Encrypted Text: Why I never understood Shadow Dance PvP
Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we look at why Shadow Dance PvP is nearly extinct, and why it's coming back.The ESL global arena finals took place last weekend, pitting some of the best WoW players against each other in a battle for glory (and quite a bit of cash and prizes). After two days of close calls and amazing comebacks, the global roster of teams was reduced to two: team HON and team COM. Both of these teams play the traditional Rogue / Mage / Priest 3v3 composition, with one twist: nobody played with the same talents two games in a row.
The Mages fluctuated between Frost and Arcane specs every other game, making it difficult to predict just how much survivability or burst damage they were capable of until they showed their hand. The Rogues were also switching specs between games, from Mutilate to Shadow Dance, and back. This strategy was used to keep the enemy on their toes, and gave me the opportunity to watch Shadow Dance played at its absolute highest level. My report on this display of elegance and Ambush-spamming follows after the cut.
What made this tournament particularly interesting for me is the unique way in which these teams presented the old and well-documented RMP comp. It's been around since arena began, playing off of the burst capabilities of the Rogue and Mage mixed with the crowd control combos possible between Sap, Fear, and Polymorph. As one of the older successful comps used in arena play, teams like HON and COM have had years to practice their coordination and control. There's no replacement for the experience of playing thousands of games as a team.
These Rogues had so much experience playing in RMP, in fact, that they're both capable of playing multiple specs within the same team. HARP was en vogue during Season 3, with ShS being our bread and butter for Season 4. As the class has adapted, so have these assassins; they've constantly molded our abilities and talents to match their teammates strengths and weaknesses.
My experience with ShD:
I have not had much personal experience running any sort of Shadow Dance spec in arena play. Running with a build like 17/0/54 Subtlety allows you to pick up most of the key PvP subtlety talents, but forces you to skip many important DPS talents. Without Dual Wield Specialization, Vile Poisons, or Murder, our sustained damage is almost non-existant.
My problem with Shadow Dance is that I am too used to the long-game mentality. On my battlegroup, there are very, very few double or triple DPS teams. It's always a healer and a tanking class with the defensive cooldowns to survive a rushdown. Shadow Dance fails to provide any options for fighting an opponent for more than a few fleeting seconds. Backstab, its main damaging ability while outside of ShD, has a positional requirement that makes it a pain to use. How can you defeat an enemy team when all of your burst comes from one single cooldown?
How ShD is viable:
Thanks to DK, HON's Rogue, I now know the answer. You, with support from your team, simply have to embrace your single opportunity for a kill. How many times have you been foiled when your target had just a few percentage points of life remaining? If you allow your target to recover from a near-death experience as ShD, you have cost yourself the fight. There is simply no way to compete as deep Sub unless you and your teammates have the coordination and burst damage to guarantee a kill. You put all of your eggs into a single basket, and you do everything in your power to ensure that you are not crushed.
The typical strategy that nearly every Rogue employs is to cause your opponent to use all of their defensive cooldowns and PvP trinkets as quickly as possible, and then orchestrate a CC chain on their partners while killing your target in a Cheap Shot -> Kidney Shot combo. The strategy remains much the same for a Shadow Dance Rogue, with an even greater emphasis in nearly every area. You must ensure that your target has no way of escaping your clutches, and you must also guarantee that their teammates will not be able to peel you off of their ally while your precious ShD is active.
If your team is capable of assisting you in setting up this perfect storm of CC and coordination, Shadow Dance becomes the enemy's worst nightmare. Ambush will have a nearly 100% chance to crit, with each crit generating two combo points that will be dropped into a glyphed and talented Eviscerate. When complimented by some minor DPS by your healer and a few instants from your Mage of choice, it is enough burst to bring down any target.
Why Shadow Dance is so scarce:
So why don't we see more Shadow Dance Rogues in arena play? If you're from America, it's simply because there aren't any Rogues playing it. Besides Reckful (who has been championing ShD since day 1) and a handful of others, every Rogue has spec'd Mutilate. I can understand why, the sustained DPS and utility of a Mutilate build vastly overshadow what deep Subtlety can offer.
Without flawless coordination and the ability to draw out your enemies' actions, you'll be unable to succeed using a Shadow Dance build. I had thought about trying it out on my live Rogue, but unfortunately the teams on my BG have already started to adapt to the spec. It's become very popular since the ESL finals, and I've fought against a few teams using it myself. When fighting a ShD team, simply save one important cooldown or CC for when the Rogue enters the dance. Then, CC the Rogue or use your defensive CD. In order for the Ambush to Eviscerate burst combination to be viable, the Rogue must have complete control over their target.
So if your RMP combo is looking for a new twist to liven up your months of practice as Mutilate, feel free to give ShD a try. You can still surprise a large number of opponents, who aren't used to seeing Subtlety anywhere outside of a HaT raiding build. Just be ready for your enemies to start reacting intelligently to your strategy to draw out their cooldowns, as they'll be on guard when you queue against them next time. And unless you have partners that can play with you like second nature, you may want to stay Mutilate spec, where the margin for error is much more forgiving.
