Overall Spellslinger Frost Gameplay Feelings/Issues/Discussions
Gameplay Overview:
Spellslinger Frost plays a lot like retail version of Frost but artificially injected with a lot of Frozen Orb cast via Spellfrost teaching. As a consequence, this also floods us with a lot more Finger of Frost procs via the Freezing Wind talent. Initial impression pointing toward that increased FoF procs being of low consequence due to FoF munching is already very much present in retail Frost, although this does seem to be mechanically unsound as we should not be encouraged to munch any spec procs.
In addition, I also tested an alternate version of Spellslinger Frost without GS, and it seems to be about on-par on dummy testing. Gameplay flows nicely between Orb and Ice Lance to use up FoF or WC stack during CD, and when not in CD, defaults back to Frostbolt>Flurry>IL IL while waiting for Orb. I can see this rotation being the build that takes advantage of the new Tier set effect the most.
On the AoE side, I tested out retail Frost rotation vs Fractured Frost/Cold Front (aka Deathborne) rotations. Despite initial impression that Deathborne style works better with Frostfire, I had mild success with DB Spellslinger. Out of the several rotations for DB frost that I experimented with, I had the highest output by spamming Frostbolt between Orb resets. While still spammy, watching Orb resets did make it seem less degenerate, while outside of CD we default back to retail Frost AoE. One interesting observation here is that the Frostbolt spam does actively consume the WC put up by Splinterstorm, and continues the feedback loop that generates more Splinters, which leads to more Orbs and WC via Splinterstorm.
Regarding retail Frost AoE as a Spellslinger, the frequent Orb reset did have me question a little bit about the value of Blizzard/Orb CDR interaction during IV, although it seems to maintain its value outside of IV window.
All Things About Splinters
As many have mentioned about Spellslinger, Splinter visual effects are a big part of this Hero class. Having spent at least several hours in total with Spellslinger, the Splinters are feeling not too bad as a Frost mage. Although they are still very visually similar to icicles, they do differ in the way they launch at enemies in that Splinters wobbles along the path more like Arcane Missiles does (although I hear Arcane mages might have issues with that). I will also note that Splinter stays at the location when they are created, and doesn’t follow the Mage when my character moves, which is visually kind of cool when you happen to move and create a lot of Splinters at the same time, and makes a neat little line of Splinters.
I do think the location of Splinters relative to the mage could use improvement to reduce crowding. This is especially prominent when playing with a GS build where Icicles also hang above the mage for a significant amount of time.
Also, as others have reported, some abilities that generate Splinters shoots them wildly, and as far as I can tell, does not care whether the target is in combat or not. This could create issue in group content, or in any content with high mob density.
Splinterstorm
After playing with it first hand, the Splinterstorm is not as jarring as I imagine it’d be. During IV cooldown, we get constant Splinterstorms, so the WC is more like a passive effect; outside of CD, we have a lot more time to react to Splinterstorm so it isn’t as mentally tasking to check a Splinter tracker WA once in a while.
There is potentially an issue with Splinterstorm where you can generate Splinters, and not trigger Splinterstorm by not selecting a target. For example, popping Icy Veins and Frozen Orb without selecting a target will shoots Splinters out, but will not trigger a Splinterstorm until a target is selected. A slightly related issue is that perhaps there is an unintended opportunity to optimize by immediately tabbing to a new target keep triggering Splinterstorm on targets without WC to increase output in an AoE situation.
Spellfrost Teaching
As a straight 3% chance per Splinters, I have observed both extremes of the reset chance, where Orb immediately resets upon launching, and what seems by comparison, dry spells, where 20 seconds pass without a second Orb in Icy Veins. Having instant resets where one can miss an Orb without the opportunity to cast feels bad, so does having extremely below average number of Orb during CD. I think the talent could use some mechanic to rein in the extremes a bit. Typically this was done with ICD for the high extreme, and some kind of bad luck protection for the low extreme, but maybe there are other creative solutions that can achieve similar effects.
Time Anomaly Interactions
Due to Augury Abound, Time Anomaly proccing Icy Veins also provides a burst of Splinter generation. This may or may not leading to holding Orb or Flurry for an Icy Veins proc, depending on how it maths out. I think some other mage specs also has this issue where TA procs specs cooldown like Combustion and granting effects that only happens in Combustion.