Frost’s Water Elemental is an absolute joke of a minion compared to what other classes and specs get, and I feel this talent tree can address this problem and make it a more interactive minion to play with, while at the same time covering some of Frost’s weak points.
My ideas for revamping this talent tree are as follows:
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Bone Chilling - is now an active spell your Water Elemental learns.
The water Elemental blasts the mage with a surge of power that increases their spell power by 5% and an additional 1% per Fingers of Frost or Brain Freeze the mage has. Lasts 10 seconds. Additionally, Freeze now has 2 charges.
Justification > Shifting this passive 5% talent to an active that the Water Elemental can learn gives it more interaction with the mage and allows Frost periodic bursts of anywhere between 5-8% int, depending on how many procs they are holding at the moment this spell is used. Freeze having 2 charges will allow Frost more Shatter setups/potential. Haven’t worked out a reasonable cooldown.
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Lonely Winter
Remains as is.
Justification > Frost should still be allowed to forego the need for a Water Elemental if needed.
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Ice Nova: Replace with Icy Polyphony
For the duration of Icy Veins, the Water Elemental replicates a weaker version of most of the mage’s spells onto its current target.
Justification > This option allows Frost to deal with something it has no answer for: spread out targets/AoE. The tradeoff being that Frost has to micro its minion better and make it focus another target. Scales well with Icy Veins and makes it a potentially better DPS cooldown.
The elemental would essentially cast any damaging spell the mage casts except spells that require targeting (eg: Blizzard) and trinkets, but obviously at a lower % than what the mage hits for. Interaction with certain legos would also have to be prohibited or it might be too op in some cases.