Frost Mage Mythic+ Guide
Welcome to the Frost Mage Mythic+ guide for the World of Warcraft patch 11.1! This guide covers everything you need to know to understand your character! Are you starting out and leveling up from 70? Check out the leveling guide!
Overview
Hero Talents
- Frostfire is the main hero talent used in both single and AoE scenarios as it currently outperforms Spellslinger.
- The main feature of the Spellslinger hero talent tree is the addition of a new passive spell, Frost Splinter, and your interaction with it. Frost Splinter is a projectile that applies a debuff that stacks and deals frost damage over time.
- You can trigger it with a variety of ways:
- Splintering Sorcery triggers it whenever you consume Winter's Chill or Fingers of Frost.
- Augury Abounds causes Icy Veins to conjure 8 Frost Splinters and procs an additional one whenever you conjure a Frost Splinters during the effect.
- Splintering Orbs allows your Frozen Orb to conjure them.
- Shifting Shards grants your Shifting Power the ability to fire a barrage of Frost Splinters at random enemies around you.
- Signature Spell conjures additional Frost Splinter whenever you consume Winter's Chill wtih Glacial Spike.
- On top of that, there are a bunch of passive interactions that grant you some damage, cooldown reductions and other stuff:
- Controlled Instincts makes your Frost Splinters splash if they hit a target under the effect of Blizzard.
- Volatile Magic makes embedded Frost Splinters explode whenever they are removed.
- Spellfrost Teachings grants you a chance to reset the cooldown of Frozen Orb and increase its damage from the direct damage of Frost Splinters.
- Splinterstorm triggers whenever you have 8 or more embedded Frost Splinters and shatters them all. This deals their remaining periodic damage instantly and has a chance to grant Brain Freeze.
- Frostbolt is replaced with Frostfire Bolt.
- Frostfire hero talent tree revolves around Frostfire Mastery and two new procs: Excess Frost and Excess Fire. While Frostfire Mastery is fully passive, Excess Frost and Excess Fire actively interact with your rotation and change your playstyle.
- Excess Fire procs from casting Comet Storm and causes your next Ice Lance to explode, dealing frostfire damage to nearby enemies, and grants Brain Freeze.
- Excess Frost procs from consuming Excess Fire and causes your next Flurry to cast Ice Nova at 150% effectiveness. When you consume Excess Frost, the cooldown of Comet Storm is reduced by 3 seconds.
- Ice Novas cast this way do not freeze enemies in place.
- The rest of the passives in the tree interact with you casting certain spells and gain you different buffs:
- Isothermic Core makes your Comet Storm to also call down a Meteor onto your target's location.
- Frostfire Infusion makes your frost and fire spells have a chance to trigger an additional bolt of Frostfire Bolt which generates both Frost and Fire mastery.
- Due to Severe Temperatures, casting damaging frost and fire spells increases the damage of your next Frostfire Bolt.
- Frostfire Empowerment makes your frost and fire spells to have a chance to activate a buff that causes your next Frostfire Bolt to be instant, deal increased damage and explode.
- Flash Freezeburn additionally makes Frostfire Empowerment grant you maximum benefit of Frostfire Mastery and procs you both Excess Frost and Excess Fire. Also makes your Icy Veins grant you Frostfire Empowerment upon activation.
Talents
When to use this Spec
This is a default talent build to use in low, mid and high Mythic+ keys.
Gameplay Altering Talents
Discover all talents that significantly alter your gameplay within the Spec and Class Talent trees. This section gives a concise overview of these talents and their applications but for a more detailed look check out the Rotation and Deep Dive sections below.
Spec Tree
- Fingers of Frost
- Causes your next Ice Lance to deal damage as if the target is frozen.
- Shatter
- Greatly multiplies the critical strike chance of your spells against frozen targets.
- Glacial Spike
- Allows you to consume Icicles and deal massive amount of damage to your target.
- Requires 5 Icicles.
- Splitting Ice
- Makes your Ice Lance and Glacial Spike hit a second nearby target.
- Ice Caller
- Reduces the cooldown of Frozen Orb each time Blizzard deals damage.
- Freezing Rain
- Makes Blizzard an instant cast during Frozen Orb and increases its damage done.
- Freezing Winds
- Frozen Orb deals increased damage to units affected by your Blizzard.
- Coldest Snap
- If Cone of Cold hits 3 or more enemies, it resets the cooldown of Frozen Orb, Comet Storm and applies Winter's Chill to every enemy that got hit.
- Icy Veins
- Your main offensive cooldown.
- Grants 20% haste and summons a water elemental which also increases your frost damage by 15% with the Frigid Empowerment buff.
- Thermal Void allows Ice Lance and Glacial Spike to extend Icy Veins duration.
Class Tree
- Quick Witted
- Causes your interrupt spell have a lower cooldown if you successfully landed it and become one of the best interrupt in the game.
- Time Manipulation
- Allows your Dragon's Breath be on a very short cooldown so you have it up for every trash pack where you need stops.
- Ice Cold
- Replaces Ice Block, granting you damage reduction instead of an immunity, but also not restricting you from casting or moving freely. Way more useful than an Ice Block, except for very rare cases when you need an immunity specifically.
- Shimmer
- Allows you to blink during casting, your main mobility feature and should be made use of at all times.
Hero Talents
- Imbued Warding
- Better survivability option than the other talent.
- Elemental Affinity
- Outperforms Flame and Frost
- Severe Temperatures
- Outperforms Thermal Conditioning
Rotation
Tier Set
- 2-Set: Your spells and abilities have a chance to hit a Jackpot! that fire a Frostbolt Volley dealing damage to your primary target and damage to up to 8 additional targets. Casting Icy Veins always hits a Jackpot!
- 4-Set: Icy Veins causes you to hit a Jackpot! at 100% effectiveness every 10 seconds for 30 seconds.
Single-Target
Opener
- Your goal is to maximize extending your Icy Veins while not overcapping on procs such as Brain Freeze and Fingers of Frost. Below, you can see an example of how your opener may look like using our recommended Frostfire talent build:
- Opener may vary depending on Splintering Cold procs which will lead to earlier Glacial Spike cast.
