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Frost Armor

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Frost Armor
  • Frost Armor
  • Instant cast
  • 34% base mana Mana
  • Increases Armor by X. If an enemy strikes the caster, they may have their movement slowed by 30% and the time between their attacks increased by 25% for 5 sec. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
Usable by
ClassMage
Properties
TypeDefensive
SchoolFrost
CooldownNone/Global Cooldown
Talents
Improvement
talents
Frost Warding, Frostbite, Permafrost, Elemental Precision, Frost Channeling
Other information
Ranks3
Related buff
  • Magic
  • Frost Armor
  • Increases Armor by X and may slow attackers.
  • Duration: 30 minutes
Related debuff
  • Magic
  • Chilled
  • Movement slowed by 30% and time between attacks increased by 25%.
  • Duration: 5 seconds

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 34% 30 1 Free[1]
2 34% 110 10 4s
3 34% 200 20 20s
  1. Mages begin the game with this rank already learned.

Contents

Notes

At level 30 mages learn 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.

Talent Improvements

Frost Warding: Increases the armor and resistance bonuses of Frost Armor by up to 50% at max rank.

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 Frostbite.

Glyph Improvements

Glyph of Ice Armor: Your Ice Armor and Frost Armor spells grant an additional 50% armor and resistance.

Glyph of Frost Armor: Increases the duration of your Frost Armor and Ice Armor spells by 30 min.

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.

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