Frost Mage AoE Leveling — AoE Leveling · WoW Forever
WoW Forever keeps the Classic frost mage's Blizzard pull and adds tools around it. Improved Blizzard still chills everything in the storm and Permafrost makes the chill longer and stronger; Frost Nova, Cone of Cold and Arctic Reach work as in Classic. New in Forever: Frost Blast, a quick spell that slows its target (level 24); Ice Lance, which deals triple damage to frozen enemies; and Fingers of Frost, which lets chill effects make your next two spells count the target as frozen. Ice Block, Cold Snap and Ice Barrier are talents.
The curated Forever frost leveling build is built around Improved Blizzard and Permafrost slowing whole pulls, and the new frozen-target talents (Ice Lance, Fingers of Frost, Shatter) give the pull a stronger finish than Classic's.
Strengths
- The Classic AoE pull works the same way
- Ice Lance and Fingers of Frost finish frozen packs quickly
- Frost Blast slows an enemy without a long cast
Weaknesses
- Forever's world data isn't published: the farming spots below are Classic's and not confirmed for Forever
- Mana between pulls
- Casters break the technique
- Class
- Mage
- Talents
- Frost (10/0/41)
- Starts at
- Level 22
- Difficulty
- Medium
- Farming spots
- 14
- Version
- WoW Forever
Talents by level
The curated Forever build Fingers of Frost Wanderer, with a learning order that brings Improved Blizzard first. Each stage opens the talent calculator with the points you have at that level.
Early AoE (level 30)
21 points · 0/0/21Permafrost, Improved Frost Nova, Improved Blizzard, Arctic Reach and Ice Block.
Improved Cone of Cold 1/3
Ice Block 1/1
Arctic Reach 2/2
Improved Blizzard 3/3
Frost Channeling 1/3
Piercing Ice 3/3
Improved Frost Nova 2/2
Permafrost 3/3
Improved Frostbolt 5/5
Mid AoE (level 45)
36 points · 0/0/36Improved Cone of Cold, Cold Snap, Ice Shards and Ice Barrier.
Ice Barrier 1/1
Fingers of Frost 2/2
Improved Cone of Cold 3/3
Cold Snap 1/1
Ice Lance 1/1
Frost Channeling 3/3
Frostbite 1/3
Ice Shards 5/5
Level 60
51 points · 10/0/41Ice Lance, Fingers of Frost, Frostbite and Shatter, then Arcane Concentration.
Shatter 3/3
Frostbite 3/3
Arcane Concentration 5/5
Arcane Focus 3/5
Wand Specialization 2/2
Key talents

Improved Blizzard · Frost, up to 3
Blizzard chills what it hits.
Adds a Chill effect to your Blizzard spell. This effect lowers the target's movement speed by 40% for 1.5 sec.

Permafrost · Frost, up to 3
Longer, stronger chills.
Increases the duration of your Chill effects by 33% and reduces the target's speed by an additional 10%.

Arctic Reach · Frost, up to 2
Longer Blizzard range; wider Nova and Cone.
Increases the range of your Frostbolt, Frost Blast, and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 20%.

Frost Channeling · Frost, up to 3
Cheaper frost spells.
Reduces the mana cost of your Frost spells by 15% and reduces the threat caused by your Frost spells by 30%.

Ice Lance · Frost, up to 1
New in Forever: triple damage to frozen targets.
Deals 28 to 32 Frost damage to an enemy target. Deals 200% increased damage to Frozen targets.

Fingers of Frost · Frost, up to 2
New in Forever: chills can make your next two spells hit as if the target were frozen.
Gives your Chill effects a 15% chance to grant you the Fingers of Frost effect, which treats your next 2 spells cast as if the target were Frozen. Lasts 15 sec.

Frostbite · Frost, up to 3
Chills can freeze the target outright.
Gives your Chill effects a 15% chance to Freeze the target for 5 sec.

Shatter · Frost, up to 3
More crits against frozen targets.
Increases the critical strike chance of all your spells against Frozen targets by 50%.