- Always keep an eye on your Brain Freeze or Fingers of Frost procs and make sure to spend them and not overcap.
- Remember that Ice Lance with Fingers of Frost doesn't consume Winter's Chill on the target.
Priority List
This is a general priority you aim to maintain throughout the fight.
- Cast Icy Veins on cooldown.
- Cast Flurry if you have less than 5 Icicles and either
- Your target has no Winter's Chill up and your previous cast was a Glacial Spike, Frostfire Bolt or a Comet Storm.
- You have both Excess Frost and Excess Fire active.
- Cast Comet Storm on cooldown.
- Cast Glacial Spike whenever you have 5 Icicles.
- Cast Frozen Orb on cooldown.
- Cast Shifting Power whenever all of the following spells are on cooldown for longer than 10 seconds: Icy Veins, Frozen Orb, Comet Storm.
- Cast Ice Lance if you have Fingers of Frost up or Winter's Chill is on the target.
- Cast Frostfire Bolt.
Cleave
Opener
- Your goal is to maximize extending your Icy Veins while not overcapping on procs such as Brain Freeze and Fingers of Frost. Below, you can see an example of how your opener may look like using our recommended Frostfire talent build:
- Cleave for Frostfire is considered to be a fight with up to 2 targets.
- Cleave rotation is slightly different to single target although the core idea is still the same.
- This is just an example of the opener as it may heavily vary depending on how many procs you can get.
Priority List
This is a general priority you aim to maintain throughout the fight.
- Cast Icy Veins on cooldown.
- Cast Frostfire Bolt if Icy Veins duration left is more than 9 seconds and you have less than 5 stacks of Death's Chill.
- Cast Flurry if your target has no Winter's Chill and your previous cast was a Glacial Spike.
- If your main target already has Winter's Chill up, cast it on the secondary target.
- Cast Flurry if you have less than 5 Icicles and either
- Your target has no Winter's Chill up and your previous cast was a Frostfire Bolt or a Comet Storm.
- You have both Excess Frost and Excess Fire active.
- Cast Comet Storm on cooldown.
- Cast Frozen Orb on cooldown.
- Cast Blizzard on cooldown whenever you have Freezing Rain up.
- Cast Glacial Spike whenever you have 5 Icicles.
- Cast Frostfire Bolt if you have Frostfire Empowerment active and don't have neither Excess Frost or Excess Fire.
- Cast Shifting Power whenever all of the following spells are on cooldown for longer than 10 seconds: Icy Veins, Frozen Orb, Comet Storm.
- Cast Ice Lance if you have Fingers of Frost up or Winter's Chill is on the target.
- Cast Frostfire Bolt.
AoE
Opener
- Below, you can see an example of how your opener looks like using the recommended Frostfire spec in AoE with 8 enemies:
- AoE for Frostfire is considered to be a fight with 3+ targets.
- The opener may slightly vary depending on the amount of targets you fight and if you have Time Warp or not. If so, follow priority list and change accordingly. In general, it just means that you may cast Blizzard and Frozen Orb 1 or 2 extra times in your opener.
- AoE rotation can be overwhelming and bloated with many procs, just make sure to cast Blizzard, Frozen Orb and Comet Storm as often as possible.
Priority List
- Cast Icy Veins on cooldown.
- Cast Frostfire Bolt if Icy Veins duration left is more than 9 seconds and you have less than 10 stacks of Death's Chill.
- Cast Cone of Cold if your previous spell was Comet Storm.
- Cast Frozen Orb on cooldown.
- Cast Ice Lance if you have 2 stacks of Excess Fire and Comet Storm is ready.
- Cast Blizzard on cooldown.
- Cast Comet Storm on cooldown if Cone of Cold is ready or not going to be available for the next 10 seconds or more.
- Cast Glacial Spike whenever you have 5 Icicles.
- Cast Flurry if either
- You have both Excess Frost and Excess Fire active.
- Your target has no Winter's Chill up.
- Cast Frostfire Bolt if you have Frostfire Empowerment active and no Excess Fire.
- Cast Shifting Power whenever Icy Veins and Comet Storm are on cooldown for more than 10 seconds.
- Cast Ice Lance if you have Fingers of Frost or your target has Winter's Chill up.
- Cast Frostfire Bolt.
Deep dive
Utilizing Flurry
There are two things that are important to know about Flurry. First is to know that Flurry travel time is shorter compared to Frostbolt or Glacial Spike. Because of this, Flurry doesn't need to be casted before but can be casted right afterward. Another thing is that Flurry consists of multiple projectiles, each applying a stack of the Winter's Chill debuff, you can have maximum amount of stacks on the target while also buffing your previous cast with a shatter effect.
Shattering
Shattering means utilizing your Shatter talent in variety of ways. It's very important to keep using Shatter combos since the whole Frost Mage spec depends on it. While it's easy to do on single target and done passively through Fingers of Frost proc and Winter's Chill debuff from Flurry, it's important to remember that you can also achieve it through spells like Frost Nova, Ice Nova and Freeze on any mob that can be frozen.
Below you can see an example of Shatter combo, where Ice Nova is being used instead of Flurry and you have no charges left of it for Glacial Spike:
During AoE you also should be aiming to Shatter your Comet Storm with Frost Nova and Ice Nova, if you have more than 50% haste, or Freeze if you don't, since it's off GCD and comes from a pet in case your Cone of Cold is on cooldown.
Below you can see an example of AoE Shatter combo, where Freeze is used instead of Cone of Cold if it's on cooldown:
Understanding Mechanics
Rotational min-maxing is just one aspect of mastering a specialization, but there are numerous other key mechanics that influence your performance. Use the following guides to improve them.
Dungeons
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Boss Tips
Brew Master Aldryr
- Use small defensives whenever you are targeted by a Throw Cinderbrew.
- Always be close to the boss to have an easier time dodging the Blazing Belch frontal.
