I’d like to review the 11.1 Frost changes and highlight a couple of potential problems. The other Frost Mage thread seems to be predominantly focused on PvP discussion so I’m opening a new thread to discuss PvE.
Blizzard (and Frozen Orb)
Increasing the radius and duration of the spell is a good change, though I also expected the cooldown to be increased to match the new duration – casting Blizzard too often is a piece of feedback that is brought up semi-regularly. However, as it stands the radius increase only affects the targetting reticle and not the actual spell that deals damage (spell id 190357).
I’m more worried about the damage increase. The spell is now doing 200% more damage compared to 11.0.7 (+100% tick damage and +50% ticks) and it wouldn’t surprise me to see Blizzard used in single target rotations. Nerfing the spell requires some care, though. Increasing the tick time would have to be compensated by increasing the cooldown reduction of Ice Caller to keep the overall cooldown reduction rate the same.
I fully agree that 12 yd range is appropriate for a ground effect that lasts 12 seconds, but I wonder why the same logic can’t be applied to Frozen Orb. It also lasts 12 seconds (with a talent everyone takes) but its radius is only 9.5 yd. It’s also harder to position due to not having a targetting reticle, making the smaller radius especially punishing. On that topic: with every other class getting a choice node that lets them use their AoE spell with or without reticle, it would be nice if at least Frozen Orb got the same option (since it’s already a talent).
Winter’s Chill
Fingers of Frost Ice Lance not consuming Winter’s Chill is a great change. Proc munching has been an annoying aspect of Frost for quite some time and as far as I can tell, this change eliminates the problem entirely.
However, this change comes with a new problem. Using both Winter’s Chill charges in the short 6 sec window can already be quite hard (when shattering other spells like Comet Storm or Glacial Spike) and this change is going to exacerbate the issue. Even just consuming 2 Fingers of Frost and 2 Winter’s Chill charges is on the edge of what’s possible for characters with lower haste.
The Wintertide talent will most likely need to be replaced (or at least adjusted). With it, casting Fingers of Frost Ice Lance into Winter’s Chill is now purely beneficial, further encouraging us to overlap these procs on purpose and making the above issue even worse.
Freezing Winds
While Freezing Winds is a fun talent, I agree that it devalues Fingers of Frost too much and removing it will be a good change in the long run. The loss of these extra Fingers of Frost charges will also be somewhat compensated thanks to the Winter’s Chill change.
One downside of this change is that Coldest Snap – a talent that’s sometimes situationally useful outside of sustained AoE – now requires pathing through a talent that’s strictly meant for sustained AoE.
Mastery
Mastery is unfortunately becoming a dead stat, especially for Frostfire. In TWW, Frost Mages gained a ton of effects that aren’t affected by Mastery. The Frostbolt volley from the set bonus is the latest such item on this list.
As mentioned above, the situation is quite bad for Frostfire. Frostfire Infusion, Meteor, Excess Fire and Excess Frost make up a large portion of the total damage and do not benefit from Mastery in any way. Spellslinger is doing better, though not without issues. Frost Splinters only get a partial benefit from Mastery (0.75% damage per mastery point; Arcane Splinters get 1%), Volatile Magic doesn’t get any benefit.
Frostfire
I imagine these changes are mostly aimed at Fire since Frost didn’t gain that much from tracking the Fire/Frost Mastery buffs. Overall, these changes look fairly reasonable. The Brain Freeze generation from Excess Fire takes a large hit as it now happens every ~25 seconds (see below) compared to the previous ~15 sec. This might not necessarily be a bad thing – Frostfire was getting a bit too many Brain Freezes.
The cooldown reduction provided by Excess Frost has also been reduced to 5 sec (from 10 sec). The patch notes do not mention this, which makes me suspect this change wasn’t intended (the same thing happened when 11.0.7 launched and also wasn’t intended).
One unfortunate side effect of these changes is that they make it impossible to perform the Coldest Snap combo (FO → CmS → CoC → CmS → FO) without munching Excess Fire (unlike Excess Frost it doesn’t stack twice). You can’t cast Ice Lance if you want both Comet Storms to be fully Shattered.