Frost Ward | |
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Usable by | |
Class | Mage |
Properties | |
Type | Defensive |
School | Frost |
Cooldown | 30 sec |
Talents | |
Improvement talents | Frost Warding, Precision, Frost Channeling, Molten Shields |
Other information | |
Ranks | 6 |
Related buff | |
Frost Ward is a mage spell that casts a shield on the caster which absorbs frost damage. The shield lasts 30 seconds or until the given amount of damage is absorbed, whichever comes first. Frost Ward is self-cast only.
Rank | Absorbs | Level | Cost |
---|---|---|---|
1 | 165 | 22 | 20 |
2 | 290 | 32 | 80 |
3 | 470 | 42 | 1 50 |
4 | 675 | 52 | 3 20 |
5 | 920 | 62 | 4 20[1] |
6 | 1220 | 70 | 11 |
- 1. Frost Ward (Rank 5) can be trained at level 60 from [Tome of Frost Ward V]; a random drop from pre-TBC high level dungeons, raid bosses and outdoor world bosses. As yet there have been no reported instances of this item dropping from Burning Crusade mobs.
Talent improvements[]
The Frost Warding talent gives Frost Ward a 20% chance at max rank to reflect frost spells back at the caster.
This spell benefits from the mana cost reduction effects of the talents Elemental Precision and Frost Channeling.
Notes[]
Frost Ward can be dispelled as a magic debuff.
Damage reduction due to spell resistances or Dampen Magic-like effects is calculated before damage is absorbed.
Fire Ward is on the same cooldown timer as Frost Ward. Using one ward will trigger the cooldown of the other, meaning only one of the two wards can be active at a time.
Tips and tactics[]
Note that the duration is the same as the cooldown. If you absorb the given damage before the spell cools down, you're stuck taking any additional damage until you can cast again. If you know you're about to take a lot of frost damage, wait 10 or 15 seconds after casting before charging into battle.
Cold Snap will reset the cooldown on this spell.
Since Dampen Magic reduction is calculated before damage is applied, be sure to have it up when you use this spell, it will make your ward last longer.
Make sure you realize that it shares a cooldown timer with Fire Ward. You have to live (or die) with whatever you pick.
If you cast this spell after a caster completes a spell, but before it reaches you (e.g. a Frostbolt from an enemy mage at long range) the damage will be absorbed. Think fast!
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