- Try to communicate with your group where to go during the Happy Hour intermissions. During this phase everyone is spread out and running around while taking physical damage during the whole phase. Keep an eye on your health and be ready to press a health potion if needed since you can be out of range of your healer at times.
- Make sure to utilize your mobility as a Mage, don't hesitate to use an Alter Time and all Shimmer charges to help finish the intermission faster.
I'pa
- Use a small defensive during the Spouting Stout.
- Good opportunity for an Alter Time as it is ready for each Spouting Stout cast.
- Use a big defensive whenever you are targeted by a Burning Fermentation and didn't get a dispel.
- Help with slowing Brew Drops, if they are getting out of control, with spells like Cone of Cold or Frost Nova.
Benk Buzzbee
- Use a defensive if you get multiple stacks of Shredding Sting.
- Always help with destroying the barrels from Snack Time by riding the defeated Ravenous Cinderbees. It is very easy to get overwhelmed by them if the mechanic is not respected properly.
Goldie Baronbottom
- Use a defensive whenever you get more than 1 stack of Cindering Wounds.
- Can keep an Ice Cold for unexpected situations like that.
- Rotate defensives during each Let It Hail! cast.
- Can alternate Greater Invisibility and Alter Time with Mirror Image for each cast.
- Be careful with your positioning whenever it is time for a Cash Cannon frontal. Don't be too far from the boss while being behind the tank since the frontal is always fixated on the tank.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Boiling Flames from Venture Co. Pyromaniac.
- Free Samples? from Taste Tester.
- Rejuvenating Honey from Flavor Scientist.
- Use Spellsteal if the cast goes through.
- Bee-stial Wrath from Bee Wrangler.
- Honey Volley from Royal Jelly Purveyor.
- Pay extra attention to these casts:
- Throw Chair from Hired Muscle.
- Inflicts physical damage to a random player. Make sure you are always full health whenever getting targeted by this spell. Always be ready to press a strong defensive like Greater Invisibility or Ice Cold.
- Failed Batch from Flavor Scientist.
- Summons a Failed Batch that starts a 10 second cast which will inflict AoE fire damage to all players upon succeeding. Focus it immediately because letting it go through may easily lead to a wipe.
- Swarming Surprise from Venture Co. Honey Harvester.
- An AoE cast that ramps in damage done per cast.
- Throw Chair from Hired Muscle.
- Dangerous debuffs to be wary of:
- Erupting Inferno from Venture Co. Pyromaniac.
- Applies a Magic debuff to a random player, inflicting heavy fire damage. Be careful if you are not dispelled and use a defensive.
- Shredding Sting from Worker Bee.
- A stacking Bleed that is applied to random players. Use a defensive if you get multiple of those stacks.
- Erupting Inferno from Venture Co. Pyromaniac.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
Ol' Waxbeard
- Aim Reckless Charge to the nearby walls or pillars.
- Don't tank too many stacks of Crude Weapons from Menial Laborers, especially if you are debuffed by a Luring Candleflame. Kite them if needed.
- Always instantly swap to a dynamite laden cart whenever Underhanded Track-tics happens.
Blazikon
- Use a defensive every time Enkindling Inferno happens.
- Light as many candles as you can with Wicklighter Barrage debuff.
- As a Mage you can light multiple of them by utilizing Alter Time and Shimmer.
The Candle King
- Always be ready to kick Paranoid Mind as it is casted very often.
- Use a defensive whenever you are targeted by a Throw Darkflame.
The Darkness
- Help out with filling up Candlelight if your healer is struggling with it.
- As a Mage you are one of the best classes for this job so don't hesitate to help.
- Use a defensive for Eternal Darkness.
- Good opportunity for an Alter Time as it is ready for each Eternal Darkness cast.
- Use a defensive whenever you are targeted with a Shadowblast.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Wicklighter Bolt from Royal Wicklighter.
- Mole Frenzy from Lowly Moleherd.
- Explosive Flame from Blazing Fiend.
- Flaming Tether from Sootsnout.
- Drain Light from Shuffling Horror.
- Pay extra attention to these casts:
- Throw Rock from Lowly Moleherd.
- Pay attention to your health whenever you are spam targeted by this spell, especially if Lowly Moleherd is Panicked!.
- Throw Rock from Lowly Moleherd.
- Dangerous debuffs to be wary of:
- Flashpoint from Royal Wicklighter.
- Applies a Magic debuff to a random player, inflicting heavy fire damage. Be careful if you are not dispelled and use a defensive.
- Explosive Flame from Blazing Fiend.
- Be careful if you get too many stacks of this debuff and press a defensive if the cast goes through multiple times.
- Flashpoint from Royal Wicklighter.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
Tussle Tonks
- Don't be too far from the boss to have an easier time aiming Maximum Thrust to the close wall and not baiting Foe Flipper too far away from the other boss.
- B.4.T.T.L.3. Mine are baited by range players so be mindful of your positioning.
- Use defensives during Ground Pounds.
K.U.-J.0.
- Air Drops are baited on players so be careful of not placing two of them too close to each other.
- Spread out with Explosive Leap and use a defensive each time it happens. Leap goes first on the furthest target.
- Can be dodged with a Shimmer.
- Can be fully cancelled with a well timed Greater Invisibility. Should be used during the actual leap on you.
- Use a defensive whenever Blazing Chomp is being dispelled.
Machinist's Garden
- Swap to the Inconspicuous Plant whenever it spawns.
King Mechagon
- Use a defensive whenever you are targeted by a Mega-Zap.
- Can be cancelled by a Greater Invisibility.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Detonate from Bomb Tonk.
- Giga-Wallop from Mechagon Tinkerer.
- Tune Up from Mechagon Mechanic.
- Pay extra attention to these casts:
- Mega Drill from Waste Processing Unit.
- Inflicts nature damage to all players. Stack up with the group and use defensives.
- Short Out from Defense Bot Mk III.
- Short channeled cast that inflicts nature damage to all players. Use a defensive whenever it happens.
- Mega Drill from Waste Processing Unit.
