That’s a very big question as you correctly guessed, so my answer will have to be pretty long, too. You’ve asked me to redesign a spec and a bigger part of a class.
Let’s start with some cooldowns.
Mages notoriously have A LOT of cooldowns that are defensive in nature and seem to do the same thing all of them. Mages having a lot of defensives is part of their class fantasy, so this is entirely fine, but there are some questions to be asked about also having large amounts of health at the same time. I would probably lower mage health by about 10-20% and remove defensives similar to Ice Barrier from many other classes that don’t need it to even out the ability to take a hit.
Arcane Intellect stays. It’s very inoffensive.
A lot of the cooldowns do many things in addition to what they are designed to do.
- Greater Invisiblity should be an invisbility spell for a quick get-away or sneaky plan. It should not reduce damage taken. In a world with more reasonable amounts of DoT’s, that may be good enough, but given the state of the game, a guaranteed invisibility time might be a good idea, similar to Vanish.
- Cold Snap is fine and it’s always been with us
- Ice Block is fine, but there is no need for it to be regenerating health. One of the challenges of playing mage is that you don’t heal very much - you have to be pre-emptive.
- Alter Time also resets the cooldown of Blink and increases movement speed. There is no need for it to do that other than a similar arms race with the melee classes. Get rid of that, and theirs.
- Shifting Power has no need to exist. I’d rather have food that lowers cooldowns for everybody.
- Icy Veins does a metric ton of things. It grants haste, it summons an elemental, it conjures splinters, it doubles the amount of splinters you conjure, it stops pushback from attacks, and it automatically shows up for no apparent reason as a random proc. Get rid of all of that, leave behind the water elemental, and allow the water elemental to generate some control. More on this later.
- Ray of Frost isn’t really that interesting in a world where non-CD spells do decent damage. Remove it.
- Mass Barrier feels decidedly outside the range of what mages ought to be doing, and we did just fine before its inclusion. Remove it.
- Mirror Image is a misdirection and aggro reduction spell. It does not need to reduce damage taken.
- Blink should not increase movement speed, and it should not heal you.
So that’s a pretty big nerf. Yeah, this is gonna happen a lot - there’s a reason the thread calls it power creep. It isn’t, exactly, because enemies just scale to match, but if you look at a list like that it’s going to look like a nerf; but if everything gets nerfed, is it really a nerf?
Rotation, then.
Right now, Frost Mage can be played a few different ways, but the main method in PvE is to use Spellslinger’s Frost Splinters to generate a surreal amount of Frozen Orbs, which then generate tons of other procs that allow you to gain Icicles which then can be used for Glacial Spikes.
For AoE, the whole thing is based on like 5 different spells as well that all do broadly the same thing but reset one another’s cooldowns or make each other proc.
I want to get rid of almost all of that.
The first thing we’re going to do is buff Frostbolt by 1,000%! Omg w0t?!
Yeah, it deals less than 1% of someone’s health as damage. Enough of that, nobody wants to play that. I am also going to remove its ability to cleave from talents such as Death’s Chill. Death’s Chill is gone.
We’re going to kill off Ice Floes. We need to do that for what comes next - we don’t want players casting on the move, because it means forcing the player to move can’t interrupt their cast, which is something we want them to do. The fact that Ice Floes is janky isn’t helping it.
Blizzard is now a channel. It doesn’t reduce the cooldown of Frozen Orb and it is never instant from Frozen Orb, but instead it deals 400% more damage! It is your filler AoE - when all the groups are gathered and the frozen orb is out, you’ll press Blizzard. You can move it freely. You can’t cast while casting it, but it’ll do tons of damage.
Comet Storm goes out. It behaves exactly like an instant cast single tick Blizzard except it’s actively built to abuse how Winter’s Chill works. It doesn’t need to exist.
Flurry is something I may want to keep, but I haven’t made my mind up yet.
I haven’t made my mind up about Frozen Orb. I am inclined to remove it, seeing as the role it plays is very similar to that of Cone of Cold, which shouldn’t do any of the things it does right now except slowing the enemy by a lot and be a little longer than melee range. Instead, it does INSANE damage. Definitely worth getting up close and personal with an enemy if your positioning allows you to get away with it. Watch that aggro though…
I want to see a 3,000% buff to Cone of Cold’s damage! There was a talent that allowed you to stack Cone of Cold to being stronger and it’s been removed. That’s good, we don’t want stuff like that. We just want a strong Cone of Cold.
If Frozen Orb should exist, it simply deals damage wherever it travels through. That’s it. The main difference between it and Blizzard is that you can cast while Frozen Orb is active, and it has a cooldown. Maaaybe it could be applying Winter’s Chill to what it hits when it hits it the first time, but I’m not sure about that one.
Glacial Spike and Icicles are completely deleted.
Ice Lance no longer splits, no longer AoE’s on impact, no longer reduces the cooldown of Icy Veins, no longer reduces the cooldown on CC, etc. What it does, is if you hit a target that’s considered frozen, it crits and it deals triple damage and breaks that condition causing the target to be considered frozen.
What does it mean to be considered frozen? It means it either is rooted with a frost-based ability, or that it has Winter’s Chill on it. Winter’s Chill is applied when such an ability fails to apply or when such an ability is dispelled. This means you can use your Water Elemental’s Freeze ability, as an example, to gain an Ice Lance cast. Frost Nova takes the role of the current Cone of Cold, but of course a Cone of Cold into that is heavily encouraged. It also means that while you can hurt a frost mage by dispelled all their roots, it isn’t an automatic mage killer to just remove all their roots.
The whole hero talent tree is just deleted. Poof!
I want a drastic reduction in the amount of passive effects that apply debuffs to enemies or buffs to me. Examples include things like Bone Chilled.
But yeah, that’s what I’m going for. Less rotational busywork, less self-interaction. There’s some, mages are after all about shattering frozen stuff that you freeze, but it’s simple and it’s focused. It doesn’t have all sorts of little effects and combo points and procs all over it, and defensives and control do what they say they do and what they look like they do, and no more.