Filed under: Rogue, PvP, Talents, (Rogue) Encrypted Text, Arena






Reader Comments (Page 1 of 2)
konoo Mar 11th 2009 1:20PM
Kind of ironic that the Rogue post lacks feedback frmo the class be that they tend to lurk.
nbcaffeine Mar 11th 2009 2:01PM
The rogue posts bring the complainers though, there is never enough of those
fables429 Mar 12th 2009 2:34AM
This is why tournaments should not allow respecs.... players should have to keep the talent/specs throughout the tournament.
konoo Mar 11th 2009 1:21PM
wow I should finish my lunch before typing comments.
grammarcop Mar 11th 2009 1:24PM
what does "fluxuated" mean?
Fadmin Mar 11th 2009 1:41PM
–verb (used without object)
1. to change continueally; shift back and forth; vary iregulerly: The price of gold fluxuated wildley last month.
2. to move baq and 4th in waves.
–verb (used with object)
3. to cause to fluxuate.
Punjab Mar 11th 2009 2:51PM
I'm guessing you're making a joke about the misspelling...
I agree. Copy Editor, where art thou?
lbizzle Mar 11th 2009 1:47PM
The real reason why no-one in the US plays shadowdance is because Mutilate is such an easy spec to play, and is generally more effective in most situations.
Shadowdance has a niche in that while dancing, the rogue can burst and CC extremely well, but can also be timed with an untrinketable Deep Freeze from the mage.
High level arena play favours the burst this provides in comps like RMP which are heavy on CC but light on healing.
Michael Czeiszperger Mar 11th 2009 2:41PM
Hi--
I'm new to WOW, but have been playing regularly and trying to learn. Thanks for putting in so many links and popups on various background information; it really helps. It would also help to spell things out more often. There's so many unattributed acronyms I can barely tell what the heck you're talking about. :-(
Loudfiero Mar 11th 2009 1:51PM
How's about a column about PvP in Combat spec?
Bring their melee next to their healer and pop Cheapshot, Blade Flurry, Backstab, Adrenaline Rush, Backstab, Killing Spree and Backstab then Eviscerate and watch 2 people die at once...
nbcaffeine Mar 11th 2009 2:02PM
Good thing you can kite people while stealthed
Max Mar 11th 2009 3:05PM
LOL good joke
RAEGLATEM Mar 11th 2009 10:01PM
Absolutely love that, can't go wrong with killing spree.
I miss just running over to areas in battlegrounds where a huge fight was going on, popping killing spree, and watching 5 ppl fall to the ground. It was so satisfying!
Dyluck Mar 11th 2009 2:20PM
Don't forget, Ambush generates 2 combo points on it's own now, so if it crits with HaT, it generates 3. Sick stuff.
zappo Mar 11th 2009 2:29PM
I'm thinking you're probably correct about ShD and coordination. I recall some discussions on Orange Marmalade (the mage) having a spec that seemed a bit odd - until you took it into the context of how it fit in with their team and how they leveraged things. I'm willing to bet that the rogue and priest were tuned to each other in similar ways. The mentality was more in line with 3 people being one cohesive machine, instead of 3 individuals coordinating as you tend to see in America. From the comments said about HON from other people in the tournament, that seems about right.
Lemons Mar 11th 2009 3:28PM
"HARP was en vogue during Season 3, with ShS being our bread and butter for Season 4."
Wow...did you even play s3? Like...at all? There was one spec and it was called hemo, maybe stunlock maces if you just HAD to spec combat.
The trend continued in s4 and no it wasn't shs that was our bread and butter it was running around spamming the everliving crap out of hemo (with shs aiding and abetting the spamming of said hemo).
Srsly, how you can mention rogue specs in s3 and s4 without saying the word "hemo" is just freaking beyond me.
Chase Christian Mar 11th 2009 3:32PM
The H in HARP is Hemo. It's Hemo / Adrenaline Rush / Prep.
Hemo doesn't define the build, just as we were once Combat Daggers and not Combat Backstab. Weapons are the more typical choice when naming a spec, such as Sub Daggers. Without ShS, a hemo build wasn't viable in S4. You could've grabbed 2 points into improved SS and played without Hemo, which some people actually did.
Lemons Mar 11th 2009 3:40PM
Regardless of what the letters in HARP stand for, it was by no means the best/most popular spec of s3/s4.
If you want to get technical you could call the build "shs hemo swords" (although maces could work too). You had swords, you had shadowstep, and you had hemo. That was your game.
I play throughout all of s3 - s4 and the top rated rogues in the world played with the spec I mentioned above, as did every other noob and their brother. I don't know where your getting the idea that people played as HARP with any measure of success.
Skorn Mar 11th 2009 3:40PM
"Srsly, how you can mention rogue specs in s3 and s4 without saying the word "hemo" is just freaking beyond me."
HARP stands for Hemo Adrenaline Rush Preparation and ShS stands for Shadow Step which picked up hemo as its main ability spam. Way to make yourself look like an ass and an idiot at the same time.
Kalain Mar 11th 2009 3:56PM
@Lemons
HARP = Hemo, Adrenaline Rush, Preparation.
Thus, the writer -did- mention hemo. Don't blame the writer for your lack of understanding common acronyms. Look them up before you jump to judge.
**Credit to forum entry "What is HARP?"
http://forums.worldofwarcraft.com/thread.html;jsessionid=4A90C0D1EBA31F29ED328815BA6026B2?topicId=4191342401&sid=1