- Dangerous debuffs to be wary of:
- Fiery Jaws from Junkyard D.0.G.
- Applies a Magic debuff to a random player, inflicting heavy fire damage. Be careful if you are not dispelled and use a defensive.
- Arcing Zap from Defense Bot Mk I and Defense Bot Mk III.
- Applies a Magic debuff to a random player, inflicting nature damage. Be careful if you are not dispelled and use a defensive.
- Fiery Jaws from Junkyard D.0.G.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
Big M.O.M.M.A.
- Sonic Boom projectile can be blinked over with a Shimmer.
- Always be ready to kick Maximum Distortion.
- Don't forget that increased damage phase comes right after you kill all the Darkfuse Mechadrones, so plan you offensive cooldowns accordingly.
- Use a big defensive during the Kill-o-Block Barrier if you are slow with killing all the Darkfuse Mechadrones.
Demolition Duo
- Use defensive whenever you are targeted by a Kinetic Explosive Gel.
- Try to get far bombs with it since you are very mobile and tanky as a Mage.
- Aim Barreling Charge to the far bombs first because last charge always happens on a tank, which he can use to clear all the melee bombs.
Swampface
- Use a defensive during the Awaken the Swamp casts.
Geezle Gigazap
- Try to stack up for healing during the Turbo Charge cast or use a defensive if you are far away.
- Try to "claim" far and awkward Dam Water pools as a Mage, since it is easy for you to deal with Leaping Sparks with your mobility.
- Use a defensive if you are targeted with a Gigazap.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Trickshot from Mechadrone Sniper.
- Surveying Beam from Venture Co. Surveyor.
- Bloodthirsty Cackle from Darkfuse Hyena.
- Blood Blast from Darkfuse Bloodwarper.
- Restorative Algae from Disturbed Kelp.
- Use Spellsteal if the cast goes through.
- Harpoon from Venture Co. Diver.
- Lightning Bolt from Venture Co. Electrician.
- Pay extra attention to these casts:
- Wind Up from Loaderbot.
- Fixates a random player, inflicting physical damage to players within 3.5 yards for 6 seconds. Don't be in melee or close to the mob whenever it happens.
- Shreddation from Shreddinator 3000.
- Summons several spinning sawblades at the location of every player, inflicting physical damage every 0.3 seconds to players within the effect. This damage increases with consecutive hits. Damage can be fully avoided by prerunning out of it before the cast finishes.
- Wind Up from Loaderbot.
- Dangerous debuffs to be wary of:
- Overcharge from Venture Co. Electrician.
- Applies a Magic debuff to a random player, inflicting nature damage and stuns if the effect persists without being dispelled.
- Overcharge from Venture Co. Electrician.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
Captain Dailcry
- Always be ready to kick Battle Cry.
Baron Braunpyke
- Always be ready to kick Burning Light.
- Use a defensive during Sacrificial Pyre soaks.
Prioress Murrpray
- Use a defensive whenever Blinding Light happens.
- During phase 2, run all together on one side to stack incoming Arathi Neophytes. Remember that your goal is to just let them rot down from Overwhelming Power. Run away from them and help with crowd controls and slows if needed.
- Dropping a Ring of Frost on the way is going to be very helpful aside from your usual crowd control abilities.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Boiling Flames from Venture Co. Pyromaniac.
- Holy Smite from High Priest Aemya.
- Cinderblast from Taener Duelmal.
- Fireball from Taener Duelmal.
- Holy Smite from Devout Priest.
- Greater Heal from Devout Priest.
- Fireball from Fanatical Conjuror.
- Flamestrike from Fanatical Conjuror.
- Fireball Volley from Risen Mage.
- Fireball from Risen Mage.
- Pay extra attention to these casts:
- Defend from Arathi Footman.
- A channeled cast that reduces damage taken by any ally around the caster by 50% for up to 5 seconds. Stop it with any crowd control immediately.
- Pot Shot from Fervent Sharpshooter.
- Inflicts physical damage to a random player. Use a defensive if you are targeted by multiple of those.
- Disrupting Shout from Arathi Knight.
- Inflicts physical damage to all players within 40 yards and interrupts spell casting for 4 seconds.
- Holy Radiance from Elaena Emberlanz.
- Inflicts holy damage to all players for 8 seconds.
- Lunging Strike from Sergeant Shaynemail.
- Leaps at a random player, inflicting physical damage and applying a Bleed.
- Can be avoided with a Shimmer or just outrunning it when she leaps if you are far enough.
- Leaps at a random player, inflicting physical damage and applying a Bleed.
- Purification from Lightspawn.
- Channeled cast that fixates on a random player and inflicts holy damage every second for 6 seconds.
- Defend from Arathi Footman.
- Dangerous debuffs to be wary of:
- Pounce from War Lynx.
- A Bleed effect inflicting physical damage for 14 seconds or until fully healed.
- Look for an Alter Time. Preusing it at full health would make it very easy to remove with healing. Can be also dodged with a Shimmer.
- A Bleed effect inflicting physical damage for 14 seconds or until fully healed.
- Impale from Arathi Knight.
- A Bleed that is applied to a random player.
- Heat Wave from Forge Master Damian.
- A Magic slow debuff for 4 seconds. In combination with Molten Pools can be very deadly.
- Can be removed with an Ice Barrier due to Energized Barriers talent.
- A Magic slow debuff for 4 seconds. In combination with Molten Pools can be very deadly.
- Pounce from War Lynx.
- Useful purges:
- Templar's Wrath from Zealous Templar.
- Magic buff increasing all damage done by 30%.
- Can be purged with a Spellsteal.
- Magic buff increasing all damage done by 30%.
- Templar's Wrath from Zealous Templar.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
Kyrioss
- Take an extra step to dodge the beams during the Lightning Torrent phase because their hitbox is bigger than their visuals.
- Use a defensive during Crashing Thunder.
- Be either very spread or stacked during the Wild Lightning to not bait them bad and put someone in an awkward situation.
Stormguard Gorren
- Use a defensive whenever you get Chaotic Corruption.
