This tree looks decent, but still has some issues to work with. Many of them were posted by earlier posters, so Iāll post some others as a feedback to each separate talent with possible solutions suggested.
Frostfire Mastery: Your damaging Fire spells generate 1 stack of Fire Mastery and Frost spells generate 1 stack of Frost Mastery. Fire Mastery increases your Haste by 1% and Frost Mastery increases your Mastery by 1% for 12 seconds, stacking up to 8 times each. Adding stacks does not refresh duration.
Decent idea, but it is diminished because both specs are not encouraged to cast other school spells much and even when they do - it is mostly for CC / utility, not for damage. Frost has Fire spells of Fire Blast (which has a CD and does very low damage, barely more than non-shattered Ice Lance), Blast Wave (used mainly for distancing or casts interrupting), Dragonās Breath (used mainly for disruption or CC chains) and Ring of Fire (PVP only). Fire has Frost spells of Frost Nova (mainly used for CC), Ice Nova (can be used for damage, but mostly for CC), Cone of Cold (used mostly for slows) and thatās it - other spells are defensive and donāt do damage. As such, pretty much the only way to reliably get opposite school Mastery stacks outside of major CDs would be Frostfire Bolt spam, which can be quite punishing in some situations, especially PVP, where kicks would lock you out of both schools.
Suggestion: Add more incentive to use offensive options of opposite school to both specs. For Frost - Fire Blast should deal more damage, have lower CD and maybe even have charges too. For Fire - Ice Nova should have more value (since it at least provides shatter for Frost, for Fire it doesnāt do that), so that it is rewarding enough to use.
Choice Node: Imbued Warding & Meltdown
- Imbued Warding: Blazing Barrier also casts an Ice Barrier at 25% effectiveness for Fire. Ice Barrier also casts a Blazing Barrier at 25% effectiveness for Frost. This also affects your Mass Barrier.
- Meltdown: You melt slightly out of your Ice Block and Ice Cold, allowing you to move slowly during Ice Block and increasing your movement speed over time. Ice Block and Ice Cold trigger a Blast Wave when they end.
First option is quite good, just donāt forget to remove the Blazing Barrierās PVP nerf that is does not need anymore and I think Blazing Barrierās secondary effect needs a look - it is much weaker that shields of 2 other specs. To address that, for example, Blazing Barrier could also reduce physical damage taken like in earlier expansions - it is both thematical and in line with Prismatic Barrierās effects.
Second option is more controversial. Many PVE players already play Ice Cold, so possibility to move (faster) is not appealing much for them. Players that play Ice Block are not likely to get much value from that either. Blast Wave when they end is both too low effect for their cooldown and can be even harmful, especially in environments with diminishing returns for CC like PVP.
Suggestions:
- Remove PVP nerf from Blazing Barrier and make it also reduce physical damage by the same percentage as Prismatic Barrier does for magical damage to make them more in line.
- Replace Meltdown with Cauterizing Blink, where using Blink / Shimmer would heal you over time (similarly to previous expansions) - that is a much more competitive option for a choice node, where players would be able to pick between stronger shields and additional healing.
Frostfire Bolt: Launches a bolt of Frostfire at the enemy, dealing Frostfire damage, slowing movement speed by 50%, and causing additional Frostfire damage over 8 seconds. Frostfire Bolt generates a stack of both Fire Mastery and Frost Mastery. Replaces Frostbolt for Frost and Fireball for Fire. 2 second cast time.
It is good that this spell returns, but if you want it to replace the main spammable spell, it needs a lot of synergies and be rewarding enough for risking two schools lockout in PVP.
Suggestions:
- Make it synergize with all talents that affect Fireball and Frostbolt including Masteries.
- Additionally buff its damage in PVP with PVP modifier, so that it is rewarding enough to risk getting kicked on two schools there.
Choice Node: Elemental Affinity & Flame & Frost
- Elemental Affinity: The cooldown of Frost spells is reduced by 10% for Fire. The cooldown of Fire spells is reduced by 30% for Frost.
- Flame and Frost: Cauterize resets the cooldown of your Frost spells with a base cooldown shorter than 4 minutes when it activates for Fire. Cold Snap additionally resets the cooldown of your Fire spells.
