The primary spell rotation going to revolve around a Frostbolt/Arcane Missiles/repeat arrangement of 8 seconds duration for single targets, which offers a MINIMUM of 50% mana recovery from Spirit per cycle (and even more when adding in talents and Mage Armor). AoE potential for this build is delivered primarily using a fully talented Blizzard for creating a zone of "no escape" for mobs within which you can AoE them down.
Incidentally, I'm of the personal opinion that for Alliance races, Human would be a superior choice to Gnome when deliberately aiming for and equipping gear that provides a lot of Spellpower and Spirit modifiers when attempting to minimize the mana drain of spellcasting. In this case, when you're able to recover (significant quantities) of mana from Spirit while casting continuously, it is my personal opinion that a 5% boost to Spirit is preferable to a 5% boost to Intelligence ... provided that you don't want your Mage to also be an Engineer. If you do want your Mage to be an Engineer, totally go Gnome and don't look back if you're playing Alliance. For the Horde, choose either Troll or Undead to suit your preferences.
Level 60 Mage ( 33 / 0 / 18 )
https://classicdb.ch/?talent#oixEc0couZbG0Gcc
- Arcane (33 points)
- Arcane Subtlety - Rank 2/2
Reduces your target's resistance to all your spells by 10 and reduces the threat caused by your Arcane spells by 40%. - Arcane Focus - Rank 5/5
Reduces the chance that the opponent can resist your Arcane spells by 6%. - Improved Arcane Missiles - Rank 5/5
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles. - Magic Absorption - Rank 5/5
Increases all resistances by 10 and causes all spells you fully resist to restore 5% of your total mana. 1 sec. cooldown. - Arcane Concentration - Rank 5/5
Gives you a 10% 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%. - Improved Arcane Explosion - Rank 3/3
Increases the critical strike chance of your Arcane Explosion spell by an additional 6%. - Arcane Meditation - Rank 3/3
Allows 15% of your Mana regeneration to continue while casting. - Presence of Mind - Rank 1/1
When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell. - Arcane Instability - Rank 3/3
Increases your spell damage and critical strike chance by 3%. - Arcane Power - Rank 1/1
When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.
- Arcane Subtlety - Rank 2/2
- Fire (0 points)
- None
- Frost (18 points)
- Frost Warding - Rank 2/2
Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 30%. In addition, gives your Frost Ward a 20% chance to reflect Frost spells and effects while active. - Elemental Precision - Rank 3/3
Reduces the chance that the opponent can resist your Frost and Fire spells by 6%. - Ice Shards - Rank 2/5
Increases the critical strike damage bonus of your Frost spells by 40%. - Permafrost - Rank 3/3
Increases the duration of your Chill effects by 3 secs and reduces the target's speed by an additional 10%. - Piercing Ice - Rank 2/3
Increases the damage done by your Frost spells by 4%. - Improved Blizzard - Rank 3/3
Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 65%. Lasts 2 sec. - Frost Channeling - Rank 3/3
Reduces the mana cost of your Frost spells by 15% and reduces the threat caused by your Frost spells by 30%.
- Frost Warding - Rank 2/2
As a leveling build, I'd recommend spending talent points like so in the build:
10-14 = Improved Arcane Missiles (for damage protection while casting)
15-17 = Elemental Precision
18-19 = Frost Warding
20-22 = Permafrost
23-24 = Ice Shards
25-27 = Improved Blizzard
28-29 = Piercing Ice
30-32 = Frost Channeling (Frost tree complete)
33-34 = Arcane Subtlety (threat reduction complete)
35-39 = Arcane Concentration
40-42 = Arcane Focus (to 3/5)
43-45 = Arcane Meditation
46-47 = Arcane Focus (to 5/5)
48-50 = Improved Arcane Explosion
51-51 = Presence of Mind
52-54 = Magic Absorption (to 3/5)
55-57 = Arcane Instability
58-58 = Arcane Power
59-60 = Magic Absorption (to 5/5)
Note that investment in Arcane Focus can be limited to only 3/5 if you prefer so as to free up 2 talent points to be invested anywhere else in the build that you might see fit … and there are a plethora of 2 talent options to choose from, so there's some reasonable flexibility there.
