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RET PALADIN VS FROST MAGE
Difficulty: Hard
Overview:
Frost Mages have been a nuisance for Ret Paladins ever since Vanilla. In MoP, we finally have the tools to beat them. Frost Mages have huge opening burst, if you can negate most of it, you are in a good position. Frost Mages have annoying defensives, but are in fact weaker than most classes. If you can stick to him, you can force them quickly and the fight will go in your favor.
Recommended Talents and Glyphs:
Level 15: Long Arm of the Law:
Best speed boost in my opinion.
Level 30: Burden of Guilt:
Fist of Justice is really no different to the regular Hammer of Justice against Mages. Blink has a 15 second cooldown and will be able to Blink out of your stun whenever it comes up. Burden of Guilt allows you yo stick to the Mage that much easier.
Level 45: Selfless Healer:
Eternal Flame renders Glyph of Harsh Words useless, and Sacred Shield is just too weak.
Level 60: Clemency:
Double Freedom is pretty much needed against Frost Mages. You can blanket Freedom yourself whenever you predict a freeze coming your way, or to simply get out of a root.
Level 75: Holy Avenger:
The Mage will CC you/activate defensives when they see your Avenging Wrath. You can use this after all his CCs are blown to use more heavy burst.
Level 90: Holy Prism:
Execution Sentence can be Ice Blocked, which negates a LOT of your burst. Holy Prism is much better for your damage and healing.
Glyph of Double Jeopardy - Hit the pet with Judgment first, then hit the Mage for bigger damage. Best used while using your cooldowns.
Glyph of Avenging Wrath - If the Mage CCs you while you have your Avenging Wrath up and tries to wait it out, that's free healing for you.
Glyph of Harsh Words - No other glyphs are useful for this fight.
General Strategy:
The Frost Mage will start in Invisibility. Holy Wrath was taken away from Rets, so you have to use Holy Prism on yourself and hope the damage rebounds to them and get them out of stealth, and interrupt their Polymorph or whatever he tries to use.
If he does manage to get Polymorph on you, don't trinket it. The Mage will open with either:
Ring of Frost, then he hits you with Frost Bomb, followed by Deep Freeze. Most Mages use this method, as it deals the most opening damage and is harder to avoid follow-up freezes. However it sacrifices Ring of Frost as a CC. Trinket the Deep Freeze and hit Freedom. Freedom will prevent him from freezing you again, stopping the Frost Bomb crit. Be careful, because some Mages might see this coming and Spellsteal your Freedom, so be ready to activate it again before they freeze you. This is where Clemency is useful. Then close on the Mage and start your rotation, slipping in Emancipate when you can to remove freezes.
Frost Bomb, followed by Blanket Counterspell + Pet Nova, followed by Frostbolt > Fireblast. This opener can be the most useful, as it saves the Mage's Ring of Frost for later, however the Mage will do less opening damage, and the Mage is left with no ranged freezes aside from Deep Freeze. Knowing this, you can trinket the Silence + Pet Nova and hit Divine Protection instantly after. The Mage is easy to predict and will almost always Deep Freeze at this point. Frost Bomb would be on cooldown at this point too, so you should take minimal damage. Just before Deep Freeze ends, use Freedom. Then close on the Mage and start your rotation, slipping in Emancipate when you can to remove freezes.
Frost Mage Burst
Frost Mages can deal a lot of burst damage when used properly. If they use it in their opener, you haven't got much to fear, just follow the above strategy to avoid the opening damage. If they use cooldowns on their second Deep Freeze, you need to use Divine Shield to break it, otherwise you will take a lot of damage. Freedom should be back up by the time the Deep Freeze ends, stopping the Mage from freezing you again. Use Blinding Light here to force his trinket.
Frost Mage Defensives
Frost Mages don't have very strong defensives like some other classes, so they can be countered fairly easily. He will most likely use the following tools to stop your Avenging Wrath.
Tools:
Ice Block - He can't do anything during the Ice Block. During the 8 secs he's just sitting there, you can use Holy Prism, Flash of Light and Word of Glory to top yourself up.
Cold Snap - Resets his Ice Block cooldown, and gives him 30% of his health back. He can't use Ice Block straight after though, as his Hypothermia debuff prevents it's use for another 30 secs.
Evocation - This will be rare as you will be sitting on top of him most of the time, but if he does catch you in a CC with no trinket, he can use this spell to receive 60% of his health back.
Presence of Mind - This can be used to Polymorph you for nearly your entire Avenging Wrath burst when chained with 2 more DRed Polymorphs.
After these defensives, you can use Holy Avenger to try and finish him.
Other Tools
It's hard to give an accurate way to counter Alter Time as it can be used in multiple ways, either to get away from you, give back procs, etc. The best thing to do when he uses Alter Time is to stick to him, then predict when he will return to his original position and run in that direction to stay on him.
Mages can Spellsteal your Freedom, which can be annoying, but if you time you Freedom usage well, you can avoid freezes before getting spellstolen. This will cost a lot of mana when 5.1 hits.
5.1 Changes - Frost is getting Nerfed
- Ring of Frost now has a 45 second cooldown, up from 30.
- The duration of Deep Freeze has been reduced to 4 seconds.
- Frost Bomb will detonate after 6 seconds, up from 5 seconds. Detonation speed is still affected by haste (Frost Mages don't stack haste, don't worry).
- Mage Armor now reduces the duration of harmful Magic effects by 25%, down from 35%.
- The damage absorbed by Ice Barrier has been reduced by 25%.
- Blazing Speed may now be triggered after receiving damage in any amount (some Mages might use this when 5.1 hits?).
- The mana cost of Spellsteal has been increased to 21% of base mana for Fire and Frost mages, up from 7%.
- New Pet Ability: Water Jet. Water Jet channels a jet of frigid water at the target, dealing Frost damage over 4 seconds. Frostbolts cast by the pet's owner that hit the target while it is being blasted with icy water will grant a charge of Fingers of Frost. This ability has a 24 second cooldown (shared with Freeze) and a 1 second cast time (Its cooldown is shared with Freeze, so you won't see this used in PvP).
Note that due to low frost mage and subtlety rogue representation, we had to go back to the 5% buff period of ICC in an attempt to get more results - something that further lowers their reflected. You may be wondering what the best DPS class in WoW: Battle for Azeroth is. We've taken the time to rank them for you to help you decide how you will choose to take part in the wars to come.
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