How To: Frostborn - A Beginner's Guide To The Class

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Spellbreak
Game:
Spellbreak (2020)
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Guide
Duration: 2:59
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I'm not a frost main, so you'll have to excuse the aim.

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Script
Since a lot of players seem to like cryomancy (the ability to control ice), here is the Frostborn guide for all you Sub-Zero fans! I want to preface this by saying Frostborn is somewhat of an intermediate class in Spellbreak. It isn't the *best* class, but shouldn't be the first choice for new players. If you don't hit your shots you get punished. If you don't run and keep your distance you get punished. Frostborn is one of the most unforgiving classes; the trails can either be your key to get out of a fight or your death. But if you choose to play it here are some tips you'll need.
On drop, your frost gauntlet will do 45 damage with a full charge, and use almost all of your mana. It'd be in your best interest to find another gauntlet before starting to fight.
With your first skill, alacrity, any amount of charge from a frost shot will leave behind icy paths that anyone could use. They melt relatively quickly, but the water left behind could be used to track your movement. While on these paths, you run faster than people with legendary boots. It's not affected by the speed buffs from boots, so use it often.
There isn't much to icicle, your second ability, except that it holds you mid air while you charge frost shots. If you're not good at hitting shots mid air because of gravity, this could help. Keep in mind though, that you will be a sitting duck if you're spotted.
Third is Tundra, which buffs your frost sorcery. It doubles the duration from 3 to 6s. With it, you can freeze foes, or stay within and be protected from wind, lightning, and fire projectiles. You are exposed from above however. If someone throws a cloud into your protective donut while you're within, it will freeze you like how your sorcery freezes enemies.
If you can land your shots, and have the extra second it takes to overcharge your shots for a second, the +35% that Ice Prism awards you can get some noice numbers to pop up. Paired with some choice amulets, you can tag people for over 100 damage from a single shot.
It's recommended that you run toxic and fire with frostborn, keeping toxic on right and fire in your inventory. This way, it you get pushed, or feel like you want to get a little up close and personal, you can drop a dragon fire and retreat to a safer distance while your target is busy trying to get out of your aoe. If you throw toxic onto ice paths or water and ignite it, the df will stay there much longer than if you simply lit a cloud on fire. This is effectively the bootleg way of having long lasting DFs if you're not toxicologist. Alternatively, you can run wind and stone. Breaking ice paths (doable with both mentioned) will slow your target, and each of them can strike at oppnents in close-ish range whether they're airborn or grounded.
The majority of equipment is down to player's choice, but it's highly recommended that you keep an eye out for behemoth boots, and a damage/cast speed boosting amulet.
When it comes to runes with frostborn you wanna have some extra mobility because when you fight you use all mana. No mana, means no alacrity therefore no mobility.
Frostborn as it is, isn't a very strong class, so it relies heavily on the individual's ability to land shots. This is why I want to say it's more suitable of a class to an intermediate player.







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