-----Edits in place now for 3.3.3------
OK, as the (as far as I can tell) resident Frost Mage guru, I feel I can write up an FAQ for 'em (I was only asked this like a month ago). Please forgive my unprofessional post style, and I'll try to clean it up as time goes on.
Introduction
So, you want to use frost for DPS in raids, huh? I'm sure you're already tired of people saying stuff like "you can't raid frost."
I'm not going to lie to you. Frost is now a competent raiding spec. We got a HUGE buff in the 3.3 patch, and another small buff in 3.3.3.
In a minimal movement fight, such as Festergut, my Mage pulls 7200+ DPS. I don't have BiS. I don't have the fastest computer. Your DPS will vary give or take a few hundred, following my advice.
Frost is about Utility, and the RNG. It's a VERY luck based spec, more so than fire. If I have bad luck in a fight, I can drop down to 6K DPS on a non gimmick fight. It's THAT bad. But, if you're lucky and the RNG favors you, you can see some huge numbers. My max is 8K in a 10 man, single target. Let's talk about specs, shall we?
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Talents / Spec
Frost works very well with Arcane. You want to spec far enough into frost to get Deep Freeze, and far enough into Arcane to get Torment of the Weak. Other important talents are Water Elemental, Improved Water Elemental, Empowered Frostbolt, Fingers of Frost... heck, almost all of the frost talents are 'necessary' for high DPS.
This is my armory. I suggest you go ahead and take a look at my spec, see what I'm running, see what I'm not. Here's why.
Frostbite: You need one point in this, because for reasons unknown, Fingers of Frost doesn't work too well without it.
Improved Frostbolt: Your DPS hinges on you casting Frostbolt faster.
Ice Floes: In a 5 minute boss fight, with Icy Floes, you can use Icy Veins twice. Without Ice Floes, you can use Icy Veins twice. No need to spec into it, unless you're on the Lich King fight and need every ounce of DPS in the long fight.
Ice Shards: Double damage on a crit is pretty valuable, with as often as frostbolt is going to be critting for you.
Frost Warding: Purely a PvP talent, the global cooldown wasted by casting Frost Ward kills your DPS.
Precision: Very valuable, as it keeps you next to hit cap even in sub par gear. One missed frostbolt is DPS in the Ret paladin wielding a shield range. I haven't found a gear level at which I can skip this talent yet (this still applies into T10).
Permafrost: This one is meh. It's not a great talent in that your frostbolt no longer chills the victim. If you don't have another Mortal Strike user and you're against an enemy that heals, it can be useful.
Piercing Ice: More damage is good.
Icy Veins: Another talent vital to your DPS. Again, fast frostbolts are core to you as frost, and this talent, properly timed, can make a HUGE difference.
Improved Blizzard: Since it causes Blizzard to chill your targets, it lets Fingers of Frost and Shatter proc off of them, making your AoE DPS among the highest (if not the highest) in the game.
Arctic Reach: Lets you stay out of AoE / Nova range during boss fights.
Frost Channeling: Combined with Precision, this talent is what makes Frost Mages last so dang long in fights without having to mana up in some way.
Shatter: Another vital part of your DPS. It makes it so that any frost attacks against a frozen target have 50% increased crit chance. As of 3.0, this does sync with Fingers of Frost to make it viable against bosses.
Cold Snap: Allows another Deep Freeze and Icy Veins to be used.
Improved Cone of Cold: Another PvP talent. It has situational usefulness in fights like Tournament Champions, but mostly it's a useless PvE talent. You could put the point from Permafrost in here if you want.
Frozen Core: Another PvP ability. You shouldn't be taking MUCH damage at all.
Cold as Ice: This talent saw a reduced amount of usefulness in 3.3. It used to be a core talent so you could summon Puddles more often, but now that he's permanent, it's not worth taking.
Winter's Chill: A very nice talent for PvE. It has two functions. The first is a base increase to the crit chance of Frostbolt. Awesome. Its second function is to apply a crit debuff to the enemy, which is the same thing as Improved Shadowbolt and Scorch. This allows your fire mages to free up their rotations a bit and do more DPS themselves. (Utility, that's your game, remember?)
Shattered Barrier: PvP talent, no practical use in PvE unless you like tanking.
Ice Barrier: Semi-useful in PvE. It puts up a damage absorption shield which absorbs a minimal amount of damage. In ICC, where the raid takes lots of damage, this talent is a bead of sweat a healer doesn't have to form. In Saurfang, if a beast attacks you with your shield on, it doesn't give Saur blood power. In Festergut, it can take a couple of ticks of the Gas Cloud. In Rotface.... you get the point. It's damn useful now. Not worth the GCD during your rotation, but if you're moving and don't have either a Deep Freeze or Brain Freeze proc waiting, go ahead and pop your shield.
Arctic Winds: Another great talent, it adds even more damage to your attacks.
Empowered Frostbolt: Not only does it shave even more time off of your FrB cast, it gives it a damage increase which -scales with gear.-
Fingers of Frost: Another ability core to high PvE DPS. Often misunderstood and under-appreciated, I'll go into depth on this ability later.
Brain Freeze: This ability also saw a Renaissance in 3.3.3. Previously, it allowed you to cast a free, instant fireball. Now, it allows you to cast a free instant Frost Fire Bolt. FFB, unlike Fireball, gains bonus damage from all of your frost talents which increase frost damage (such as arctic winds, for example). There was a small internal cooldown added so that Brain Freeze can not be procced within .5 seconds of using it, so that FFB doesn't just proc it again. This cooldown could be busted, pending further tests.
Summon Water Elemental: This guy is your best friend. He's worth around 12% of your DPS in his current form.
Enduring Winter: Double winner. Increases the amount of time Puddles is out, and adds the replenishment effect if you don't already have a person applying it.
Chilled to the Bone: Flat increase of the damage done by Frostbolt, FFB, and Icelance.
In the Arcane tree, there are only TWO important talents to us.
Focus Magic: If there's other mages, set up a FM rotation so you all benefit from the added crit twice. If not, cast it on a resto shammy or pally, they crit every time you blink your eyes. In the rare event that you don't have any casters, hope for a Hunter or a DW melee. They don't receive any benefit from it, but you sure do.
Torment of the Weak: This one's sort of confusing. Because of the way Frost Mages glyph, we can NOT activate this ourselves in our normal rotation. We rely on other classes to add a slow (just about every other class can add a slow, it's rare that we're without TTW. However, I MUST add, that your target dummy DPS is going to be LOW because of this!)
EDIT! FFB procs TTW.
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Glyphs
We now have only one acceptable set of glyphs.
Glyph of Molten Armor: More crit is good.
Glyph of Frostbolt: Though it removes the snare effect, it increases the damage of your primary ability. This is THE glyph you can NOT go without for PvE.
Glyph of Eternal Water: Gives you Puddles at all times. You have to resummon him a lot. He despawns when you: Hearth, enter an instance, change 'floors' in an instance (teleport from lower to upper spire).
Theory: It's possible that with the low(er) amount of spirit on gear now, and with crit not meaning -as much- to a frost mage, that the Glyph of Molten Armor could be replaced by the Glyph of Frostfire to see a higher DPS increase. This literally JUST occurred to me as I was editing for modern mages, and I'm yet to test it out at all. Try at your own risk.
Next: Rotation, aka Mashing your face against the frostbolt key.
Edited, Nov 23rd 2009 2:28pm by jaysgsl
Edited, Jan 15th 2010 3:10pm by jaysgsl
Edited, Mar 24th 2010 12:57pm by jaysgsl