Voidstone Monstrosity
- Use a defensive if you get Unleash Corruption and not getting dispelled.
- Always remember that once you break the Void Shell absorb shield, the increased damage phase comes right after, so plan your offensive cooldowns accordingly.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Lightning Bolt from Cursed Thunderer.
- Lightning Surge from Cursed Rooktender.
- Void Bolt from Corrupted Oracle.
- Void Bolt from Void Ascendant.
- Pay extra attention to these casts:
- Bounding Void from Quartermaster Koratite.
- Targets a random player and launches void infused orbs towards him that travels out and returns back to the caster.
- Attracting Shadows from Coalescing Void Diffuser.
- Pulls in all players inflicting shadow damage every second and additionally inflicts even more damage to players within 7 yards of the center of the pull in effect at the end of the cast.
- Bounding Void from Quartermaster Koratite.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
Coin-Operated Crowd Pummeler
- Use a defensive whenever Static Pulse happens.
- Be close to the boss to have an easier time dodging Shocking Claw frontal.
Azerokk
- Use a defensive whenever Resonant Quake happens.
- Swap to Earthragers whenever they are Azerite Infused.
- Be close to the boss if possible to have an easier time dodging Tectonic Smash frontal.
Rixxa Fluxflame
- Use a defensive if you are targeted with the Propellant Blast.
Mogul Razdunk
- Be close to the boss whenever it's time for a Gatling Gun because it is almost impossible to outrun if you are far away from the boss.
- Be always ready to run away with a Homing Missile if you are targeted, to not hit the rest of the group.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Toxic Blades from Hired Assassin.
- Iced Spritzer from Refreshment Vendor.
- Rock Lance from Venture Co. Earthshaper.
- Furious Quake from Stonefury.
- Tectonic Barrier from Stonefury.
- Transmute: Enemy to Goo from Venture Co. Alchemist.
- Pay extra attention to these casts:
- Uppercut from Addled Thug.
- Charges to a random player, inflicting physical damage and knocking all players withing 4 yards of impact into the air.
- Activate Mech from Mech Jockey.
- Activates a nearby Mechanized Peacekeeper.
- Stop it using any crowd control available.
- Activates a nearby Mechanized Peacekeeper.
- Fan of Knives from Hired Assassin.
- Channeled cast that inflicts physical damage to anyone within 45 yards. Extremely dangerous if Toxic Blades cast went through.
- Stop it using any crowd control available.
- Channeled cast that inflicts physical damage to anyone within 45 yards. Extremely dangerous if Toxic Blades cast went through.
- Rapid Extraction from Azerite Extractor.
- Inflicts physical damage to all players and spawns ground effects at nearby location.
- Mind Lash from Venture Co. Mastermind.
- Targets a random player and channels at him, inflicting arcane damage every second over 4 seconds.
- Uppercut from Addled Thug.
- Dangerous debuffs to be wary of:
- Seek and Destroy from Crawler Mine.
- Crawler Mine crawls towards a player and detonates when nearby, inflicting fire damage on impact and every 2 seconds for 6 seconds.
- Caustic Compound from Venture Co. Alchemist.
- A Poison effect, inflicting nature damage for 6 seconds.
- Seek and Destroy from Crawler Mine.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
An Affront of Challengers
- Always be close to the boss to have an easier time dodging a Decaying Breath frontal.
- Use a defensive whenever Searing Death or Mighty Smash happens.
- Use a defensive if you are afflicted with a Withering Touch and not getting dispelled.
Xav the Unfallen
- Stacks from the Oppressive Banner slow can be refreshed with an Ice Barrier due to Energized Barriers talent.
Kul'tharok
- Use a defensive whenever you are afflicted with a Well of Darkness.
- Group up with your teammates for a Draw Soul and press a defensive for the initial hit.
- Always be ready to interrupt a Necrotic Bolt.
Gorechop
- Meat Hooks can be blinked through with a Shimmer or Alter Time.
- Be close to the boss to avoid being gripped by a Tenderizing Smash whenever it happens.
Mordretha, the Endless Empress
- Use a defensive whenever Manifest Death or Echoes of Carnage happens.
- Be close to the boss to have an easier time dodging Dark Devastation.
- Dark Devastation is baited at players so if you feel like it, you can bait it away from the group to reduce the risk of someone dying to it. Can be very helpful during phase 2.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Necrotic Bolt from Battlefield Ritualist.
- Unholy Fervor from Battlefield Ritualist.
- Can Spellsteal if it goes through.
- Demoralizing Shout from Ancient Captain.
- Necrotic Bolt Volley from Maniacal Soulbinder.
- Necrotic Bolt from Maniacal Soulbinder.
- Bone Spear from Bone Magus.
- Bind Soul from Shackled Soul.
- Withering Discharge from Blighted Sludge-Spewer.
- Decaying Filth from Blighted Sludge-Spewer.
- Pay extra attention to these casts:
- Raging Tantrum from Raging Bloodhorn.
- Raging Bloodhorn goes into a Raging Tantrum inflicting physical damage to all enemies every 2 seconds.
- Interrupting Roar from Nekthara the Mangler and Heavin the Breaker.
- Interrupts spell casting and inflicts physical damage to all players.
- Ricocheting Blade from Harugia the Bloodthirsty and Advent Nevermore.
- Inflicts physical damage to a random target and applies a Bleed. Can be avoided by going line-of-sight.
- Soulstorm from Portal Guardian.
- Inflicts shadow damage to all players every 2 seconds for 8 seconds.
- Death Winds from Nefarious Darkspeaker.
- A frontal tornado that inflicts shadow damage and knocks any player caught in the path.
- Raging Tantrum from Raging Bloodhorn.
- Dangerous debuffs to be wary of:
- Jagged Quarrel from Shambling Arbalest.
- Inflicts physical damage to a random target and applies a Bleed.
- Shadow Vulnerability from Portal Guardian.
- A Curse inflicting shadow damage and increasing shadow damage taken by 30%.
- Dispel it with a Remove Curse.
- A Curse inflicting shadow damage and increasing shadow damage taken by 30%.
