Class guide
Frost Mage Guide for WoW Forever
How to play Frost Mage in WoW Forever, with single-target and AoE leveling builds, raid and farming specs, and the Ice Lance and Shatter rotation.
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Variants
Overview
Frost is the safest way to level a Mage in WoW Forever, and no other Mage spec turns control into damage like it. Every Frostbolt slows its target, Frost Nova pins a whole pack in place, and Forever adds the tools that cash those freezes in. Ice Lance hits a Frozen target for four times its normal damage. Fingers of Frost gives your Chill effects a chance to make any target count as Frozen. Shatter adds up to 50% critical strike chance against Frozen targets.
At level 30 you pick one of two builds. The single-target build kills one mob at a time and never lets it touch you. The AoE build gathers packs and grinds them down under Blizzard. At 60, Frost shares its points with Arcane for Missile Barrage, which turns one Frostbolt in five into a free, double-speed Arcane Missiles.
Strengths
- The strongest control in the Mage kit: a slow on every Frostbolt, Frost Nova every 21 seconds with talents, Cone of Cold, Blink and Ice Block.
- Almost no downtime. You conjure your own food and water, and kited mobs rarely land a hit.
- Burst on demand: a Frozen target plus Ice Lance and Shatter gives you instant crits that end fights.
- Two leveling styles in one tree, single-target kiting or AoE packs, and you can switch between them with one respec.
- A real raid build at 60, with Fingers of Frost, Winter's Chill and Missile Barrage all feeding the same Frostbolt loop.
- Group utility: Polymorph, Counterspell, Remove Lesser Curse, food and water for the party, and portals.
Weaknesses
- Cloth armor and a small health pool. A mistake in melee range costs you the fight.
- Even with Improved Frostbolt, Frostbolt takes 2.5 seconds to cast, so pushback and interrupts hurt until Ice Barrier arrives at the bottom of the tree.
- Bosses can't be frozen. In raids your Shatter damage comes only from Fingers of Frost procs, never from Frost Nova.
- Blizzard's chill is weaker than in Classic, so AoE pulls need more care and a tighter kite.
- Everything you do costs mana. You play around Evocation, mana gems and drinking.
What's new in Forever
- Ice Lance is a tier 3 Frost talent you can take at 20. Trainers teach new ranks at 28, 34, 42, 48 and 56. It is instant and deals 300% more damage to Frozen targets.
- Fingers of Frost (tier 5, 2 ranks, requires Ice Lance): your Chill effects have a 15% chance to make your next one or two spells treat the target as Frozen for 15 seconds.
- Shatter has 3 ranks worth 17%, 33% and 50% critical strike chance against Frozen targets.
- Winter's Chill raises the critical strike chance of Frostbolt and Ice Lance by 2% per stack, and your rank sets the maximum stacks.
- Improved Blizzard slows by 15%, 25% or 40%, down from Classic. Permafrost now lengthens your Chill effects by up to 33% and adds up to 10% extra slow.
- Cone of Cold slows by 40% for 6 seconds.
- Ice Block sits in tier 4 and Cold Snap in tier 5, and Ice Barrier now requires Cold Snap.
- Elemental Precision has 5 ranks of +1% hit with Frost and Fire spells.
- Frostfire Bolt is a trained spell at 40, with new ranks at 50 and 60. It deals Frost and Fire damage, slows by 40% and burns for 9 seconds.
- Mage Armor lets 50% of your mana regeneration continue while casting. Arcane Intellect lasts an hour, and Arcane Brilliance covers your whole raid.
- Remove Lesser Curse also removes Banes, and every Mage learns Teleport: Dalaran at 50.
Talents
The build that kills one mob at a time and never lets it hit you. Improved Frostbolt speeds up your main spell, Frostbite freezes targets for free, and Shatter turns those freezes into Ice Lance crits.
Split 0/0/21 · 21 points at level 30 · Open in calculator
Talent order
- Levels 10–14: 5/5 Improved Frostbolt. Cuts 0.5 seconds off every Frostbolt. From level 26, when Frostbolt becomes a 3-second cast, that is a 2.5-second Frostbolt.
- Levels 15–17: 3/3 Frostbite. Every Chill effect gets a 15% chance to freeze the target for 5 seconds. That is a free Frost Nova at range, and later a free Shatter window.
- Levels 18–19: 2/2 Improved Frost Nova. Frost Nova comes back every 21 seconds instead of 25, so almost every pull has one ready.