Ice Barrier · Frost, up to 1
Absorbs damage; spells aren't pushed back while it holds.
Instantly shields you, absorbing 447 damage. Lasts 1 min. While the shield holds, your spellcasts will not be interrupted or delayed from taking damage.
Abilities

Blizzard · level 20, 6 ranks
Main damage over the pack.
Ice shards pelt the target area doing 1168 Frost damage over 8 sec.

Frost Nova · level 10, 4 ranks
Roots the bunched pack.
Blasts enemies near the caster for 71 to 79 Frost damage and freezes them in place for up to 8 sec. Damage caused may interrupt the effect.

Cone of Cold · level 26, 5 ranks
Slows and damages enemies that break out.
Targets in a cone in front of the caster take 328 to 358 Frost damage and are slowed by 40% for 6 sec. The first 4 targets hit by this cone are slowed by an additional 10% for an additional 3 sec.

Frost Blast · level 24, 3 ranks
New in Forever: tags and slows an enemy quickly while gathering.
Quickly launch a weak blast of frost at the enemy, causing 80 to 88 Frost damage and slowing movement speed by 40% for 9 sec.

Ice Lance · talent, 6 ranks
Finishes frozen enemies.
Deals 136 to 160 Frost damage to an enemy target. Deals 200% increased damage to Frozen targets.

Arcane Explosion · level 14, 6 ranks
Finishes enemies around you.
Causes an explosion of arcane magic around the caster, causing 238 to 258 Arcane damage to all targets within 10 yards.

Ice Barrier · talent, 4 ranks
Before each pull.
Instantly shields you, absorbing 819 damage. Lasts 1 min. While the shield holds, your spellcasts will not be interrupted or delayed from taking damage.

Ice Block · talent
Emergency immunity.
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.

Cold Snap · talent
Resets your frost cooldowns.
Finishes the remaining cooldown on all your other Frost spells.

Blink · level 20
Out of melee range after a Nova.
Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from Stuns and Immobilizes.

Evocation · level 20
Mana on long pulls.
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 sec.

