Frost Mage levels through distance, control, and the discipline to stop casting when melee begins.
DPS
Frost Mage feels strongest when the pull follows a plan made before the first cast. Open ground, a Polymorph target, and a clear Blink landing matter as much as damage. Once those are gone, stop trying to finish the cast and make space.
Priest keeps the Mage healthy enough to control the pull without casting through damage. The Priest shields the opener, the Mage uses Polymorph or Frost Nova on the add, and both focus the first target before moving on.
Open with Frostbolt from max range. If the target reaches you, use Frost Nova, walk back two body lengths, and cast again. Finish low health with the wand, use Polymorph before a second mob joins, and drink when mana drops to 40%.
Stat priority
Frost damage or spell power
Movement space over raw stats
Professions
Take Tailoring with Enchanting for a self-contained cloth route. Craft the missing armor slot and turn spare drops into the materials for the next upgrade.
Take Engineering with Mining when you want another way out of a crowded pull. Drop Target Dummy before the mobs settle on you, and use Goblin Sapper only while your own health can absorb the damage.
First Aid lets you recover at two-thirds health without spending the mana reserved for the next pull.
Conjured food and water cost nothing. Keep both stocked before leaving town.
Alliance races
Gnome - A root or net in melee removes the space Frost needs for another cast. Gnome can clear it with Escape Artist, and the extra Intellect stays useful throughout the run.
Human - Mage drinks often enough for the Human Spirit bonus to matter over a full leveling route.
Horde races
Undead - Fear is dangerous because it removes every decision about position. An Undead Mage can break it with Will of the Forsaken, then use Cannibalize after a humanoid pull and save the conjured food.
Troll - Use Berserking as a Troll when the target has reached melee and the next cast needs to finish the pull.
Route rhythm by level band
1-12Levels 1-12
Stay with green single targets before Frost Nova arrives at 10. Frostbolt takes time to cast, and early mana recovery leaves little room for repeated melee hits.
12-24Levels 12-24
By 24, you have Polymorph, Frost Nova, Blink, and Counterspell. Practice choosing one answer early instead of spending several after the pull has reached melee. Trying to finish one more Frostbolt while taking hits is where control starts to collapse.
24-40Levels 24-40
Keep Cold Snap ready from 30 onward when the first use of Frost Nova fails to settle the pull. Level in the open ground of STV, Arathi, and Desolace, where patrols remain visible and Blink has a clear landing. Caves remove that space.
40-60Levels 40-60
From 40 onward, cast Ice Barrier before entering a camp where a broken Frost Nova or unexpected add can reach you. Blizzard farming becomes practical after 50. Start with small packs on clear ground and stop increasing the pull size once cast pushback interrupts the plan.