- Level 20: 1/1 Ice Lance. Instant, cheap, and 300% more damage against Frozen targets. It becomes your finisher after every Frost Nova and Frostbite proc.
- Levels 21–24: 4/5 Ice Shards. Your Frost critical strikes hit harder: +80% crit damage bonus at 4/5.
- Levels 25–27: 3/3 Shatter. +50% critical strike chance against Frozen targets. Frost Nova into Ice Lance now crits more often than not.
- Level 28: 5/5 Ice Shards. A full 100% crit damage bonus: your Frost crits deal double damage.
- Level 29: 1/1 Ice Block. Ten seconds of immunity on a 5-minute cooldown. It saves the pull you misjudged, and it also unlocks tier 5.
- Level 30: 1/2 Fingers of Frost. 15% of your Chill effects make your next spell treat the target as Frozen, so your Ice Lance quadruples even when Frost Nova is on cooldown.
Flexible points
- Fighting mobs two or three levels above you and seeing resists? Take 2/5 Elemental Precision at 18–19 instead of Improved Frost Nova.
- If you never get into trouble, 1/3 Piercing Ice for 2% Frost damage replaces Ice Block and still unlocks tier 5.
The build for farming packs. Improved Blizzard adds the slow that makes Blizzard work, Permafrost and Arctic Reach keep the pack under it, and Frost Channeling keeps an 8-second channel affordable. You level single-target until 20, then start pulling groups at 22.
Split 0/0/21 · 21 points at level 30 · Open in calculator
Talent order
- Levels 10–14: 5/5 Improved Frostbolt. Until Blizzard arrives you level like the single-target build, and faster Frostbolts still carry you between packs.
- Levels 15–17: 3/3 Permafrost. Every Chill effect lasts 33% longer and slows 10% more. Once Improved Blizzard is in, Blizzard slows the pack by 50%.
- Levels 18–19: 2/2 Improved Frost Nova. A 21-second Frost Nova means two Novas in a long pull.
- Levels 20–22: 3/3 Improved Blizzard. Blizzard slows by 40%. Train Blizzard at 20, finish this talent at 22, then start pulling three or four mobs. Go up to five once you have Cone of Cold and Arctic Reach at 26.
- Levels 23–24: 2/3 Frost Channeling. Cheaper Frost spells. Blizzard is the most expensive thing you cast, and you cast it several times per pull.
- Levels 25–26: 2/2 Arctic Reach. Blizzard reaches 20% farther, and Frost Nova and Cone of Cold get a 20% larger radius. Nova catches the whole pack instead of the front two.
- Level 27: 1/1 Ice Block. The pull goes wrong sooner or later. Ice Block buys 10 seconds for Frost Nova and Blink to come off cooldown.
- Level 28: 3/3 Frost Channeling. 15% cheaper Frost spells, so every pull costs less drinking.
- Levels 29–30: 2/3 Frostbite. Blizzard chills every mob it touches, so Frostbite freezes random mobs inside your Blizzard and keeps them in the damage.
Flexible points
- Once your pulls run clean and nothing reaches you, move the two Frostbite points into Piercing Ice for 4% more Frost damage. While you're still learning the kite, the freezes are worth more.
The raid build. 34 points in Frost buy Ice Lance, Fingers of Frost, Shatter, Winter's Chill and Ice Barrier. The 17 in Arcane buy Missile Barrage, Arcane Concentration and Arcane Subtlety. Every Frostbolt you cast has a chance to set up a quadruple-damage Ice Lance, a free Arcane Missiles, or both.
Split 17/0/34 · 51 points at level 60 · Open in calculator
Frost: 34 points
- 5/5 Improved Frostbolt: a 2.5-second Frostbolt.
- 5/5 Elemental Precision: +5% hit with Frost spells. It takes a large chunk out of the hit you'd otherwise need from gear.
- 5/5 Ice Shards: Frost crits deal double damage.
- 3/3 Piercing Ice: +6% Frost damage.
- 3/3 Frost Channeling: 15% cheaper Frost spells and 30% less threat. A crit-heavy Frost Mage pulls threat off the tank without it.
- 1/1 Ice Lance: the spell you spend Fingers of Frost on.
- 3/3 Shatter: +50% critical strike chance against Frozen targets. Bosses count as Frozen while Fingers of Frost is active.
- 1/1 Cold Snap: a prerequisite for Ice Barrier. It also resets Frost Nova and Ice Barrier in an emergency.