Conjure Water · level 4, 7 ranks
Drink between pulls.
Conjures 10 bottles of crystal water, providing the mage and his allies with something to drink. Conjured items disappear if logged out for more than 15 minutes.
The pull
- Armor and Ice Barrier; full mana.
- Gather the pack, slowing stragglers with Frost Blast so they bunch.
- Turn and Frost Nova.
- Step out and channel Blizzard.
- When Fingers of Frost or Frostbite triggers, Ice Lance the toughest enemy.
- Cone of Cold and Arcane Explosion to finish; a second Nova after Cold Snap.
- Pulling
- Run through the area so each enemy follows; Frost Blast one that lags behind.
- Grouping
- Turn only when they are all behind you.
- Positioning
- Open ground; kite away from other packs.
- Crowd control
- Frost Nova, Frostbite, Cone of Cold, Polymorph.
- Defensives
- Ice Barrier, Ice Block, Blink, Mana Shield.
- Mana and health
- Drink between pulls; Evocation for long fights; Arcane Concentration's free spells during Blizzard.
Common mistakes
- Pulling casters
- Using Ice Lance on targets that aren't frozen
- Kiting into the next pack
Gear and consumables
- Gear
- Stamina and Intellect while leveling, then spell damage.
- Stats
- Stamina, Intellect and spell damage.
- Enchants
- Stamina and Intellect on chest and bracers.
Greater Mana PotionMana in the 40s.
Superior Mana PotionMana at 50 and up.
Superior Healing PotionHealth in an emergency.
Farming spots
In the order you reach them. Each opens its area on the World Map.
Torn Fin murlocs on Hillsbrad's west coast
Hillsbrad Foothills · Levels 28–32
EasyClassic data, not yet confirmed in ForeverTorn Fin Coastrunners and Muckdwellers along Hillsbrad's western shore: melee-only murlocs at levels 28–30, close together on open sand, the first good mage AoE pulls after Blizzard ranks up.
- Spawn points
- 47
- Respawn
- about 5 min
- Coin per kill
- 51 copper
- Vendor loot per kill
- 1 silver 49 copper
Creatures
- Torn Fin CoastrunnerLevels 29–30 · 28 spawns
- Torn Fin MuckdwellerLevels 28–29 · 19 spawns
Pros
- Melee only: every murloc follows you into the Blizzard
- Open beach with room to kite
- Clams and fish oil add a little vendor value
Cons
- Murlocs move fast and call friends, so pulls grow by themselves
- Low money per kill
- Requires:
- Blizzard, Frost Nova and Cone of Cold; Improved Blizzard makes the pulls safe.
- Competition:
- A common Horde and Alliance leveling coast: other players thin the packs at busy times.
How to farm it, step by step
- 1.Where to stand: Start at one end of the strand with open sand behind you, so you can walk back while channeling.
- 2.Pull: Run along the waterline through the Coastrunners and Muckdwellers until four to eight are following you.
- 3.Group them up: Turn and walk back the way you came so they line up behind you; turn to face them once they are within a few yards of each other.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. At these levels, a lower Blizzard rank costs less mana for the same slow.
- 5.Kite: If the Nova breaks early, walk back along the open beach and Cone of Cold the front of the pack before channeling again.
- 6.Finish: Arcane Explosion or a last Cone of Cold finishes murlocs below a quarter of their health.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Torn Fin Oracles and Tidehunters further east along the coast cast spells; keep the pull to the melee murlocs here.
Dabyrie's Farmstead
Arathi Highlands · Levels 30–34
EasyClassic data, not yet confirmed in ForeverThe Dabyrie Laborers and Militia working Dabyrie's Farmstead in Arathi Highlands: around thirty-five melee humans at levels 30–32 in an open field.
- Spawn points
- 35
- Respawn
- about 7 min
- Coin per kill
- 57 copper
- Vendor loot per kill
- 2 silver 52 copper
Creatures
- Dabyrie LaborerLevels 30–31 · 26 spawns
- Dabyrie MilitiaLevels 31–32 · 9 spawns
Pros
- Open fields with long sight lines
- Melee only
- Silk cloth on about 30% of kills
Cons
- Respawn is slower here (about 6½ minutes)
- Militia hit a little harder than the laborers
- Requires:
- Improved Blizzard; Arctic Reach helps cover the field.
How to farm it, step by step
- 1.Where to stand: Start on the field's edge furthest from the farmhouse so the pull walks away from the buildings.
- 2.Pull: Run through the laborers in the fields until five to eight follow you.
- 3.Group them up: Loop once around the edge of the field to bunch them, then face the pack.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds.
