I'll clean up the mispellings and grammar later. I rushed it to get it posted tonight. Fel free to ask any questions. also, I'd like to hear how Fire and Arcane arefinding things.
Benefits of the Frost Talents
I can't really compare the Frost based Talents to the other trees as I have limited experience playing those talents. I was Fire based until I decided Frost was the way for me to go. For my explanation I will break my thoughts into 3 sections (Solo, Group, PvP)
Solo
Going out on a limb, I would have to suggest that Frost is (probably) the hands down best set of talents for the individual who solos. The slow down effect can allow you to get 3 shots off before the target closes to melee range. Lay down a good Nova (which ant class can do), back up and you can get an additional 1-2 shots in for free. Granted this can make for boring play, but it is effective and creatures will ultimately end up getting some resists.
Also, a not here. all damage is inflicted at point of imapct. You don't have to calculate damage over time to see if the enemy will die out (though I imagine the fire mages get pretty good at guessing that and rarely get hurt by a miscalculation).
When you get to the frostbite talent, the solo capabilities will become enormous. With 5 skill points every time a frost effect hits an oppenent, they may get frozen in place for up to 5 seconds. Alos with the shatter ability the 50% increase in crits means these guys must be feeling kinda helpless. This is even takes into ccount the frost armor you have on you. so while they do melee attacks, they can still get frozen. Just back up out of range, lay down an attack or take the time to run away.
Ranged attackers will be your true problem as the freeze doesn't stop them from attacking. But, I do believe all opponents have a 30% reduction in movement and a 20% reduction in rate of attacks.
Use Cold Snap for when you can't wait for the recylce time on your frost nova.
Groups
I don't know of any group that really won't like a mage (though we do need some downtime if we just flat out cast spells). Best advice is to slow down, spread out the effects and reserve your mana for non-atop action.
The cold effects mean the enemies will be doing less attacks if they have the cold effect on them (Have to confirm that as it doesn't display in the spell description, but I believe it to be true). The real trouble with most groups is they don't know how to operate (regardless of makeup) with mages as they tend to draw lots of agro.
I think all mage types are a great benefit to a group, polymorph, dampen magic, ... Fire doing the most DPS is probably favored by most people. Group dynamics really dictate how things work, but a well timed frost nova can hep a party escape any bad situation (non-talent based dependant though).
PvP
I'll let you know when I get there, but mages will have it rough against other mages for sure and melee fighters might as well hang it up unless they can get you to ignore your school of magic. I suggest opening with your non-talent spells to trick them.
Word of Warning
I find it very easy to go up against creatures 2 levels above me with hardly any resists. 3 levels above you et mixed results, but it can be a problem. 4 levels above and you better have plenty of backup.
I think the end game being the burning legion, Frost may very well prove to be an advantage, but that is just speculation on my part.
Cold immunes suck
Talents:
Improved Frostbolt - 5/5 points
Reduces the casting time of your Frostbolt spell by 0.5 seconds. For any mage this specialization is a gimme. these should be the first 5 points you spend.
Permafrost - 2/5 points
Increases the duration of your chill effects by 1.5 seconds. While this skill is unnecessary, I'm not sure if the time is halved by certain levels
Ice Shards - 5/5 points
Increases the critical strike damage bonus of your Frost spells by 100%. This will have larger payouts later in life and all the damage happens at point of imapact.
Winter Chill
Improved Frost Nova - 2/2 points
Reduces the cooldown of your Frost Nova spell by 4 seconds. This is somewhat a filler, but those 4 seconds can come in handy at times and it is a prerequisite for Frostbite.
Piercing Ice - 0/3 points
This will add 2%, 4%, and 6% to total damage. I'm not sure the additional amount will really do much in the end. also, I do not know if this is to base damage or crits and +Frost/Mage damage items get used for the increase calculation. Still if you have nothing better to spend it on go for it.
Cold Snap - 1/1 point
When activated, this spell finishes the cooldown on all of your cold spells. I say it's a lifesaver.
Improved Blizzard
I don't see any real benefit for this except when you put 3 skill points into it. 35% slow seems like it might be a huge way to open up a fight. Still Blizzards costs are large, but a level 1 blizzard would be worth it if you are looking for purely slowing down opponents
Arctic Reach (up to 2 points)
Increases the range of your Frostbolt spell and the radius of your Frost Nova and Cone of Cold spells by 10/20%. always a good idea, but not required. As a max/min person, I could probably allocate my skills to other areas. High content may change my mind regarding the matter.
Frost Channeling - 3/3 points
Reduces the mana cost of your frost spells by 15%. Minimizes downtime. If you have plenty of time then you might want to put these skills to a different use.
Shatter - 5/5 points
Increases the critical strike chance of your frost spells against frozen targets by 50%. Note it is Frozen and not cold. Frost nova is guarenteed freeze if it takes effect, otherwise you need to rely on your Frostbite.
Improved Frost Ward
If mana is a problem, then you will need more than this to help out. Still, it might be useful at times. IMHO not worth the points.
Ice Block - 1/1 point
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 seconds, but during that time you cannot attack, move, or cast spells. This will help with timers and perhaps save your bacon at the right time. Do not use it when your life is too low as it might not make a difference.
Improved Cone of Cold
This could be a good combo with Frost nova, Shatter and Ice Shards. I really only use cone of cold in AoE situations.
Frostbite - 5/5 points
Gives your chill effects a 15% chance to freeze the target for 5 seconds.
Ice Barrier - 1/1 point
Instantly shields you, absorbing 455 damage. Lasts 1 minute. While the shield holds, spells will not be interrupted.
I haven't really brought it all together and I want to write more. I am trying to use Cosmos to record my hits to see how often I get crits. Right now it feel like 1 in 6 to 1 in 10. It happen quite frequently and I have taken creatures down on plenty of occassions before they even close within melee range.
I wonder if there is a way to determine crit % as mages rely on intellect and I don't see the % posted anywhere. Once you start seeing double digits, that 50% increase could be a huge factor.