- 2/2 Fingers of Frost: two charges per proc, so two Ice Lances per proc.
- 5/5 Winter's Chill: +10% critical strike chance for Frostbolt and Ice Lance at five stacks.
- 1/1 Ice Barrier: absorbs damage, and while it holds, damage can't push back or interrupt your casts.
Arcane: 17 points
- 5/5 Arcane Focus: +5% hit for the Arcane Missiles that Missile Barrage hands you.
- 2/2 Arcane Subtlety: lowers the target's resistance to all your spells by 15 and cuts your Arcane threat by 30%.
- 5/5 Arcane Concentration: a 10% chance after each damage spell to make the next one free.
- 3/3 Arcane Impact: +6% critical strike chance for Arcane Missiles.
- 1/1 Missile Barrage: your Frostbolts get a 20% chance to make the next Arcane Missiles free, twice as fast, and firing every 0.5 seconds.
- 1/3 Arcane Meditation: 17% of your mana regeneration continues while casting.
Flexible points
- Long fights where you run dry: move Cold Snap and Ice Barrier into 3/3 Arcane Meditation. With Mage Armor, all of your regeneration then continues while casting.
- A boss mechanic you can ignore with an immunity: move Arcane Meditation to Ice Block.
The farming build for dungeon trash and open-world packs. You take every Frost talent that slows, freezes or protects you, and Arcane gives you Arcane Explosion crits, armor and mana.
Split 20/0/31 · 51 points at level 60 · Open in calculator
Frost: 31 points
- 2/2 Frost Warding and 4/5 Elemental Precision: more armor from Ice Armor while the pack swings at you, and fewer resisted Novas and Blizzard ticks.
- 3/3 Permafrost, 2/2 Improved Frost Nova, 3/3 Improved Blizzard: a 50% Blizzard slow that lasts, and a Frost Nova every 21 seconds.
- 3/3 Frostbite: 15% of your Blizzard and Cone of Cold chills freeze their targets.
- 3/3 Piercing Ice, 3/3 Improved Cone of Cold: more damage from Blizzard, Frost Nova and a Cone of Cold that hits 35% harder.
- 3/3 Frost Channeling and 2/2 Arctic Reach: cheaper spells, less threat and a wider Nova.
- 1/1 Ice Block, 1/1 Cold Snap, 1/1 Ice Barrier: Cold Snap resets Frost Nova, Cone of Cold, Ice Block and Ice Barrier in the middle of a pull. Ice Barrier keeps Blizzard from being pushed back.
Arcane: 20 points
- 5/5 Arcane Focus: fewer missed Arcane Explosions. It also unlocks tier 2.
- 5/5 Arcane Concentration: free spells in a loop where you cast a lot of them.
- 2/2 Arcane Resilience and 2/2 Magic Absorption: armor equal to 50% of your Intellect, and +10 to all resistances.
- 3/3 Arcane Impact: +6% critical strike chance for Arcane Explosion.
- 3/3 Arcane Meditation: half your mana regeneration continues while casting, and with Mage Armor all of it does.
Races
Best races
Alliance: Gnome. Expansive Mind gives you 5% more maximum mana, and Eureka! makes your next three damaging spells cost 10% less mana and deal 10% more damage (2-minute cooldown). Escape Artist breaks every root and snare and makes you immune to them for 3 seconds. When a mob roots or slows you in melee range, it gets you out and keeps you out long enough to Blink and start the kite again.
Alliance raiding: Human. Sword Specialization gives +2% critical strike chance with every spell while you hold a sword or two-handed sword, and Mages can use one-handed swords. Add The Human Spirit for 5% more Spirit, and Will to Survive to break a stun every 3 minutes.
Horde: Troll. Berserking gives 10% casting speed for 10 seconds every 3 minutes, and Beast Slaying adds 5% damage against Beasts, a big share of what you kill while leveling. Rapid Regeneration heals 50% of your health over 6 seconds between pulls.
Horde burst and PvP: Orc. Orc Mages are new in Forever. Blood Fury gives 10% Spell Power for 15 seconds every 2 minutes. Shatter Curse removes and blocks Curses and Banes and cuts Magic damage taken by 15% for 8 seconds, which ruins a Warlock's day. Hardiness shortens stuns by 20%.
All playable races
- Human: Sword Specialization, The Human Spirit, Will to Survive, Perception.
- Gnome: Expansive Mind, Eureka!, Escape Artist, Engineering Specialization.