- 5.Kite: Kite along the open field; fence lines and the farmhouse are the only obstacles.
- 6.Finish: Arcane Explosion when they reach you at low health.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Nothing else hostile stands in the farm; just keep pulls away from the buildings so you don't snag a second group.
Syndicate camp in southern Alterac
Alterac Mountains · Levels 32–35
MediumClassic data, not yet confirmed in ForeverSyndicate Thieves and Footpads in a camp in southern Alterac Mountains: melee humanoids at levels 32–34 that drop silk and copper.
- Spawn points
- 13
- Respawn
- about 5 min
- Coin per kill
- 62 copper
- Vendor loot per kill
- 3 silver 5 copper
Creatures
- Syndicate ThiefLevels 33–34 · 6 spawns
- Syndicate FootpadLevels 32–33 · 7 spawns
Pros
- Melee humanoids: silk cloth and coin on every kill
- Close to Southshore and Tarren Mill for selling
Cons
- Only about a dozen spawns in the area, so a full clear needs a short wait
- Pulls can drag in the drunken footpads nearby
- Requires:
- Improved Blizzard and Frost Nova; a small camp suits pulls of four to six.
How to farm it, step by step
- 1.Where to stand: Approach from the open ground beside the camp rather than through its buildings.
- 2.Pull: Body-pull the Thieves and Footpads one tent at a time until four to six follow you.
- 3.Group them up: Lead them out of the camp onto open ground and let them gather behind you.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds.
- 5.Kite: Back away on open ground; avoid running into the next group of tents.
- 6.Finish: Cone of Cold or Arcane Explosion on the last few.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Drunken Footpads wander the camp and join pulls; take them into the pack only if you have mana for them.
Bloodfen Raptors in northern Dustwallow
Dustwallow Marsh · Levels 35–38
MediumClassic data, not yet confirmed in ForeverBloodfen Raptors at levels 35–36 in the northern marsh: beasts with no ranged attacks, and a skinner's source of heavy leather.
- Spawn points
- 17
- Respawn
- about 6 min
- Coin per kill
- None
- Vendor loot per kill
- 4 silver 26 copper
Creatures
- Bloodfen RaptorLevels 35–36 · 17 spawns
Pros
- Beasts with no casters
- Skinning: heavy and medium leather
- Raptor hides vendor for a few silver
Cons
- No coin drops
- Screechers, crocolisks and spiders share the area and wander into pulls
- Requires:
- Improved Blizzard and Permafrost: raptors are fast.
How to farm it, step by step
- 1.Where to stand: Keep to the dry ground between the pools: water slows you and not the raptors.
- 2.Pull: Tag raptors one at a time as you run past, aiming for four to six.
- 3.Group them up: Raptors run fast, so turn and Frost Nova as soon as the last one closes in.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds.
- 5.Kite: After the Nova, walk back on dry ground and channel Blizzard; Cone of Cold the front-runners if they break out.
- 6.Finish: Cone of Cold and Arcane Explosion.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Bloodfen Screechers, Drywallow Crocolisks and Withervine Bark Rippers stand among the raptors, and Dart wanders the same ground.
Rock Elementals in southern Badlands
Badlands · Levels 38–42
MediumGood valueClassic data, not yet confirmed in ForeverRock Elementals at levels 39–40 in the south of the Badlands. They have no ranged attacks, hit slowly and carry Elemental Earth and vendor stones, which makes them a leveling and gold stop at once.
- Spawn points
- 23
- Respawn
- about 5 min
- Coin per kill
- None
- Vendor loot per kill
- 7 silver 37 copper
Creatures
- Rock ElementalLevels 39–40 · 23 spawns
Materials
Elemental Earth11% of kills · vendor price 4 silverUsed in Leatherworking (12), Tailoring (9), Engineering (4), Blacksmithing (3), Alchemy (2), Enchanting (1) recipes
Pros
- Melee only and slow
- Elemental Earth drops on about one kill in nine
- Good vendor value: stone pieces sell for several silver
Cons
- No coin
- Spread over a wide area
- Requires:
- Frost spells (they resist nothing frost-related); paladins with Consecration and a shield can tank them too.
- Value:
- Elemental Earth is a reagent for six professions; its auction price depends on your realm. The stones' vendor value adds up on its own.
How to farm it, step by step
