Arcane, Fire and Frost: 51 points, one a level from 10 to 60.
Points left51 / 51
Required level—
Trees0 / 0 / 0
13 same
Arcane0
Increases your damage with Wands by 13%. Classic: Moved from Tier 2. Enter to learn.
Improves your chance to hit with Arcane spells by 1%. Classic: Effect changed. Enter to learn.
Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles and a 14% chance while casting Arcane Blast. Classic: Was “Improved Arcane Missiles”, Effect changed. Enter to learn.
Requires 5 points in Arcane. Reduces your target's resistance to all your spells by 8 and reduces the threat caused by your Arcane spells by 15%. Classic: Numbers changed, Moved from Tier 1.
Requires 5 points in Arcane. Increases all your resistances by 5 and causes all spells you fully resist to restore 1% of your total mana. Cannot trigger more often than 1 time per sec. Classic: Ranks 5 → 2, Effect changed.
Requires 5 points in Arcane. Gives you a 2% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
Requires 5 points in Arcane. Increases your Armor by an amount equal to 25% of your Intellect. Classic: Ranks 1 → 2, Numbers changed, Moved from Tier 3.
Requires 10 points in Arcane. Increases the range of your Arcane spells by 3 yards. Classic: Was “Magic Attunement”, Effect changed.
Requires 10 points in Arcane. Increases the critical strike chance of your Arcane spells by 2%. Classic: Was “Improved Arcane Explosion”, Effect changed.
Requires 10 points in Arcane. Blasts the target with energy, dealing 57 to 65 Arcane damage. Each time you cast Arcane Blast, the damage of all your other spells is increased by 10% and the mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 8 sec or until any other damage spell is cast.
Requires 15 points in Arcane. Decreases the Mana lost per point of damage taken when your Mana Shield spell is active by 17% and increases the resistances granted by your Mage Armor spell by 25%. Classic: Was “Improved Mana Shield”, Effect changed.
Requires 15 points in Arcane. Your Counterspell also Silences the target for 2 sec. Classic: Effect changed.
Requires 15 points in Arcane. Requires 5 points in Arcane Concentration. Allows 17% of your Mana regeneration to continue while casting. Classic: Numbers changed, Had no prerequisite, Moved from column 4.
Requires 15 points in Arcane. Gives your Arcane Blast spell a 40% chance, and your Fireball, Frostbolt, and Frostfire Bolt spells a 20% chance to reduce the channeled duration of your next Arcane Missiles spell by 50%, reduce the Mana cost by 100%, and missiles fire every 0.5 sec.
Requires 20 points in Arcane. When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.
Requires 20 points in Arcane. Increases your Intellect by 2% and increases the critical strike damage bonus of your Arcane spells by 20%. Classic: Effect changed, Required Arcane Resilience.
Requires 25 points in Arcane. Increases the damage done by your spells by 1% and your critical strike chance by 1%. Classic: Effect changed, Required Presence of Mind, Moved from column 2.
Requires 30 points in Arcane. Requires 1 point in Presence of Mind. For the next 15 sec, your spells deal 30% more damage while costing 30% more mana to cast. Classic: Effect changed, Required Arcane Instability.
Fire0
Reduces the cooldown of your Fire Blast spell by 1 sec. Killing a non-trivial target increases the critical strike chance of your next Fire Blast cast within 30 sec by 25%. Classic: Was “Improved Fire Blast”, Ranks 3 → 2, Effect changed, Moved from Tier 2. Enter to learn.
Increases the critical strike chance of your Fire Blast, Ice Lance, Arcane Blast, and Scorch spells by 2%. Classic: Was “Incinerate”, Ranks 2 → 3, Effect changed, Moved from Tier 3. Enter to learn.
Reduces the casting time of your Fireball and Frostfire Bolt spells by 0.1 sec. Classic: Effect changed, Moved from column 2. Enter to learn.
Requires 5 points in Fire. Your critical strikes from Fire damage spells cause the target to burn for an additional 8% of your spell's damage over 4 sec.
Requires 5 points in Fire. Increases the range of your Fire spells by 3 yards.
Requires 5 points in Fire. Gives your Fire spells a 3% chance to stun the target for 2 sec. Classic: Ranks 5 → 3, Numbers changed, Moved from Tier 1.
