Encrypted Text: Controlling tempo in PvP

PvP is hard to discuss in writing. (I'm not talking about how to properly 4-gate your opponent on Shakuras Plateau, but rather about WoW's player-vs-player content.) It's a relatively easy task to distill a PvE encounter into a list of salient points, but that's because raid bosses aren't random. Magmaw is going to do the same thing against every single raid group that encounters him, and so our strategies for countering him are fairly unilateral. We're playing rock-paper-scissors with the developers, except that we know they're going to throw paper ahead of time. All we have to do is successfully become scissors, and the raid bosses will fall over and explode with purples -- they're just loot piñatas.
PvP, meanwhile, is impossible to condense into a single strategy. In a raid setting, most classes use less than a dozen simple abilities on any given encounter. In an arena or battleground, players will be drawing from the deepest, darkest pages of their spellbooks to gain any advantage. I can't tell you what that warrior on the opposing team is going to do, because he can literally do anything. Instead of trying to make some sort of overly complicated flowchart in an attempt to remove all decision-making from PvP, you have to adjust and react on the fly. The key to surviving in this volatile environment is to maintain control of the tempo -- you need to fight on your terms.
Back to our RTS roots
Tempo, by definition, refers to the speed or pace of a musical piece. If we translate tempo into gamer terminology, we're talking about the action/reaction chain of events. You see your opponent perform some sort of action, and you then counter that with your reaction. Controlling this back-and-forth process of decisions is what lets you set the tempo. If you are controlling the tempo of a match, then you get to call the shots. Are you using your abilities to counter your opponent's actions, or are they using their spells in order to counter you? Being ahead in tempo means that you have the advantage, giving you the upper hand. If you're saying to yourself, "I have to do this because they did that," then you're behind in the tempo battle.
I recently watched a great Starcraft 2 match where the Protoss player quickly built up a significant aerial army. Normally the Protoss player would control the tempo of the match, forcing his Zerg opponent to react by building an anti-air army to counter. The Zerg reacted in the opposite manner, building an army that completely ignored the air units and attacked the Protoss base head-on. The tables were turned, and now the Protoss player was left scrambling with nothing but a feeble air army that was useless for defense. The Zerg player was able to control the tempo by forcing his opponent to react to him instead of allowing his decisions to be guided by the other player's actions.
Cooldowns and crowd control set the pace
Controlling the tempo of PvP is a constant tug-of-war with both sides trying to wrest the reins from the other. Rogues are uniquely suited for this battle, due to our cooldowns and crowd-control abilities. By using our CDs and CCs to negate the effects of our opponents' decisions, we can then use our own actions to force their hand. If we're using Blind and Kidney Shot on our enemies, we can force them to use their PvP trinkets, which then opens a window of opportunity for using a long-term CC on them. If we pop Cloak of Shadows against an enemy mage, we force them to stop attacking us. Smoke Bomb allows us to make a healer move to a new location or to force a warrior to retreat.
Rogue damage in PvP is not that impressive. In this case, PvP mirrors PvE, where subtlety rogues aren't brought for their damage, but instead for their survivability and utility. A rogue's best weapon is their ability to influence the tempo of PvP, which allows their teammates the flexibility necessary to win a battle. While obviously our damage is non-zero and we can apply pressure via our cooldowns, the days of bursting a target from full life down to dead in just seconds are over.
The best rogue uses Thunderfury
While there are several amazing players representing the rogue class in the upper echelons of WoW's arena system, none of them have the same reputation and recognition as Reckful. Reckful created a great video that highlights how important a rogue can be to controlling a PvP match. Between our stuns, CCs, snares, and CDs, rogues can dictate the pace of a battle. In the video, Reckful shows how we can use Gouge and Kidney Shot to stop our enemies from killing their intended targets, and how Dismantle and Crippling Poison can be used to slow them down when CC isn't working. His enemies have a very clear goal of focusing down one of the softer targets on his team, and he is able to control the tempo by preventing them from achieving their goals while substituting his own.