- Curse of Desolation from Nefarious Darkspeaker.
- A Curse that spawns pools on the ground every 3 seconds under the afflicted player, inflicting damage to players within 3 yards of the impact and fearing them for a second.
- Dispel it with a Remove Curse.
- A Curse that spawns pools on the ground every 3 seconds under the afflicted player, inflicting damage to players within 3 yards of the impact and fearing them for a second.
- Jagged Quarrel from Shambling Arbalest.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Affixes
The Affix system got revamped going into The War Within Season 1 retiring most Affixes as well as introducing new kiss-curse ones while also changing on which key level these appear.
- +4 Affixes -- Rotates on a weekly basis
- Xal'atath's Bargain: Ascendant
- Xal'atath's Bargain: Voidbound
- Xal'atath's Bargain: Oblivion
- Xal'atath's Bargain: Devour
- Xal'atath's Bargain: Pulsar
- +7 Affixes -- Alternates between each other on a weekly basis
- Tyrannical
- Fortified
- +10 Affixes -- Alternates between each other on a weekly basis, is always the opposite of the +7 Affix
- Tyrannical
- Fortified
- +12 Affix
- Xal'atath's Guile -- Replaces the +2 Affix
Following you get some useful tips for handling different Mythic+ Affixes as a Frost Mage.
- Xal'atath's Bargain: Ascendant
- Dragon's Breath, Supernova and Blast Wave are all great tools for this affix.
- Xal'atath's Bargain: Voidbound
- Important to kill this instantly as it reduces damage taken for all nearby enemies.
- Xal'atath's Bargain: Oblivion
- Use your mobility to your advantage and soak as much as possible.
- Xal'atath's Bargain: Devour
- Can't do much on this affix, Diverted Energy is a decent talent so that your healer can prioritize dispelling other players in the group.
- Xal'atath's Bargain: Pulsar
- Nothing special you can do with this affix. Just make sure to not run after your own orb but look for orbs from your teammates instead.
Stat Priority
Understand your secondary stat priority and the tertiary stats needed for optimal performance during Mythic+ dungeons as a Frost Mage. For more detailed information, visit the Stats and Attributes guide.
Be careful to not get too much Critical Strike as its value drastically drops once you reach more than 30% due to Shatter talent.
For an accurate representation of what item to equip you should use Simcraft!
A static "Stat Priority" is just a starting point and can easily shift depending on your current gear.
- All secondary stats are affected by diminishing returns. Click here to learn more!
Tertiary
- Avoidance - Great stat to reduce the damage intake of "Area of Effect" abilities.
- Leech - Provides additional healing through damage dealing. The damage of your pets does not heal you thus Leech is a great tertiary for you since most of your damage is coming from your own spells.
- Speed - Niche tertiary that can be very useful and has been proven useful in the past. Makes playing certain mechanics a lot easier.
Gear
Slot | Item | Location |
---|---|---|
Head | Inventor's Ingenious Trifocals | Operation Mechagon: Workshop |
Neck | Flickering Glowtorc | Darkflame Cleft |
Shoulder | Aspectral Emissary's Arcane Vents | Tier / Catalyst |
Cloak | Consecrated Cloak | Crafting |
Chest | Aspectral Emissary's Primal Robes | Tier / Catalyst |
Wrist | Consecrated Cuffs | Crafting |
Gloves | Aspectral Emissary's Hardened Grasp | Tier / Catalyst |
Belt | Tune-Up Toolbelt | Vexie and the Geargrinders |
Legs | Aspectral Emissary's Trousers | Tier / Catalyst |
Boots | Nonconductive Kill-o-Socks | Operation: Floodgate |
Ring 1 | Wick's Golden Loop | Darkflame Cleft |
Ring 2 | Faded Championship Ring | Cauldron of Carnage |
Trinket 1 | Synergistic Brewterializer | Cinderbrew Meadery |
Trinket 2 | House of Cards | The One-Armed Bandit |
Weapon | Fleshcrafter's Knife | Theater of Pain |
Off-Hand | Arcane Scuttle | Darkflame Cleft |
Below you are presented with a good list of farmable alternatives that are obtainable outside of WoW’s weekly lockout system. While replaced in time as you progress, these offer immediate character power.
Slot | Item | Location |
---|---|---|
Head | Inventor's Ingenious Trifocals | Operation Mechagon: Workshop |
Neck | Flickering Glowtorc | Darkflame Cleft |
Shoulder | Photophobic Amice | Darkflame Cleft |
Cloak | Candlebearer's Shroud | Darkflame Cleft |
Chest | Petticoat of the Self-Stylized Azerite Baron | The MOTHERLODE!!! |
Wrist | Rixxa's Sweat-Wicking Cuffs | The MOTHERLODE!!! |
Gloves | Operator's Mitts | Operation Mechagon: Workshop |
Belt | Excavator's Safety Belt | The MOTHERLODE!!! |
Legs | Ancient Hardened Legwraps | The Rookery |
Boots | Nonconductive Kill-o-Socks | Operation: Floodgate |
Ring 1 | Wick's Golden Loop | Darkflame Cleft |
Ring 2 | Bloodoath Signet | Theater of Pain |
Trinket 1 | Synergistic Brewterializer | Cinderbrew Meadery |
Trinket 2 | Carved Blazikon Wax | Darkflame Cleft |
Weapon | Fleshcrafter's Knife | Theater of Pain |
Off-Hand | Arcane Scuttle | Darkflame Cleft |
Trinkets
Below you can find active and passive alternatives to our recommended trinkets. Do note that some trinkets are better than others depending on the mythic+ dungeon.
Active Trinket alternatives
- Signet of the Priory
- Good active trinket but lines up poorly with Icy Veins.
- Flarendo's Pilot Light
- Good active trinket but lines up poorly with Icy Veins.
Passive Trinket alternatives
- Carved Blazikon Wax
- Best passive alternative to BiS trinkets for mythic+ due to its balanced effectiveness both in single target and AoE.