- High Order Skyborne (Alliance, new): Wind Blessed for 1% Haste, Elemental Insight for 5% damage against Elementals, Read Ley Line to double your health and mana regeneration, and Walk on Air to glide through the air for 10 seconds.
- Troll: Berserking, Beast Slaying, Regeneration, Rapid Regeneration.
- Orc (new): Blood Fury, Shatter Curse, Hardiness.
- Undead: Will of the Forsaken removes Charm, Fear and Sleep; Touch of the Grave gives your spells a 10% chance to drain health; Cannibalize restores health and mana from corpses.
Rotation
Single-target pull
- Open with Frostbolt from maximum range (30 yards). Train every new Frostbolt rank.
- Keep casting Frostbolt while the mob walks through the 40% slow. You get two or three Frostbolts off before it reaches you.
- When the mob reaches you, cast Frost Nova, walk out of melee range and fire Ice Lance. A Frozen target takes 300% more damage from it.
- A Frostbite freeze at range is a free Nova. Ice Lance right away, because the freeze lasts only 5 seconds.
- When Fingers of Frost procs (the buff lasts 15 seconds), your next Ice Lance treats the target as Frozen. Spend it on the next mob if this one is almost dead.
- Finish a low mob with Fire Blast (instant, 8-second cooldown) or Ice Lance instead of starting another 2.5-second Frostbolt.
Cooldowns
- Your racial goes on the toughest mob of the pull: Berserking for Trolls, Blood Fury for Orcs, Eureka! for Gnomes.
- Ice Block and Evocation are your two emergency buttons. Ice Block saves your life. Evocation saves the fight when your mana runs out halfway through it.
Two mobs
Polymorph the second mob before it reaches you, kill the first, then pull the sheep with a Frostbolt. Damage breaks Polymorph, so don't let a Blizzard or Frost Nova touch it.
Mana and downtime
- Keep Arcane Intellect and Frost Armor up at all times. Frost Armor becomes Ice Armor at 30.
- Drink conjured water between pulls, not during them. Two or three mobs per drink is normal.
- From 20, Evocation runs your mana regeneration at 16 times its normal rate for 8 seconds, on an 8-minute cooldown. It is your mid-fight refill: save it for the pull that runs long.
- Wand a nearly dead mob instead of casting on it. Every spell you don't cast is mana you don't drink back.
The Blizzard pull (from 22)
- Pull three or four mobs of your level or lower that stand close together, and five once you have Cone of Cold and Arctic Reach. Tag the far ones with Frostbolt, and let the near ones walk into you.
- When the pack reaches you, cast Frost Nova, then walk about 15 yards away. Use Blink only if something wasn't caught.
- Channel Blizzard on the pack from range. Blizzard damage breaks the Nova, but with Improved Blizzard and Permafrost the pack walks out slowed and crawls at half speed.
- When they reach you, cast Cone of Cold (from 26) for another slow, step back and Blizzard again.
- Nova again (21 seconds) and finish with Blizzard.
- Tighten the circle: stand where the pack meets your Blizzard edge, not inside it, so the ticks keep landing while they walk.
When it goes wrong
- A caster that won't walk into Blizzard: Frostbolt it, or Counterspell it and let it run in.
- More mobs than you planned: Frost Nova, Blink out, and kite the pack back through your next Blizzard. When nothing is left on cooldown, Ice Block buys 10 seconds for Frost Nova to come back. The pack keeps swinging at the ice, so Nova and Blink the moment it drops.
- Frozen mobs next to you at low health: finish them with Arcane Explosion instead of a full Blizzard.
Mana
Blizzard is expensive. Start every pull at full mana, keep Evocation for pull two of a chain, and conjure water in stacks before you go out.
Opener
- Before the pull, put up Mage Armor and Ice Barrier.
- Start your first Frostbolt once the tank has landed their opening attacks. Your early crits come before the tank has built much threat.
- Pop your racial on your second cast, then settle into the priority below.
Priority
- Keep Ice Barrier up whenever damage is coming. It stops pushback on your Frostbolts.
- Spend Fingers of Frost charges on Ice Lance. Two instant Ice Lances against a "Frozen" boss each deal quadruple damage with +50% crit chance from Shatter.
- Use Missile Barrage on Arcane Missiles before its buff runs out. Fire your Fingers of Frost Ice Lances first: they are instant, and the Missile Barrage buff waits for them.