- 1.Where to stand: Work the open ground in the south of the zone; the elementals stand apart, so plan a loop.
- 2.Pull: Aggro three to five elementals as you run between them.
- 3.Group them up: They are slow: let them gather into one tight group before you stop.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Consecration under the pack with Blessing of Sanctuary and Retribution Aura up.
- 5.Kite: Easy to kite at walking speed while Cone of Cold is on cooldown.
- 6.Finish: Arcane Explosion.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Nothing hostile shares this area; watch for other players' pulls.
Wastewander bandits at Waterspring Field
Tanaris · Levels 40–44
EasyClassic data, not yet confirmed in ForeverWastewander Thieves and Bandits around the wells north-east of Gadgetzan: about thirty melee humans at levels 40–42 on flat sand. A classic mage AoE spot that also drops Mageweave and water pouches.
- Spawn points
- 29
- Respawn
- about 5 min
- Coin per kill
- 86 copper
- Vendor loot per kill
- 6 silver 26 copper
Creatures
- Wastewander ThiefLevels 40–41 · 18 spawns
- Wastewander BanditLevels 41–42 · 11 spawns
Pros
- Flat desert with nothing to snag on
- Melee only
- Mageweave on a quarter of kills; leatherworking patterns now and then
Cons
- Very popular: often busy
- Shadow Mages and Rogues of the southern camp cast or stealth
- Requires:
- Improved Blizzard and Permafrost.
- Competition:
- One of the best-known mage AoE spots: expect other players, especially early on a server's life.
How to farm it, step by step
- 1.Where to stand: Start at the field's edge with the open desert behind you, away from the southern camp.
- 2.Pull: Run a loop through the Thieves and Bandits until six to ten follow you.
- 3.Group them up: Keep running until they are all behind you in one line, then turn.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds.
- 5.Kite: The desert is open in every direction: kite in a wide circle and re-channel Blizzard as they come.
- 6.Finish: Arcane Explosion and Cone of Cold.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: The camp to the south has Wastewander Shadow Mages (casters) and Rogues; Scorpid Hunters wander in from the dunes.
Marsh murlocs on the south-east coast
Swamp of Sorrows · Levels 41–45
MediumClassic data, not yet confirmed in ForeverMarsh Inkspewers, Murlocs and Flesheaters on the Swamp of Sorrows' south-eastern shore: melee murlocs at levels 41–44.
- Spawn points
- 20
- Respawn
- about 5 min
- Coin per kill
- 89 copper
- Vendor loot per kill
- 3 silver 98 copper
Creatures
- Marsh InkspewerLevels 42–43 · 14 spawns
- Marsh MurlocLevels 41–42 · 5 spawns
- Marsh FlesheaterLevels 43–44 · 1 spawn
Pros
- Melee murlocs that follow into the Blizzard
- Coin and clams on every kill
Cons
- Murloc packs pull together and grow quickly
- Respawn is about 5–7 minutes
- Requires:
- Improved Blizzard and Frost Nova.
How to farm it, step by step
- 1.Where to stand: Start on the beach at the edge of the coast, with open sand behind you.
- 2.Pull: Run along the coast to gather five to seven murlocs.
- 3.Group them up: Lead them up the beach and turn once they're bunched behind you.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds.
- 5.Kite: Back along the beach, away from the water and the next camp.
- 6.Finish: Arcane Explosion when they are low.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Marsh Oracles further up the coast heal and cast; Silt Crawlers on the beach join stray pulls.
Southsea pirates at Lost Rigger Cove
Tanaris · Levels 44–47
MediumClassic data, not yet confirmed in ForeverMore than a hundred Southsea pirates at levels 44–45 along Tanaris's eastern coast: dense melee humanoids with Mageweave and coin.
- Spawn points
- 113
- Respawn
- about 5 min
- Coin per kill
- 96 copper
- Vendor loot per kill
- 5 silver 62 copper
Creatures
- Southsea PirateLevels 44–45 · 26 spawns
- Southsea FreebooterLevels 44–45 · 27 spawns
- Southsea Dock WorkerLevels 44–45 · 30 spawns
- Southsea SwashbucklerLevels 44–45 · 31 spawns
Pros
- Very dense: pulls of eight or more
- Mageweave and coin from every pirate
Cons
- Buildings and docks limit kiting room
- Kidnappers wander through the cove
- Requires:
- Improved Blizzard and confidence with larger pulls; paladins with Consecration and Blessing of Sanctuary can tank the dock packs.
How to farm it, step by step
- 1.Where to stand: Pull the outskirts first; the docks and huts are tighter.
