Talent Builds
Spellslinger ST
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Death’s Chill M+
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For M+ if you REALLY don’t want to play with Spike you can remove that point and put it into Frozen Touch to play the traditional ice lance spammy build (keep in mind it’s a pretty significant dps loss in single target, but the AoE is arguably even better).
Class Talents
Going to The War Within, some of our Class talents received changes, I will note down the most important ones:
- Ice nova and ring of frost on the same row
- Supernova and dragon’s breath on the same row (supernova will see more play most likely since we don't have to be in melee to stop mobs and it deals damage)
- Barrier Diffusion - whenever one of your barriers is removed, reduce its cooldown by 4 seconds(works very well with mass barrier)
- While we still have access to mass barriers cold snap greater invis and all our utility from dragonflight.
Spec Talents
As far as the spec talent, frost didn't receive too many changes mostly some talents swapped around however there are 2 talent that are new that i want to speak about:
- Permafrost Lances - Frozen orb increases ice lance damage by 15% for 15 seconds (works amazing with spellslinger)
- Death’s Chill - While icy veins are active, damaging an enemy with frostbolt increases the damage we deal by 1% stack up to 15% (requires a bit of a ramp but works very well with Fractured Frost) so we can stack this talent up quite fast in any cleave situation.
I want to take a moment and discuss about glacial spike vs no glacial spike:
During Beta and the information I have in beta we are still going to play Glacial spike it's around a 9% dps increase for single target and that is just too good of a 1 point talent to spend to pass on and we don’t lose or barely lose any AoE for taking glacial spike.
With Spellslinger, Glacial Spike takes a very low priority in our rotation, which we’re going to discuss more in the next sections.
Hero Talents
As I mentioned above, frost gained access to 2 new hero talent trees Spellslinger and Frostfire.
In terms of tuning and from beta testing Frostfire is extremely undertuned and barely played. For the sake of the information I gathered from beta we’re gonna focus mostly on Spellslinger which is by far the better choice.
- Splintering Sorcery: when we consume winter’s chill we create a frost splinter that fires at our target for some damage
- Splintering Orbs: Enemies damaged by our frozen orb creates a frost splinter up to 4 splinters while frozen orb is active, also it increases our frozen orb damage by additional 10%
- Controlled instincts: while a target is under the effect of blizzard 30% of the direct damage dealt by a frost splinter is also splashed into nearby enemies, damage reduced after 5 targets
- Augury Abounds: Casting icy veins creates 8 frost splinters immediately. During icy veins whenever we create a frost splinter we have a 100% chance to create another splinter.
- Volatile Magic: whenever an embedded frost splinter is removed it explodes dealing damage to all nearby enemies, also reduced damage after 5 targets.
- Reactive Barrier: Ice barrier can absorb up to 50% more damage based on our missing healthSpell Frost Teachings: direct damage from frost splinters has a small chance to reset the CD of frozen orb and increase all damage dealt by Frozen orb by 20% for 10 seconds (this passive is unbelievably powerful especially on AoE)
- Shifting Shards: Shifting power fires a barrage of 8 Frost splinters at random enemies within 40 yards while we channel shifting power (it cannot pull mobs we are not in combat with so don’t worry about that)
- Splinter Storm: whenever we have 8 or more active frost splinters, we automatically shot Splinter Storm at our target. Shattering all embedded frost splinters dealing the damage they are supposed to do instantly rather than the period time. Splinter’s storm also apply winter’s chill(this is something we have to keep an eye out as frost since we don’t want to overlap flurries while we gain or about to gain a winter’s chill from splinter storm)