In one of the battle sequences, Reckful is using the fist weapon set from Zul'Gurub. I'm not talking about the newly revamped Zul'Gurub dungeon that drops ilvl 353 gear, but the original Zul'Gurub raid and its level 60 epics. He's able to play with these weapons because his control is the most important thing he brings to a fight, not his damage. Adrine, of PoisonSwapper and Shadowcraft fame, has personally attested to seeing Reckful playing in the arena with the legendary weapons from the days of old, Thunderfury and one of the Warglaives. When one of the most successful arena players of all time is able to use gear that's literally years behind and still succeed, it's hard to argue with the results.
Don't equip bad weapons
Just because Reckful can PvP with level 60 gear doesn't mean that you should. At any other than the top echelon of play, your damage is still going to play an important role. The point of Reckful's brazen antics is to reinforce the idea that control is our most important weapon. The World of Roguecraft videos emphasized the same thing many years ago, showing a rogue destroying targets without any gear equipped besides a level 1 dagger. Our ability to control our targets and set the tempo sets us apart from every other class in the game. We may never have a death knight's powerful burst or a retribution paladin's extensive buff toolkit, but they'll also never be able to control a fight like we can.
Cleave comps like to believe that the best defense is a good offense, so they'll turn on their tunnel vision and zerg down your healer. Outlast comps like to believe that the best offense is a good defense, so they'll simply try to survive longer than you. Your job as a rogue is to upset the balance by being an agent of chaos. If they're trying to burst someone down, you prevent them from attacking with Kick and Dismantle while using CC to stop their onslaught. If they're trying to avoid your team, you apply pressure and CC to put them into a situation where they're forced to engage on your terms.
Forget being an assassin, because PvP has moved on. Instead, we're now the point guards for our teammates, using our diverse toolset to assist them in getting an open shot.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 2)
Sleutel Jun 15th 2011 7:18PM
Warriors can LITERALLY do anything?
BRB, getting my ass into Arenas before they nerf us. ENJOY MY PROTECTION FROSTBOLT KITING FROM STEALTH AS I HEAL MYSELF.
Chase Christian Jun 15th 2011 7:19PM
Frostbolts: Spell Reflect!
Healing: Enraged Regeneration!
Stealth: Roll a Night Elf!
Sleutel Jun 15th 2011 7:39PM
@Chase:
Yeahhhhh, none of those are actually remotely the same mechanics. Points for effort, though.
Hail Jun 16th 2011 11:22AM
Missusing literally is a pet peeve of mine, but your overly sarcastic comment forces me to agree fully with Chase in the case. Yes, even though the technicalities of not being able to fly around shooting lazers from their eyes. Coincidentally, if they made Shadowstep baseline, thats basically what it would take as a replacement for me to not feel like sub got shafted once again.
Sleutel Jun 16th 2011 11:53AM
@Hail:
Yes, I see that you and all the other Rogues are angry that I pointed out that Warriors can't literally do anything in a tongue-in-cheek fashion. Some people have no sense of humor.
Hail Jun 16th 2011 12:49PM
Its more that, at least for me, you said it in a very sarcastic manner. While that may not have been your intention and you could just be a victim of not being able to convey tone of voice, it came across more as criticism than a humorous pointing out of a fallacy.
Sleutel Jun 16th 2011 1:14PM
I just got really excited about the idea of being able to use everybody else's abilities. :(
wowcarebear Jun 15th 2011 7:24PM
PvP in WoW. LOL that's funny
MusedMoose Jun 15th 2011 7:32PM
Thank you for this. I plan to take my rogue into PvP someday, but it hasn't happened yet, mostly because I keep anticipating getting ganked repeatedly by other rogues while they laugh at me for keyboard turning. (Yes, I need to learn not to do that. My main being a PvE mage hasn't helped me break the habit.) Thinking about the PvP game in terms of control, like you've talked about here, instead of damage, will probably help me quite a bit.
rice2007 Jun 16th 2011 11:05AM
If you want to break the habit of keyboard turning, but are like "Eh, I'll get to it one day," bind your A and D keys as strafe or ability keys. Then you HAVE to learn to stop AD turning.
hp_hunter Jun 15th 2011 8:24PM
awesome video. It really impress me how Reckful and other pvpers can handle all that info and react almost instantly. Cheers
Camo Jun 16th 2011 6:31AM
They don't react but counter things that they anticipate because they know that it will happen due to playing long enough.