- 2.Pull: Gather pirates from the edge of the cove until six to eight follow you.
- 3.Group them up: Lead them onto the open sand south of the huts before you turn.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: let the pack come to you, then Consecration and keep Holy Shield up if you have it.
- 5.Kite: Kite along the open beach, not between buildings.
- 6.Finish: Arcane Explosion or Cone of Cold.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Southsea Kidnappers wander the cove; buildings block line of sight for Blizzard.
Ravasaurs in southern Un'Goro
Un'Goro Crater · Levels 48–51
MediumClassic data, not yet confirmed in ForeverRavasaurs and Ravasaur Runners at levels 48–50 in Un'Goro's southern jungle: fast melee beasts with valuable vendor parts and thick leather for skinners.
- Spawn points
- 42
- Respawn
- about 5 min
- Coin per kill
- None
- Vendor loot per kill
- 9 silver 56 copper
Creatures
- RavasaurLevels 48–49 · 25 spawns
- Ravasaur RunnerLevels 49–50 · 17 spawns
Pros
- Beasts only
- Feathers and skulls vendor for 8–9 silver
- Skinning: thick leather on most kills
Cons
- No coin
- Fast: a mistake costs a lot of health
- Requires:
- Improved Blizzard and Permafrost: the raptors are fast.
How to farm it, step by step
- 1.Where to stand: Work the edge of the ravasaur grounds, not the middle.
- 2.Pull: Aggro four to six as you run past.
- 3.Group them up: Frost Nova the moment the last raptor reaches the pack.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds.
- 5.Kite: Walk away on open ground; Cone of Cold the leaders if the Nova breaks.
- 6.Finish: Arcane Explosion.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Venomhide Ravasaurs further north poison; stay with the plain Ravasaurs and Runners here.
Cursed Oozes in southern Felwood
Felwood · Levels 49–51
EasyClassic data, not yet confirmed in ForeverCursed Oozes at levels 49–50 near Felwood's southern road: slow, melee-only oozes that carry coin and vendor junk.
- Spawn points
- 24
- Respawn
- about 5 min
- Coin per kill
- 1 silver 13 copper
- Vendor loot per kill
- 8 silver 18 copper
Creatures
- Cursed OozeLevels 49–50 · 24 spawns
Pros
- Slow and melee only
- Coin and grey items on every kill
Cons
- Only about two dozen spawns
- Requires:
- Blizzard and Frost Nova; paladins can tank them with Consecration.
How to farm it, step by step
- 1.Where to stand: Start at the edge of the ooze pools, away from the road's travellers.
- 2.Pull: Gather five to eight oozes; they are slow, so take your time.
- 3.Group them up: Walk back until they bunch, then turn.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Consecration and Blessing of Sanctuary; oozes hit slowly.
- 5.Kite: They are slow enough to kite at walking speed.
- 6.Finish: Arcane Explosion.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Angerclaw Bears wander nearby.
Undead on Sorrow Hill
Western Plaguelands · Levels 50–54
MediumClassic data, not yet confirmed in ForeverSkeletal Flayers and Slavering Ghouls at levels 50–52 on Sorrow Hill, in the south of Western Plaguelands: melee undead with Runecloth. Paladins' Exorcism and Holy Wrath work on them.
- Spawn points
- 50
- Respawn
- about 5 min
- Coin per kill
- 1 silver 20 copper
- Vendor loot per kill
- 9 silver 33 copper
Creatures
- Skeletal FlayerLevels 50–51 · 21 spawns
- Slavering GhoulLevels 50–52 · 29 spawns
Pros
- Runecloth on about a quarter of kills
- Undead: paladins deal extra damage
- Coin on every kill
Cons
- Skeletal Sorcerers cast from range
- Requires:
- Improved Blizzard; paladins: Consecration, Exorcism and Holy Wrath against undead.
- Watch out for:
- Skeletal Sorcerer (51–52, caster)
How to farm it, step by step
- 1.Where to stand: Start at the edge of the hill away from the graves the Sorcerers stand among.
- 2.Pull: Gather Flayers and Ghouls, five to seven at a time.
- 3.Group them up: Lead them off the hill onto open ground before turning.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Consecration, then Holy Wrath and Exorcism on the undead.
- 5.Kite: Kite downhill and away from the next graves.
- 6.Finish: Arcane Explosion or Holy Wrath.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Skeletal Sorcerers are casters; pull them alone, or not at all.
Tainted Oozes outside Jaedenar
Felwood · Levels 51–53
MediumClassic data, not yet confirmed in ForeverTainted Oozes at levels 51–52 by the road in front of Jaedenar: the same slow melee oozes as the southern ones, with better coin.