AoE damage production will largely come from use of Blizzard (at range) so as to create a zone of "no escape" thanks to the talents chosen in the Frost tree. Both Arcane and Frost have mana cost mitigation, threat reduction and spell resistance factors all accounted for in both trees by the time you reach Level 50 in the build plan I've provided above. Additionally, if use of (Improved) Blizzard is unwise because of a lack of mobility while channeling, you can always resort to use of Arcane Explosion, particularly after Levels 50 or 57 when the critical hit chance for (Improved) Arcane Explosion can stack up to either +6% (Level 50) or +9% (Level 57). It is important to note that Arcane Explosion CAN critically hit, while Blizzard will not (being a DoT attack).
Part of the reason for wanting to invest talent points into Frost first (for crowd control and AoE) before Arcane is so that if your Mage is also your Enchanter (which tends to happen for some strange reason) then you'll be able to solo your way into the Artisan Enchantment Trainer inside the "back door" of Uldaman rather than needing to bring a group to get past the pile of Scorpids near the trainer. This can be done with Permafrost+Improved Blizzard, but could potentially be hazardous to your health bar trying to pull off the same stunt with nothing but Mana Shield and Arcane Explosion …
While soloing against a single target, the plan is to "double tap" with Frostbolt to open before channeling Arcane Missiles. This is to prevent losing closing distance/time due to the fact that Frostbolt will only attract attention AFTER the projectile does damage, while Arcane Missiles will "instantly" draw attention when channeling begins (since Arcane Missiles places a rebuff on the target that causes them to react). The counter to this condition is to use 2x Frostbolts to open with when soloing, such that the target is very likely chilled (if not frozen) before you begin to channel Arcane Missiles, thereby increasing the amount of time it takes them to get to you before they can melee you.
I personally consider it wise to open with a "double tap" of Frostbolts just in case the first Frostbolt is Resisted, which will happen from time to time (and it's quite annoying when it does!). By sending 2x Frostbolts downrange before channeling Arcane Missiles, you reduce the possibility that your target will be able to charge at you full speed, which then in turn increases your own options for what to do ... whether that be to retreat and kite or stand and deliver (so your target can expire at your feet).
Owing to the high priority I've put on Spirit using the Frostbolt/Arcane Missiles casting rotation, I've often found it preferable to NOT use Mana Shield in a variety of situations, instead going ahead and taking the damage to health instead of to mana while leveling solo. That's because my high Spirit stat allows me to recover that lost health relatively quickly while ALSO recovering mana while in transit to my next combat engagement. With a lot of Spirit in my build, I've found myself often fully recovered by the time I've finished moving. This in turn means that using health to "soak" damage, rather than my Mana Shield spell using mana, is often the more efficient choice, except when needing to channel Blizzard or cast Frostbolt while being attacked by multiple enemies where spell pushback/interrupt becomes an issue. And in situations where the damage to health and mana starts getting heavy, I can always Eat+Drink at the same time (after combat has ended, of course) to recover all of that, just like any other Mage.
As you can probably discern from this build strategy, my own personal preference is to play as an Arcane Mage with Frost blended into the mix ... rather than as a Frost Mage with Arcane as my secondary tree. My reasoning for that is more a matter of "style" rather than one of mathematical superiority in all contexts. I'd rather ENJOY playing the my Mage the way I'd prefer to, than getting pigeon holed into playing my Mage the way I "have to" in order to join a raid group.
For anyone who is curious, my choices for investment into the Frost tree substantially match the recommendations given in the nigh invaluable In Frost We Trust video guide, albeit obviously altered and tailored to suit the needs of an Arcane build that can only invest 18-20 (or even 22 if dropping Arcane Power) talent points into Frost.
Also, when I originally began exploring the Cast+Channel spell rotation back on Darrowshire (Elysium) I was playing an Arcane/Fire build that made use of Pyroblast+Arcane Missiles for some seriously unfair damage delivery downrange (I think I astonished some teams in The Stockades). Sadly, Darrowshire "imploded" along with the rest of Elysium for me when I was just reaching the low 40 levels.
The Arcane/Fire produced a lot of damage very quickly (against targets that weren't overly resistant to fire, that is) but it suffered from a lack of crowd control to better manage engagements when things got pear shaped. This meant that the margin for error/miscalculation was punishingly small, and if you didn't react fast enough to a rapidly developing situation the result was either a big scare or a corpse run … hence why I chose to switch to an Arcane/Frost build instead to pursue the Cast+Channel spell rotation strategy. In practice, I found the "slower" tempo of Frost versus keeping Fire in the mix was a more relaxed and less stressful way to play, since Frost gives you more time to realize there's a problem and retreat with your dignity (and not a corpse yet!) intact.