A mage or pally that drop low on health are more likely to pop ice block or bubble.
Casting mass dispel or shattering throw ahead of time and removing it the second it's up instead of starting to cast is what shows skill.
Most casters that have a rogue sitting on them will try to get range and use a cooldown, having cloak of shadows up to negate that will will let you sit on them longer and pretty much force more cooldowns.
It's of course risky to blow cooldowns in advance so use them carefully and to maintain momentum.
ToxicPopsicle Jun 15th 2011 9:25PM
It's always fascinating to me how the PvP community views PvE and vice versa. Both take minimal skill to do the first level of "content", but take far more team work and cooperation at higher levels.
The grass is always greener, I suppose.
Hail Jun 16th 2011 11:27AM
Very true, although in my experience players who only pvp generally have a disdain for pve. Not entirely sure about how PvEers feel. I think if you want to be a good rogue you should pvp, if only to get used to using all your abilities. Who knows? You might need to evasion tank a boss for a while; I have needed to more than once.
obeah Jun 16th 2011 1:24PM
Yes indeed, my rogue became far more useful in PVE after I learned to properly PVP, mainly because it forced me to set keybinds or macros for less-used abilities and to rely on them in a crunch. And since I needed extra keys, this was the point when I removed the turn keys and started relying on strafe, and that broke the keyboard turning habit.
As to evasion tanking (now Improved with Combat Readiness!), every rogue should get the chance to save the day this way. I just had this happen the other night on Corborus, when our tank and a hunter went down towards the end of the fight. Mage stayed alive to deal damage, I humped the boss' leg and did what DPS I could do from the front while dodging like a madman, and druid heals kept me up just long enough to get the job done. Eat my leather, gyreworm!
Lemons Jun 16th 2011 7:14AM
This reminds me of something one of my arena partners said back in the day. I was talking about my most hated class...I forget what it was at the time...it changes with the seasons. Then I asked him his most hated class and he said "rogue". This is the convo that ensued...
Me: "What? We don't even do that much damage! We're not really that good"
Him: "I don't know what it is. They just mess things up. They throw a monkey wrench in my plans."
It's one of those things that I'll always remember, because it's so true. I couldn't have said it better myself.
ScrubRogue Jun 16th 2011 10:59AM
I'm glad we survive so much better this season, and i LOVE to throw a monkey wrench into pvp (you know you've succeeded when 6 enemy players chase you across the map instead of getting the flag lol)
I am having a bit of problems with Blood DK's and Feral Druids, perhaps you could write an article on fighting these opponents?
Chase Christian Jun 16th 2011 11:03AM
I wish I could... blood DKs and feral druids are basically tanks, which makes them some of our toughest opponents. Let me see what advice I can round up. :)
Hail Jun 16th 2011 11:39AM
DKs in general:
Outlast them, especially blood. They will heal if they can hit you, which simply means don't get hit. Start with a stun, then gouge, then dismantle them. Then stun them, maybe another gouge, and evasion. At this point you have nothing, and I'm sure they have immuned a stun, so DRs are up. (If they trinket or immune one of these just move on, you get the idea) Once everything is used though, sprint away, and try to get a smokebomb on your location before they grip you, to avoid said grip. Reenter stealth some way or another, let DRs finish, and repeat! Fact is DKs can't put out much damage while healing themselves, and you can heal through that. If you can outlast a DK while not getting hit, you will win. This might take a while, but it is much less futile than hitting a healer. Still, if you are in a BG or arena, don't bother with a blood DK, tanks don't do damage anyway.