- Eye of Kezan
- The strongest passive trinket option on paper but loses a lot of value in mythic+ due to downtime.
- Candle Confidant
- Very strong passive option, especially for single target. Comes from delves which, unfortunately, caps out its ilvl at 665. Stay in melee with this trinket to get maximum value out of it, due to it having a chance to summon a melee pet.
- Sigil of Algari Concordance
- Good trinket that passively summons an Earthen ally to help you, decent value on single target but loses a lot on AoE.
- Suspicious Energy Drink
- Second best passive trinket option from delves. Pretty good both for single target and AoE but caps out at 665 ilvl.
Embellishments
- 1x Darkmoon Sigil: Ascension
- Only crafted on your main hand or off-hand weapon. Craft it on your main hand for more power early on or on your off-hand for long-term BiS.
- 1x Writhing Armor Banding
- The optimal slots to craft on are Wrists, Boots or Waist depending on your available gear.
or
- 1-2x Elemental Focusing Lens
- Deals a decent amount of damage in Single-Target.
- The optimal slots to craft on are Wrists, Boots or Waist depending on your available gear.
or
- 1-2x Dawnthread Lining
- The optimal slots to craft on are Wrists, Boots or Waist depending on your available gear.
Simcraft
To find the best combination of gear available to you or identify the best possible upgrades, visit our Simcraft guide to learn how to utilize Simcraft easily and effectively.
Consumables
- Phials
- Flask of Alchemical Chaos -- maximum DPS.
- Flask of Tempered Versatility -- less DPS but more survivability.
- Food
- Feast of the Midnight Masquerade -- default
- Combat Potion
- Tempered Potion
- Health Potion
- Algari Healing Potion -- a big burst of healing
- Weapon Oil
- Algari Mana Oil -- default
- Oil of Deep Toxins
- Augment Rune
- Crystallized Augment Rune
- Sockets
- Deadly Emerald
- Culminating Blasphemite -- Unique, use one of each gem color to enhance your Culminating Blasphemite.
- Quick Sapphire
- Quick Onyx
- Quick Ruby
Enchantments
Head | S.A.D. |
Neck | Magnificent Jeweler's Setting 2x |
Cloak | Enchant Cloak - Chant of Winged Grace |
Chest | Enchant Chest - Crystalline Radiance |
Wrist | Enchant Bracer - Chant of Armored Avoidance S.A.D. |
Waist | S.A.D. |
Legs | Sunset Spellthread |
Boots | Enchant Boots - Scout's March |
Ring 1 | Enchant Ring - Radiant Haste Magnificent Jeweler's Setting 2x |
Ring 2 | Enchant Ring - Radiant Haste Magnificent Jeweler's Setting 2x |
Weapon | Enchant Weapon - Authority of Radiant Power |
You buy S.A.D. from the Great Vault Vendor to add sockets to your Helm, Wrists & Waist.
Races
For min-maxing a Frost Mage in Mythic+, different racial traits can provide a tremendous benefit to your character. If this is not your top goal, picking a race that fits your style works just as well.
- Stoneform -- Dwarf
- One of the most potent racials in Mythic+ currently and historically.
- Dispels Magic and Bleed debuffs.
- Use-cases:
- Cultivated Poisons, Ki'katal the Harvester (Ara-Kara, City of Echoes)
- Putrid Waters, Viq'Goth (Siege of Boralus)
- Curse of Entropy, Drahga Shadowburner (Grim Batol)
- Shadowmeld -- Night Elf
- Also one of the most potent racials in Mythic+ historically.
- Use-cases
- Run past basically any mob and then cast Shadowmeld to make them reset. Even works on mobs that have stealth detection if you get enough distance before you Shadowmeld.
- Blood Fury -- Orc
- Strong DPS racial but lines up poorly with Icy Veins.
- 20% reduced Stun duration on you which can be useful in some Mythic+ dungeons.
- Escape Artist -- Gnome
- Free yourself from roots.
- Rocket Jump -- Goblin
- Do a small jump in the direction your character is facing.
- While you're in the Rocket Jump animation, you are placed on a global cooldown until your character lands.
- Berserking -- Troll
- Weak DPS racial for a Frost Mage which lines up poorly with Icy Veins.
- Reduce the duration of movement impairing effects by 20%.
Recommendation
Dwarf and Night Elf abilities have such a big impact on your Mythic+ experience that you need to use either of them if you're serious about pushing keys with your Frost Mage.
Macros
Discover recommended macros for Frost Mages during Mythic+ dungeons and watch a quick video guide on creating simple macros for your character.
Cursor Blizzard -- Casts Blizzard on your cursor without confirmation.
#showtooltip
/cast [@cursor] Blizzard
Icy Veins & Freeze -- Allows you to have both Icy Veins and Freeze on the same keybind and have Freeze at your cursor. Useful since you can't use Freeze unless you summoned your water elemental with Icy Veins and put it on cooldown so they are self excluding.
#showtooltip
/cast [nopet] Icy Veins; [@cursor] Freeze
Mouseover Remove Curse - Uses Remove Curse on your mouseover, your target if there are no targets under your cursor or, lastly, yourself.
#showtooltip
/cast [@mouseover,help,nodead][exists,nodead][@player] Remove Curse
Cancel Alter Time -- Cancels your Alter Time buff in case you used it poorly - on low health or in bad position.
#showtooltip Alter Time
/cancelaura Alter Time
Blink during Ice Block -- Cancels your Ice Block and immediately Blink. Useful when you've used Ice Block in a void zone and it's not gone by the end of it.
#showtooltip
/cancelaura Ice Block
/cast Blink
Frostbolt -- Cancels your Ice Block if you try to cast Frostbolt, can replace your usual keybind with it to have an easier time cancelling your Ice Block, normal keybind for it usually takes a global to happen but with cancelaura macro you can do it instantly. Additionally, [nochanneling] part allows you to spam the keybind during channeling casts like Shifting Power and not interrupt it until the cast is done.