First option is decent, but not balanced between two specs - Frost gets bigger percentage on more useful spells and Fire gets lower percentage and on less useful spells, at least from CC / utility perspective. Consider making their percentages more in line.
Second option is not a good design - it is the tying of offense / utility to usage of defensives and that is not good - Overflowing Energy first iteration lesson should not be forgotten. Second option should just be entirely replaced or potentially attached to Combustion / Icy Veins instead of Cauterize / Cold Snap.
Isothermic Core: Comet Storm now also calls down a Meteor at 100% effectiveness onto your targetās location. Meteor now also calls down a Comet Storm at 150% effectiveness onto your target location.
Good talent, but their arrival time should be brought in line for specifically this talent. For example, if you use Comet Storm into Ice Nova, Meteor should arrive in the middle of comet sequence and not with its usual delay, since because of that it might fall when Ice Nova is already broken by damage or expired, which would lead to countersynergy.
Choice Node: Severe Temperatures & Thermal Conditioning
Severe Temperatures: Casting Frost or Fire spells increases the damage of your next Frostfire Bolt by 6%, stacking up to 5 times.
Thermal Conditioning: Frostfire Boltās cast time is reduced by 10%.
Decent choice node, but Thermal Conditioning needs a buff. The math is simple - first option on average provides 18% dps boost to Frostfire Bolt and second option provides just 10% and does not synergize with some other nodes like Frostfire Empowerment.
Frostfire Infusion: Your Frost and Fire spells have a chance to trigger an additional bolt of Frostfire , dealing Frostfire damage. This effect generates Frostfire Mastery when activated.
Decent proc effect, no suggestions here.
Excess Frost: Reaching maximum stacks of Frost Mastery causes your next Phoenix Flames (Fire) / Flurry (Frost) to also cast Ice Nova at 200% effectiveness. When you consume Excess Frost, the cooldown of Meteor (Fire) / Comet Storm (Frost) is reduced by 5 seconds.
Decent idea, but can have some implications. First - like posters above mentioned, proc AoE root can have issues in some Mythic+ affixes, so general Mageās talent tree should also get an optional upgrade node for Ice Nova that makes it deal significally more damage, but no longer root - it helps making Ice Nova more appealing for Fire specifically, for all 3 specs against bosses (who are immune to roots) and allows to address mentioned issue. Second - for Frost specifically this Ice Nova should trigger after first Flurry hit deals damage to allow it be shattered from Winterās Chill, but not absorb Winterās Chill stacks from last Flurry hit to prevent possible countersynergy.
Frostfire Empowerment: Your Frost and Fire spells have a chance to activate Frostfire Empowerment , causing your next Frostfire Bolt to always critically strike, explode for 80% of its damage to nearby enemies, and be instant cast.
Quite good idea, but there are nuances. First - Fire already has Combustion and Frost has Shatter to provide crits, so it would be better if this proc would just increase damage of Frostfire Bolt by X% instead of providing guaranteed crit. Second - its cleave damage should not hit targets affected by breakable CC to avoid countersynergy and same treatment should be applied to Splitting Ice too.
Excess Fire: Reaching maximum stacks of Fire Mastery causes your next Fire Blast (Fire) / Ice Lance (Frost) to apply Living Bomb at 150% effectiveness. When this Living Bomb explodes, reduce the cooldown of Phoenix Flames by 10 seconds (Fire) / gain Brain Freeze (Frost).
Decent idea, but Living Bomb is just undertuned, especially at low target count, so it would not provide much value. It should be replaced with other spell trigger, for example Pyroblast that would deal X% increased damage and explode for Y% of its damage to nearby enemies (except enemies affected by breakable CC). Additionally, 10 seconds CD reduction for Phoenix Flames is much weaker than Brain Freeze and should be buffed - either to refund a whole charge of Phoenix Flames or 1-2 charges of Fire Blast.
Flash Freezeburn : Frostfire Empowerment grants you maximum benefit of Frostfire Mastery and refreshes its duration. Activating Combustion or Icy Veins grants you Frostfire Empowerment .
Good and powerful capstone, but can have different value for 2 specs, since Fire activates Combustion much more frequently than Frost activates Icy Veins. As such, maybe Frost should get 2 Frostfire Empowerment stacks on Icy Veins activation to compensate.
Edited after seeing the interview.