
Frost Mage
Wields a Frost Staff, excelling in long-range combat. Commands the power of ice to deliver wide-area damage and formidable control.
Class Overview
Frost Mage is one of the classes available in Blue Protocol: Star Resonance . They fulfill the DPS role while wielding a Frost Staff as their weapon of choice. Frost Mage has access to two specs - Icicle and Frostbeam . Below you can find a summary of both, showing their strong and weak sides, how they play and more.
Icicle Spec is entirely focused around gaining 20 stacks of its signature resource, Endless Cold. These stacks are used alongside its potent cooldowns to deliver a devastating two-phase burst rotation . The rotation kicks off with a flurry of Frost Lances, followed by an unrelenting Meteor Storm spam. When played right, it makes for an incredibly satisfying playstyle . But when making mistakes, expect to lose a large amount of damage. Due to its spammy nature during its burst window, Icicle requires good input speed to perform well. Without it semi-auto can be used, but at the cost of control over your character.
One quirk of Icicle is that it needs all its skill slots to deal max damage, leaving no room for Maelstrom without a skill swap. To get around this, it alternates between using its optimal DPS setup against bosses and reducing damage to utilize Maelstrom against packs of enemies.
Pros
- •Good single-target damage.
- •Incredible AoE grouping ability & 3% Crit party buff.
- •Freezes enemies constantly.
Cons
- •Must align cooldowns and resources to maximize damage
- •Requires high ability input speed during burst.
- •Needs skill swaps in Dungeons to be optimal.
The Frostbeam spec is entirely focused on executing lengthy channels of its namesake (Frostbeam) to take advantage of its ability to deal ever-increasing damage the longer you cast. While channeling, you’ll also multi-cast Frost Mage's other channeled ability, Tidepool, simultaneously for huge AoE damage. Frostbeam is the lowest action count class in the game, making it easy to play and ideal for those without fast reaction times , but it’s not great on autoplay.
The Spec has some quirks, though. While cooldowns are unavailable and resources are limited, you’ll have to start and stop your Frost Beam casts to conserve energy, and while using Frost Beam, your movement is heavily slowed.
Pros
- •Great AoE damage.
- •Incredible AoE grouping ability.
- •Freezes enemies constantly.
Cons
- •Low mobility while channeling.
- •Cannot maintain long Frostbeam casts without cooldowns (Burst reliant).
- •Hits a Cast SPD cap in endgame, cutting off scaling options.
Skills
The following sections summarise key abilities, their tags, and damage/healing multipliers.
Fixed Skills
Unleashes up to 4 consecutive water-based attacks, each dealing Magic Damage.
Multipliers
- Strike I: 16.8% MATK +72 (Resilience Break: 11 )
- Strike II: 16.8% MATK +72 (Resilience Break: 11 )
- Strike III: 22.4% MATK +97 (Resilience Break: 14 )
- Strike IV: 29.37% MATK +117 (Resilience Break: 18 )
- Red Light Counter: 140% MATK +400 (Resilience Break: 100 )
Channels for 1.4s , then consumes 10 Ice Energy to fire a sharp Frost Lance at the target, dealing Magic Damage on impact. Allows the consumption of 1 Frost Crystal to skip channeling and to increase DMG by 20% .
Multipliers
- Frost Lance Damage: 210% MATK +870 (Resilience Break: 202 )
Summon the ice's blessing to unfold an Ice Domain , knocking all enemies back within the range. Then summons a comet to strike the targets, dealing Magic Damage and inflicting Freeze on all affected enemies.
Multipliers
- Domain Damage: 140% MATK +600
- Meteor Damage: 1120% MATK +4800 (Resilience Break: 263 )
- CD: 60s
Expertise Skills
Consumes 5 Ice Energy to instantly summon 3 Meteor Storms above the target, dealing Magic Damage to the target and surrounding enemies. This skill holds 2 charges.
