear for your very soul. If you're thinking any of those things, read on. I stand before you to assert that there are absolutely must-have talents in every tree that you can fit into other more popular specs, and after the jump I'll explore some ways to do it.

Continue reading Arcane Brilliance: Azeroth's got talent

Around Azeroth: A deep chill in Orgrimmar


Reader Saldemor took his Undead Mage to the gates of Orgrimmar and did what he does best: let loose with a Cone of Cold. Ok, he probably does other things better. Like making things dead quick. And preparing delicious banquet tables of handcrafted breads and home-brewed drinks. And pulling too much aggro before the tank can lock down the mob. But hey, at least with this, he looks good doing it.

Do you have any unusual World of Warcraft images that are just collecting dust in your screenshots folder? Because we'd love to see it on Around Azeroth! Sharing your screenshot is as simple as e-mailing aroundazeroth@wowinsider.com with a copy of your shot and a brief explanation of the scene. You could be featured here next! Remember to include your player name, server and/or guild if you want it mentioned. We prefer full screen shots without the UI showing. And please, no more sunsets. No, really.

Gallery: Around Azeroth

Breakfast Topic: Non-combat uses for combat spells

Obviously, all of our classes have a bunch of combat spells, and we use them in combat all the time. But when it comes to standing around the city, all of us might as well be clowns mocked up in different outfits, because we don't use our magic unless we're killing something. Of course there are also a lot of non-combat spells, such as mages summoning food and water, or warlocks summoning you and me. But is there any use to some of our combat spells for those times when we're not in combat?

The greatest non-combat use I can think of for combat spells is in roleplaying, such as the frost-mage gnome I featured in an article, who had such a horrible cold all the time -- she would sneeze and Frost Nova at the same time for a really fun character effect. I'd love to hear some more of these roleplaying ideas, but I'd also like to hear from non-roleplayers as well. How do you use your spells to entertain yourself or your friends, without killing something at the same time?

Mage changes in next patch

A few weeks ago, Eliah reported that buffs to the Mage class were slated for an upcoming patch and more details were released today. A few hours ago, Eyonix posted a listing of the changes that will be included in the next patch, 2.3.2. It sounds like the frost tree will be getting some nice buffs, but magi of all types will have reason to rejoice. Read the entirety of his post below.

Continue reading Mage changes in next patch

Mage buffs on the horizon

Here's some more good news today for mages. On top of Hypothermia going back from 45s to 30s, Kalgan has stopped by the mage forums to promise some additional buffs in person. These probably won't make it into 2.3, but he says they'll go in "in the near future." My guess is that translates to 2.3.X or 2.4. It looks like Blizz is basically in a "buff" swing recently, which fits in with their general design philosophy -- start underpowered, and then build the classes up as necessary. Buffs make far fewer people angry than nerfs do.

What are these buffs, you ask? Trainable Ice Block, and "to-be-finalized improvements to mana issues in longer fights" (source). We've been seeing more and more skills moved to trainable as the game has matured, from Evocate to Holy Fire to Improved Sap. Ice Block mades good sense to add to that list. Kalgan's reasoning is that IB is something they want to be able to design PvE encounters around all mages having, and that it helps open up the range of viable specs for PvP. As far as the "mana issues" improvements, it's hard to comment too much on that without any details, but efficiency is good. Any speculation on what they're going to do there?

Oh, and in a later post, Kalgan lets slip that mana gems are also slated to be buffed. Let that be a sort of after-dinner mint of buffage.


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