#showtooltip Frostbolt
/cancelaura Ice Block
/cast [nochanneling] Frostbolt
Addons
Below, you see a screenshot of the author's User Interface for their Frost Mage, outlining which addons are used and how they are utilized in Mythic+ dungeons to make your life easier.

- ElvUI -- Full User Interface replacement
- A user interface designed around user-friendliness with extra features that are not included in the standard UI.
- Alternatively, you can also use Shadowed Unit Frames (SUF) and an action bar addon of your choice or of course the stock UI.
- LittleWigs -- Generic Boss Mod
- BigWigs is a boss encounter add-on. It consists of many individual encounter scripts, or boss modules; mini add-ons that are designed to trigger alert messages, timer bars, sounds, and so forth, for one specific Raid encounter.
- WeakAuras -- Jack of all trades
- WeakAuras is a powerful and flexible framework that allows the display of highly customizable graphics on World of Warcraft's user interface to indicate buffs, debuffs, and other relevant information. This addon was created to be a lightweight replacement for Power Auras but has since introduced more functionalities while remaining efficient and easy to use.
- Plater -- Advanced Nameplates
- Plater is a nameplate addon with an extraordinary amount of settings, out of the box debuff tracking, threat coloring, and support for scripting similar to WeakAuras and wago.io + the WeakAuras-Companion for Mod/Script/Profile updates.
- Details -- In-depth Damage Meter
- Most powerful, reliable, handsome, damage meter.
- OmniCD -- Party track addon
- Helpful addon for Mythic+ to check the available cooldowns of your party.
Arcane Intellect Tracker
Tells you when a caster is missing Arcane Intellect in your group.

Changes this Patch
- Mage
- Mass Barrier mana cost reduced to 8% base mana (was 12%).
- Polymorph health regeneration reduced by 50%.
- Polymorph now breaks based on a small damage threshold instead of any damage.
- Time Anomaly procs now ignore mana costs.
- Mirror Images now have their Frostbolt missiles hidden for allies in raids and dungeons.
- Hero Talents
- Frostfire
- Developers' notes: Our updates for Frostfire Mage are focused on reducing the incentive to track auras and to make the talents more connected and conducive with each other.
- Excess Fire now triggers when you cast Meteor or Comet Storm (was reach max stacks of Fire Mastery).
- Excess Fire may now stack up to 2 times.
- Frostfire Burst damage increased by 70%.
- Excess Frost now triggers when you consume Excess Fire (was reach max stacks of Frost Mastery) and may stack up to twice. Excess Frost now casts Ice Nova at 200% effectiveness (was 125%).
- The cooldown reduction of Excess Frost has been reduced to 3 seconds (was 5 seconds).
- The talent locations of Excess Frost, Excess Fire, Isothermic Core, Imbued Warding, and Meltdown have changed.
- Frostfire Bolt will now appropriately consume Overflowing Energy when it critically strikes.
- Frostfire Empowerment is now tracked on the personal resource display.
- Frostfire
- Frost
- Freezing Winds has been redesigned – Now causes Frozen Orb to deal 15% more damage to units affected by your Blizzard.
- Developers' notes: Freezing Winds was impacting our ability to increase access to Frozen Orb or put more power into Fingers of Frost. With the addition of Hero Talents, Frost is more flooded with Fingers of Frost than ever before, and we’d like to reduce Fingers of Frost’s proc rate so it can feel more meaningful when you have it while also giving us the design space to do more with it in the future.
- Wintertide has been updated – Now grants 2/4% increased Icicle and Glacial Spike damage, stacking up to 2 times. Glacial Spike no longer consumes Wintertide.
- Ice Lance damage increased by 20%.
- Blizzard damage increased by 8%.
- Blizzard increased to a 12 yard radius (was 8 yards).
- Blizzard duration increased to 12 seconds (was 8 seconds).
- Developers' notes: We’re interested in increasing Blizzard’s usability so it remains a compelling option when Frost Mages are in area of effect scenarios without requiring too much cognitive load.
- Winter’s Chill duration increased to 8 seconds (was 6 seconds).
- Fingers of Frost’s Frozen Orb chance to trigger reduced to 5% (was 10%).
- Ice Lances empowered by Fingers of Frost no longer consume Winter’s Chill.
- Glacial Assault’s description has been updated to better communicate its effects.
- Permafrost Lance’s talent icon has been updated to match its aura icon.
- Fixed an issue with Wintertide’s aura being removed inconsistently.
- Water Jet is now hidden for allies in raids and dungeons.
- Frostfire
- Frostfire Infusion damage reduced by 10%.
- Excess Frost cooldown reduction reduced to 5 seconds (was 10 seconds).
- Excess Frost Ice Nova effectiveness decreased to 150% (was 200%).
- Flash Freezeburn can no longer trigger from Icy Veins granted by Time Anomaly.
- Developers' notes: To remain consistent with Fire Mage's updates to Frostfire, we are updating Flash Freezeburn for Frost to not trigger from Icy Veins procs.
- Spellslinger
- Consuming Fingers of Frost or Winter’s Chill now generates a Splinter (was Winter’s Chill).
- Developers' notes: Fingers of Frost not consuming Winter’s Chill means that Spellslinger would now not generate Splinters in many situations they would’ve previously. This adjustment is to make the flow of generating Splinters feel more consistent from your core rotation while pulling back on the Splinter generation from ancillary effects.
- Splintering Orbs now generates 4 Splinters for Frost Mages (was 6).
- All Splinter damage increased by 8%.
- Spellfrost Teachings' Frozen Orb damage bonus reduced to 15% (was 30%).
- Spellfrost Teachings chance to trigger reduced to 2% (was 2.5%).
- Consuming Fingers of Frost or Winter’s Chill now generates a Splinter (was Winter’s Chill).
- Freezing Winds has been redesigned – Now causes Frozen Orb to deal 15% more damage to units affected by your Blizzard.
FAQ
A: Water Jet is by default on auto-cast and is used off cooldown by your water elemental pet. Right click on it on the pet bar to turn it off. Don't forget to press it manually afterwards when you need it.
Credits
Written By: Wexi
Reviewed By: Hopeful