- Otherwise cast Frostbolt. Your first five Frostbolts stack Winter's Chill; after that, every Frostbolt keeps it refreshed.
Cooldowns
- Racials go at the start of the fight and again whenever they're ready: Berserking, Blood Fury or Eureka!.
- Counterspell dangerous casts. It locks the school for 10 seconds and has a 30-second cooldown.
- Remove Lesser Curse removes one Curse or Bane.
Trash packs
Let the tank gather the pack, then channel Blizzard on it from range. Keep Frostbolt on the mob that's still moving, Polymorph the one that's loose, and never use Cone of Cold or Arcane Explosion on a pack you have to walk into.
Mana
- Mage Armor is your raid armor: 50% of your regeneration continues while casting.
- Use your mana gem as soon as you're missing more mana than it restores, and conjure a new one between pulls. Save Evocation for when the gem is gone: its cooldown is 8 minutes.
- Clearcasting from Arcane Concentration makes your next damage spell free. With Frostbolt as your filler, almost every proc lands on your most expensive spell.
The farming loop
- Pull the pack together and bring it to a wall or a corner so it bunches up on you.
- Ice Barrier, then Frost Nova the moment everything is in range.
- Walk out of the pack and channel Blizzard on it from range.
- When they break free: Cone of Cold, step back, Blizzard.
- Cold Snap resets Frost Nova and Cone of Cold for a second full loop on big pulls.
- When the whole pack is low and standing on you, finish it with Arcane Explosion. It hits everything within 10 yards of you, and its damage breaks Frost Nova, so save it for the kill.
Staying alive
- Ice Barrier absorbs damage and stops pushback on Blizzard. Recast it every time it breaks.
- Frostbite freezes mobs inside Blizzard and Cone of Cold for 5 seconds. Let the frozen ones sit and deal with the loose ones. Blizzard damage can break those freezes too, so don't count on them holding.
- Ice Block is your reset button. The pack keeps swinging at the ice, so Blink out as soon as it drops.
Mana
Arcane Meditation and Mage Armor together mean all of your regeneration continues while you cast. Stack Spirit and Intellect on your farming set, and let Clearcasting procs from Arcane Concentration pay for your Blizzards.
Stat priority
Single-target leveling
- Spell Power
- Intellect
- Spirit
- Stamina
Spell Power adds damage to every Frostbolt, and at levels 10–30 even small amounts are a large share of a spell's damage. Intellect gives you mana and spell crit. Spirit cuts your drinking time. Kited mobs rarely hit you, so Stamina comes last.
AoE leveling
- Stamina
- Intellect
- Spell Power
- Spirit
AoE pulls mean taking hits while you set up Blizzard. Stamina keeps a bad pull survivable, and Intellect pays for the second and third Blizzard of a chain.
Raid
- Hit
- Spell Power
- Critical Strike
- Intellect
- Haste
- Spirit
A missed Frostbolt deals no damage and doesn't slow, stack Winter's Chill or roll Fingers of Frost. Elemental Precision gives you 5% hit. Take Hit from gear until your Frostbolts stop missing bosses, then stack Spell Power. Critical Strike comes right after: with Ice Shards your Frost crits deal double damage, and Shatter adds 50% crit chance to every Fingers of Frost Ice Lance.
AoE farming
- Stamina
- Spell Power
- Intellect
- Spirit
- Critical Strike
Farming packs is a survival check first and a damage check second. Spirit climbs higher than it does in raids because Arcane Meditation and Mage Armor turn it into mana while you cast.
Gear
Wands
A wand is your best upgrade from 5 to 30. It finishes low mobs without spending mana. In Forever, wands don't scale with Spell Power, so buy on damage per second alone. Enchanters craft the four you want:
- Lesser Magic Wand at level 5: 11.3 damage per second.
- Greater Magic Wand at level 13: 17.5 damage per second.
- Lesser Mystic Wand at level 26: 25.4 damage per second and +4 Intellect.
- Greater Mystic Wand at level 30: 29 damage per second and +5 Spell Power.
If you're not an Enchanter, buy these from one. Every wand on the list is a big step up from the last, so upgrade the moment you reach each level.
Armor
Take any cloth with Spell Power first, then Intellect and Spirit. Quest rewards beat vendor gear at every level. Replace a piece as soon as a quest offers Spell Power, even if you lose Intellect.
What to wear
Swap to Stamina and Intellect gear once you start AoE pulls at 22. Keep the Spell Power pieces from your single-target set in your bags for questing between farm sessions.
