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As you can see, I've taken 1 point off Frostbite as the extra 5% proc on frozen isn't that noticeable.
I agree. Many mages go with 2/3 frostbite since the FoF proc is more important in most cases. Like many pvp choices, it comes down to personal preference and neither choice is wrong.
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I've ignored putting 3 points into Winter's chill as, correct me if I'm wrong, 1% chance to hit is surely a waste of points?
The first part of WC is 1% chance to
crit per point. 1% hit would be a waste of points as you can easily get the 4-6% hit from gear. You'll always have an extra 3% crit on your Frb with max WC. The 2nd part of the talent description is more important. 5% crit on all offensive spells is nice for you and your partner(s), depending on your comp. But the important part is using WC as a trash debuff against dispels. Here's a common 2s example from mage/x versus lock/druid. Since you sheeping druids is useless, most popular mage comps will cc the partner to limit incoming damage. If you sheep the lock, he will use devour magic from the felpup to dispel the sheep. If all you do is sheep, the sheep will come off as it is the only magic debuff on the lock. If you r1 Frb or CoC w/o WC before you sheep, the sheep has a 50% chance of coming off. If you r1 Frb or CoC w/ WC before sheeping, the sheep only has a 33% chance of coming off. With smart play and WC, you decrease the chance of your sheep being broken, forcing the lock to either trinket or eat the cc. With 3/3 WC, you have 3% crit to Frb, 5% crit on all spells for you and your team, and a trash debuff that is easy to apply and refreshed with every frost spell.
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Furthermore, again no points on Enduring Winter as I'm planning to glyph for pet and as for the nova, well it's a nice bonus but not necessarily a crucial point considering the spells in your ****************
WE glyph is somewhat common in 2s depending on comp and less common in 3s and 5s. In general, the WE is used more for the pet nova which provides on demand shatter combos than for the damage it does. As for enduring winter, you'll either see no points or 1 point for the mana regen. 1 point is common in 3s or 2s comps like mage/priest where the fights can drag on for a while and less common in double dps 2s like mage/rogue where the fights tend to end quickly one way or another.
[quote]I've put those 5 points into Arctic Winds for the 5% increase on damage. I've noticed that the spec you provided didn't actually have it and I'm a little puzzled about it I have to admit.
Most mages don't max out arctic winds because it requires a heavy investment of 5 talent points and is therefore not the best talent either increasing the mage's damage or decreasing the damage they take. For example, piercing ice gives +2% frost damage per point where arctic winds gives 1%. If you compare it to WC, you get a similar damage increase (+5% crit is equal to +5% damage, although arctic winds is slightly ahead as it is multiplicative w/ spell power from gear) that applies to your whole team, 3% crit on Frb, and a trash debuff while saving 2 talent points to spend elsewhere. Increased chance to miss can be countered by the opposing player's gear and hit talents. The damage reduction also only applies to physical damage and can be accomplished by better play (better kiting of melee, use of LoS against hunters, minimizing gaps in CC chains, better peels from teammates, etc.) or can be provided by talents like arcane fortitude for less talent points. You may see 2 or 3 points in arctic winds but rarely is it maxed out.