Originally Posted by
Yvaelle
Kretan, listen to Theed - I hold his opinion on Shadow PvP higher than my own opinion, and I'm both the Shadowpriest & PvP forum moderator.
Responses to your points:
1) ToF doesn't help when trained either. Big executes are nice, and they do help to secure kills, but Void Form is stronger. Uptime on ToF doesn't matter, it's all about - when you have that brief window of opportunity - and you have the burst to make it a kill: being able to get into Void Form at that moment counts for a lot - and if they get into Death range, people often die anyways because there are so many execute abilities now (in which case ToF is overkill, and 'does nothing').
2) Getting into Void Form randomly is not the goal for PvP, the moment you aren't trained (which usually means your teammates just pulled off their CC chain) - you need to be into Void Form and Void-murdering the kill target - because you likely only have a couple GCDs before their CC chain will end and you will be trained again. Getting into Void Form in 2 GCDs is worth 100x more than getting into it in 5 GCDs: because it gives you 3 more GCDs of Void Form damage during your kill window. That's the difference between a kill and a near-miss - and winning in Arena is all about overcoming the Near-Misses, to perfect the Kill.
"Close only counts in horseshoes and hand grenades." - is the old expression
3) Actually a lot of rot comps are quite good at executing - Shadowpriests have always had some of the bigger executes in the game, and Unholy DKs are no slouches either. In the past Affliction's Drain Soul was quite strong, though it may not be much in Legion (but I suspect Affliction will be overpowered in Legion arenas, so you'll see no tears from me for Drain Soul). Execute damage hasn't often been a rot comps problem (and, given we're talking Spriests here - has never a Spriest-based rot comps problem).
Rots are a good talking point though - because they explain precisely the problem that Theed is getting at. The reason Spriest rot comps rarely work - is because so much of our CC breaks on damage now, but to rot effectively, we need to DoT everything. Without CC, we don't survive - without DoTs we can't rot. Rots only succeed when the enemy healer can't keep up with our damage - but in a world where healers can heal to full in a single (sometimes instant!) cast in Arenas - this is a difficult endeavour.
Rots thrived back when we had Drain Mana - the process was at the time three parts, 1) Rot everything, 2) Drain Mana / Mana Burn the healer, 3) dispelling our DoTs was tedious (1-2 at a time) and painful (strong dispel deterrents on UA / VT). Without our mana draining spells, and weaker dispel deterrents, the effectiveness of rot comps declined significantly - almost vanished spare a few portions of a couple seasons. Ever since then, the dominant path to victory in Arenas has been burst-oriented. You stick CC on the healer (and you have to know it will hold before you commit), and then you have a couple seconds to kill someone or watch them return to full health.