Wands and weapons
The same wands as the single-target build: Lesser Magic Wand, Greater Magic Wand, Lesser Mystic Wand and Greater Mystic Wand, all crafted by Enchanters. A staff with Stamina and Intellect is the best weapon for AoE pulls.
What you're gearing for
Take Hit until your spells stop missing bosses, then take every Spell Power upgrade. Cloth with Spell Power and Critical Strike is your best raid gear. Tailors make the Robe of the Archmage, a Mage-only chest with Spell Power, Critical Strike and an on-use mana restore.
Consumables
- Brilliant Wizard Oil on your weapon: Spell Power and 1% spell crit.
- Greater Arcane Elixir and Elixir of Frost Power for more Spell Power.
- Flask of Supreme Power for progression bosses. It lasts 2 hours and persists through death.
- Major Mana Potion when your mana gem and Evocation are both spent.
What you're gearing for
A separate farming set pays for itself: Stamina and Intellect first, then Spell Power and Spirit. You'll take hits from every mob you pull, so a bigger health pool buys more mistakes.
Consumables
Farming is about profit, so skip flasks. Carry a stack of your own water, and use Major Mana Potion only when a pull goes long and the alternative is dying.
Professions
Tailoring and Enchanting is the Mage pair. Tailoring makes your cloth gear and bags from 1 to 60, plus the Robe of the Archmage at the end. Enchanting disenchants the cloth pieces you outgrow and makes every leveling wand you want, from the Lesser Magic Wand at 5 to the Greater Mystic Wand at 30.
If gold matters more to you than wands, level with Herbalism and Mining or Herbalism and Skinning instead, and pick up Tailoring and Enchanting at 60 once farming has paid for the materials.
Group play and dungeons
Your job in a group is damage, crowd control and interrupts, in that order.
- Polymorph one caster or runner on every pull that has more than the tank can hold. Polymorph works on Beasts, Humanoids and Critters. Damage breaks it, so place it on a mob away from your AoE.
- Counterspell healers and casters. Counterspell locks the whole school for 10 seconds.
- AoE only after the tank has every mob. Blizzard and Arcane Explosion pull threat from a tank who's still tagging. Wait two globals on big pulls.
- Frost Nova and Blizzard are group tools too. When a pull goes wrong, Frost Nova the pack and let the party walk away, or slow it with Blizzard while the healer catches up.
- Remove Lesser Curse clears one Curse or Bane from any party member.
- Food, water and portals. Conjure a stack of water for your healer before you enter, and make portals at 40.
Tips
Never Ice Lance a target that isn't Frozen or covered by Fingers of Frost unless it is about to die. Unfrozen, Ice Lance hits for a quarter of its frozen damage. Frostbolt is the better spell.
Damage can break Frost Nova. Don't Frostbolt a Novaed mob in melee range. Step away, then cast. Ice Lance is instant, so fire it as soon as you're clear.
Train at every even level. Frostbolt, Frost Nova and Blizzard ranks are your damage. Levels 20, 26 and 30 bring Blizzard, Cone of Cold and Ice Armor.
Keep a Fingers of Frost charge for the next mob if the current one dies before you can spend it. The buff lasts 15 seconds.
Bank Evocation for bad pulls when leveling. A full mana bar mid-fight saves more time than Evocation used as a free drink.
Teleport home, not the hearthstone. Teleports come at 20 and 30, and Teleport: Dalaran at 50. Save the hearthstone for your inn.
Macros
Wand macro: starts wanding and never cancels it by accident when you press it twice.
#showtooltip Shoot
/cast !ShootCounterspell that stops your current cast first, so you can interrupt out of a Frostbolt.
#showtooltip Counterspell
/stopcasting
/cast CounterspellPolymorph your focus target, or your current target if you have no focus. Set a focus on the add, keep your target on the mob you're killing.
#showtooltip Polymorph
/cast [@focus,harm,nodead][] PolymorphBlizzard at your cursor. The spell lands where you point, with no targeting circle to click.
#showtooltip Blizzard
/cast [@cursor] BlizzardIce Block that cancels itself on a second press, so you can leave the block the moment your cooldowns are back.
#showtooltip Ice Block
/cancelaura Ice Block
/cast Ice BlockChangelog
- Guide published with Level 30, Level 30 AoE, Level 60 Raid and Level 60 AoE builds.
- Refreshed the page title and summary.