Ferals:
These are considerably tougher. You want to open on them, since you need every advantage possible. They have no way to remove stuns aside from trinket, and they need to go out of combat to heal. These are really their only disadvantages, so use em. Anyway, try to keep the feral in combat. You don't want them restealthing, and since they have faerie fire on you, you can't restealth without CoS. Try to save CoS for when they root you and go to heal. Then vanish and get to them (SS if sub). FERALS HAVE AN ENRAGE. Memorize what it looks like, i believe it creates a red glow on the paws, and the buff is the head of a cat-like animal, but I could be wrong. When you are low on energy, just kite them. keep them in combat via throw, but there is no sense in fighting if you can't use any abilities. Also, when they cyclone and heal, that is when you trinket.
For both, control is your greatest advantage, so use it. Don't get hit unless you are hitting them harder, keep up recup (esp if you are sub), and force trinkets or immunities before bursting them.
Khirsah Jun 16th 2011 12:50PM
Not sure what spec you play, and that will make a difference. I play assassination, so here is what I try to do against high armor targets:
1. Open with sap if possible, to get the effect of blackjack. Garrote is your best opener, because it blackjack is essentially wasted if you use cheap shot. Garrote also puts a long term bleed on a fellow rogue, so he can't restealth for a while.
2. After garrote, I get one mutilate, which almost always applies crippling via deadly brew. Since I use cold blood, it also crits, so I now have 4 cp's because of seal fate.
3. I use a 4 point rupture. This applies a second bleed to the target, which is important because those bleeds ignore armor and will continue to deal damage if he trinkets and tries to get away from you. Plus, since blackjack is still up, he is not doing a lot of damage.
4. 2 more mutilates, or maybe 1 mutilate and one shiv, depending on how my deadly poison is stacking.
5. 4-5 point KS. As the KS breaks, I'll use dismantle, then an envenom for the cp's I built during the KS, if it is a DK. If it is a feral, I'll skip the dismantle, and use recuperate instead of envenom. He usually hasn't done much damage, so the recuperate is more for the damage reductuction (you are specced into imp recup, right?), than for the heal.
6. At this point, you'll notice that I've done nearly 15 seconds of damage without taking any in return. With 2 bleeds and a stack of deadly going, the target is usually down to 50-60% health, and dropping quick.
7. At this point, I try to make sure of 2 things: first is that I always have rupture up, second is that I always have recup up, again for the damage reduction. If those things are going, time to use envenom. I'll use evasion or CR just to keep him frustrated, and possibly lure him into a desperation mistake.
Regardless of opponent, bleeds are key pvp. Make sure that the mage or hunter that is trying to kite you is taking damage while he's running away. Make sure that the rogue that wants to vanish and reopen on you can't do it. Make sure that the healer trying to cleanse your poison still has to use mana on a HoT to counter your DoTs. Use vanish as an offensive cd, to give you another stun if you need it.
Again, these are some tips for assassination rogues, and may not work for other specs. Don't forget about vendetta, it helps a lot. I have macro'd cold blood and blood fury (orc racial) to mutilate and envenom, so they pop whenever they ate off cd.
Finally, it is important to know when not to react at all. Just last night, in a 2v2 match, it was down to me and the arcane mage. Arcane doesn't kite or survive like frost, but arcane blast hurts really bad. We were both at about 50% health, and he sheeped me. I still had my trinket availble, and thought about using it so that he wouldn't run away. But I noticed I was near a pillar, and have you seen your health regeneration while sheeped? It's HUGE! So I healed up while in sheep form, when it broke I ducked behind the pillar to break LoS, and restealthed. I then opened up on him with both vanish and my trinket available, about 80% health. Tore him apart in about 10 seconds.
The point is: sometimes controlling the fight means doing nothing and letting your opponent beat himself with his own mistakes.
Hope that helps, and good luck