Multipliers
- Total Damage: 307.98% MATK +1620 (Resilience Break: 234 )
- CD: 0.5s
- Charge Time: 15s
Casts a slow-moving aqueous orb and gains 1 Frost Crystal immediately, and 1 Frost Crystal every 3s thereafter. On impact, the orb's velocity decays. While the aqueous orb persists, it continuously deals Magic Damage to all nearby enemies and applies Frost to them. This skill holds 2 charges. Ultra Cold Crystal Veil While in the Ultra Cold, the water orb will freeze and violently explode upon ending, dealing higher Magic Damage to all enemies within range. This skill holds 2 charges.
Multipliers
- Water Ball Damage: 11.2% MATK +48 (Resilience Break: 3 )
- Ice Damage: 50.4% MATK +216 (Resilience Break: 16 )
- Charge Time: 1s
- CD: 25s
Channels for 2.9s , then consumes 20 Ice Energy to summon an intense Blizzard at the target location, continuously dealing Magic Damage and applying Frost to all enemies within the area.
Multipliers
- Total Damage: 781.2% MATK +3294 (Resilience Break: 216 )
- CD: 30s
Unleashes a water vortex at the target's feet, continuously dealing Magic Damage to enemies within range. Each time DMG is dealt, for every 1 target hit, restore 2 Ice Energy. A maximum of 10 Ice Energy can be restored per hit. Ultra Cold Vortex While in the Ultra Cold state, the water vortex will freeze and violently explode upon ending, dealing higher Magic Damage to all enemies within range.
Multipliers
- Total Damage: 280% MATK +1200 (Resilience Break: 60 )
- Ice Damage: 56% MATK +240 (Resilience Break: 12 )
- CD: 15s
Unleashes built-up cold energy in a violent surge, dealing Magic Damage and inflicting Frozen on nearby enemies. Charging the skill alters both its range and DMG. Tier 1 : Chants for 1 sec, targeting an 8m frontal cone. Tier 2 : Chants for 2 secs, targeting an 8m frontal cone with 50% increased DMG. Tier 3 : Chants for 3 secs, targeting an 8m frontal cone with 100% increased DMG. When holding 1/3/5 Frozen, the skill will instantly cast at Tier 1/2/3 , skipping the charge time.
Multipliers
- Damage: 245% MATK +1050 (Resilience Break: 83 )
- CD: 30s
Summon the Strength of Ice to generate 6 Ice Energy per second and increase Haste for the duration.
Multipliers
- Haste Up: 21% + 1040
- Duration: 10s
- CD: 45s
Summon a surging Tidal Vortex at the target location, dealing Magic Damage on impact. Channels for 5s after casting. Can be manually canceled by casting again. Ultra Cold Tidepool During the Ultra Cold state, the vortex Freezes upon ending and explodes, dealing higher Magic Damage to all enemies within range.
Multipliers
- Single Damage: 144.48% MATK +514 (Resilience Break: 6 )
- Ice Damage: 403.2% MATK +1440 (Resilience Break: 17 )
- CD: 30s
Encase the caster in ice, and make caster immune to all DMG but are unable to move for the duration. Deals Magic Damage to all nearby enemies, and inflicts Slow , which upgrades to Freeze .
Multipliers
- Total Damage: 210% MATK +900
- Duration: 5s
- CD: 45s
How to Level & Play
Guidance based on Prydwen resources to help you bridge the gap before specialising.
Equip the abilities below in the order you unlock them for the most effective pre-specialization Wind Knight build:
- Meteor Storm
- Crystal Veil
- Permafrost
- Maelstrom
For optimal power, activate your starting talents in the following order:
Follow the ability use priorities below to get started:
- Use Permafrost when low on Ice Energy to recover it and accelerate casting
- Use Glacier Hymn when available
- Use Meteor Storm when available
- Use Frost Lance when Frost Crystals and Ice Energy are available
- Use Crystal Veil to recover Frost Crystals
- Use Maelstrom to recover Ice Energy
- Hard cast Frost Lance when no other abilities available
- Raincall Surge when everything else is down and Ice Energy is depleted