- Spawn points
- 27
- Respawn
- about 5 min
- Coin per kill
- 1 silver 27 copper
- Vendor loot per kill
- 10 silver 24 copper
Creatures
- Tainted OozeLevels 51–52 · 27 spawns
Pros
- Slow, melee only
- About 1–1.5 silver coin and 10 silver of vendor loot per kill
Cons
- Jaedenar's casters stand close by
- Requires:
- Improved Blizzard; paladins with Consecration.
- Watch out for:
- Jaedenar Darkweaver (53–54, caster), Jaedenar Warlock (53–54, caster)
How to farm it, step by step
- 1.Where to stand: Stay on the road side of the oozes, away from Jaedenar's entrance.
- 2.Pull: Gather five to eight oozes.
- 3.Group them up: Back away along the road until they bunch.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Consecration and Blessing of Sanctuary.
- 5.Kite: Walk away from Jaedenar, never towards it.
- 6.Finish: Arcane Explosion.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Jaedenar Darkweavers and Warlocks (casters), Enforcers and Legionnaires stand at Jaedenar's edge; Felpaw Scavengers roam the road.
Scarlet Workers at Northridge Lumber Camp
Western Plaguelands · Levels 55–58
HardClassic data, not yet confirmed in ForeverScarlet Workers at levels 55–57 felling trees at Northridge Lumber Camp in northern Western Plaguelands: dense melee humans with Runecloth — but elite Scarlet guards share the camp.
- Spawn points
- 56
- Respawn
- about 5 min
- Coin per kill
- 1 silver 47 copper
- Vendor loot per kill
- 9 silver 89 copper
Creatures
- Scarlet WorkerLevels 55–57 · 56 spawns
Pros
- Dense: more than fifty workers
- Runecloth and coin
Cons
- Elite Scarlet Paladins and Magi share the camp
- A wrong step pulls an elite into the pack
- Requires:
- Good frost AoE control and care: elites stand in the same area.
- Watch out for:
- Scarlet Paladin (55–56, elite, caster), Scarlet Magus (56–57, elite, caster), Scarlet Sentinel (55–56, elite)
How to farm it, step by step
- 1.Where to stand: Work the workers at the camp's edges and leave the guarded centre alone.
- 2.Pull: Gather workers carefully, four to six at a time, watching for guard patrols.
- 3.Group them up: Lead them away from the camp before turning.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds.
- 5.Kite: Away from the camp's centre.
- 6.Finish: Arcane Explosion.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Scarlet Paladins and Scarlet Magi (both elite casters) and Scarlet Sentinels (elite) stand in the camp: one in a pull ends the run.
Dust Stormers in north-western Silithus
Silithus · Levels 55–60
MediumHigh valueClassic data, not yet confirmed in ForeverDust Stormers at levels 55–57 roaming north-western Silithus: elementals that drop Essence of Air and Elemental Air, good both for the last levels and for gold.
- Spawn points
- 35
- Respawn
- about 5 min
- Coin per kill
- None
- Vendor loot per kill
- 5 silver 6 copper
Creatures
- Dust StormerLevels 55–57 · 35 spawns
Materials
Essence of Air7.2% of kills · vendor price 4 silverUsed in Leatherworking (9), Enchanting (7), Blacksmithing (6), Engineering (4), Tailoring (4), Alchemy (2) recipes
Elemental Air11% of kills · vendor price 4 silverUsed in Leatherworking (15), Blacksmithing (2), Engineering (2), Alchemy (1), Tailoring (1) recipes
Pros
- Essence of Air on about one kill in fourteen, Elemental Air on one in nine
- No ranged attacks
Cons
- Elite silithid and anubisath guards stand near the hives
- Spread out
- Requires:
- Frost or holy damage; they are elementals, so nothing special is needed.
- Watch out for:
- Supreme Silithid Flayer (60–61, elite), Major Resonating Crystal (63, elite), Supreme Anubisath Warbringer (62, elite)
- Value:
- Essence of Air is a reagent for Enchanting, Leatherworking and three more professions; demand and price depend on your realm.
How to farm it, step by step
- 1.Where to stand: Work the open desert between the hives, away from the elite guards.
- 2.Pull: Gather three to five stormers as you run between them.
- 3.Group them up: Let them bunch behind you.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds.
- 5.Kite: Kite through open desert away from the hives.
- 6.Finish: Arcane Explosion.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Supreme Silithid Flayers and Anubisath Warbringers (elite) and Major Resonating Crystals guard the hives; Twilight Avengers and Desert Rumblers wander in.