Requires 10 points in Fire. Gives your Fire spells a 23% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 10%. Classic: Ranks 2 → 3, Numbers changed, Moved from column 4.
Requires 10 points in Fire. Increases the critical strike chance of your Flamestrike spell by 5%.
Requires 10 points in Fire. Hurls an immense fiery boulder that causes 101 to 131 Fire damage and an additional 44 Fire damage over 12 sec. Classic: Numbers changed.
Requires 15 points in Fire. Your Scorch spell has a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases all Fire damage you deal to your target by 3% and lasts 30 sec, stacking up to 5 times. Classic: Effect changed.
Requires 15 points in Fire. Causes your Fire Ward to have a 10% chance to reflect Fire spells while active.
Requires 15 points in Fire. Requires 1 point in Pyroblast. Your non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch grant Hot Streak for 20 sec. Hot Streak reduces the cast time of Pyroblast by 25%, stacking up to 3 times.
Requires 15 points in Fire. Your Fire and Frost critical strikes will refund 10% of their base mana cost. Classic: Effect changed.
Requires 20 points in Fire. Increases the critical strike chance of your Fire spells by 2%.
Requires 20 points in Fire. A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 154 to 184 Fire damage, and Dazing them for 50% reduced movement speed for 6 sec. Classic: Effect changed, Required Pyroblast.
Requires 25 points in Fire. Increases the damage done by your Fire spells by 2%.
Requires 30 points in Fire. Requires 3 points in Critical Mass. When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 4 non-periodic critical strikes with Fire spells. Classic: Effect changed.
Frost0
Increases the Armor and resistance given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active. Classic: Effect changed. Enter to learn.
Reduces the casting time of your Frostbolt spell by 0.1 sec. Enter to learn.
Improves your chance to hit with Frost and Fire spells by 1%. Classic: Ranks 3 → 5, Effect changed. Enter to learn.
Requires 5 points in Frost. Increases the critical strike damage bonus of your Frost spells by 20%.
Requires 5 points in Frost. Increases the duration of your Chill effects by 11% and reduces the target's speed by an additional 3%. Classic: Effect changed, Moved from column 4.
Requires 5 points in Frost. Reduces the cooldown of your Frost Nova spell by 2 sec.
Requires 5 points in Frost. Gives your Chill effects a 5% chance to Freeze the target for 5 sec. Classic: Moved from column 2.
Requires 10 points in Frost. Increases the damage done by your Frost spells by 2%.
Requires 10 points in Frost. Reduces the mana cost of your Frost spells by 5% and reduces the threat caused by your Frost spells by 10%. Classic: Moved from Tier 4.
Requires 10 points in Frost. Deals 28 to 32 Frost damage to an enemy target. Deals 300% increased damage to Frozen targets.
Requires 10 points in Frost. Adds a Chill effect to your Blizzard spell. This effect lowers the target's movement speed by 15% for 1.5 sec. Classic: Effect changed.
Requires 15 points in Frost. Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 10%.
Requires 15 points in Frost. You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move, or cast spells. Classic: Moved from Tier 5.
Requires 15 points in Frost. Increases the critical strike chance of all your spells against Frozen targets by 17%. Classic: Ranks 5 → 3, Numbers changed, Required Improved Frost Nova, Moved from column 3.
Requires 20 points in Frost. Increases the damage dealt by your Cone of Cold spell by 12%. Classic: Numbers changed, Moved from column 3.
Requires 20 points in Frost. Finishes the remaining cooldown on all your other Frost spells. Classic: Effect changed, Moved from Tier 3.
Requires 20 points in Frost. Requires 1 point in Ice Lance. Gives your Chill effects a 15% chance to grant you the Fingers of Frost effect, which treats your next 1 spell cast as if the target were Frozen. Lasts 15 sec.
Requires 25 points in Frost. Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance your Ice Lance and Frostbolt spells will critically hit the target by 2% for 15 sec. Stacks up to 1 times. Classic: Effect changed.
Requires 30 points in Frost. Requires 1 point in Cold Snap. Instantly shields you, absorbing 448 damage. Lasts 1 min. While the shield holds, your spellcasts will not be interrupted or delayed from taking damage. Classic: Effect changed, Required Ice Block.
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