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Template:Infobox ability/sandbox

Mages handling frost may have a cold touch on the outside, not just inside.

Frost Armor is a mage spell that grants a self buff which increases armor and has a chance to snare attackers. Enemies that attack with melee have a chance to become chilled, slowing their movement and attack speed.

Rank Mana Cost Armor Level Cost
1 60 30 1 Free[1]
2 110 110 10 4s
3 170 200 20 20s
  1. Mages begin the game with this rank already learned.

Notes

The secondary effects are a 30% snare and a 25% Spell nature slow [Slow] in a debuff called "Chilled".

It is possible for an enemy to resist the secondary effects, which are bundled into one debuff called "Chilled". You'll see "attacking mob resists your Chilled".

At level 30 mages learn Spell frost frostarmor02 [Ice Armor] which is exactly the same as Frost Armor except it includes frost resistance. Since only one type of armor self-buff can be used at a time, this spell becomes obsolete once Ice Armor is learned.

Talents improvement

The talent Spell frost frostward [Frost Warding] increases the armor bonus of Frost Armor by up to 30% at max rank.

The talent Achievement zone frostfire [Permafrost] at max rank lengthens the duration of the chill effect to 8 seconds and reduces enemy movement speed by a total 40%. Also, the chill effect can trigger the talent Spell frost frostarmor [Frostbite].

This spell benefits from the mana cost reductions of Elemental Precision and Spell frost stun [Frost Channeling].

Tips and tactics

The snare effect means never having to fight aggressive mobs you'd rather run past, assuming they don't resist every time. On foot, a chasing creature will get in 2 or 3 hits (some things run faster and swing faster than others) before you outpace them; mounted characters will be hit a single time before getting away. A very good thing to be able to do.

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