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Posts Tagged ‘beginner’

A Guide to Reaching the CTC Cap as a Warrior

November 9, 2011 11 comments

What is CTC?

CTC stands for Combat Table Coverage. Every time an enemy swings at you, the Combat Table is what decides whether you dodge, parry, block, etc. “Coverage” is what percent of the time the swing is not an unmitigated hit: so, your combined chance to block, dodge, parry, or be missed.

Full CTC happens when your chance to take an unblocked hit is 0%. This is called the CTC cap or block cap. It is sometimes also called being unhittable or being uncrushable.

When do I have full CTC/What is the CTC cap?

When your combined Miss+Dodge+Parry+Block = 102.4%.

Why 102.4% and not 100%?

102.4% is what it takes to be unhittable versus a raid boss. Against a level 85, it would be 100%.

Every level of difference between you and the thing that’s hitting you subtracts 0.2% from your Miss, Dodge, Parry, and Block. Raid bosses are considered by the game to be 3 levels higher than you, so your Miss, Dodge, Parry and Block are a combined 2.4% lower than their default displayed values. So we need a displayed CTC of 102.4% (against a level 85) in order to have an effective CTC of 100% (against a level 88).

Why is the CTC cap important?

The primary responsibility of the tank isn’t to take as little damage as possible, but to take damage in a predictable and healable manner. When you are below the CTC cap, melee swings can do 100% damage, 70% damage, 40% damage, or 0% damage to you, and your healers have to be prepared to heal you up from a 100% swing, even if they’d rather be helping someone who, say, lagged in the fire. Reaching the CTC cap means you’ll never take another 100% hit – the most your healers have to be prepared to heal you up from is a 70% swing. This makes it easier for them to deal with other players and mechanics, because they can trust you never to take a spike from a white swing.

That said, reaching the CTC cap is an option, not a requirement. If you decide it’s not for you, that’s fine.

Read more…

A Gearing Flowchart

February 5, 2011 2 comments

As promised, here is my 4.0.3/4.0.6 Tank Gearing Flowchart!

Green = Start
White = Me
Red = Me, making a recommendation
Grey = You

Death Knight-specific information is from Pwnwear; Druid-specific information is from the official tanking forums and The Inconspicuous Bear; Paladin-specific information is from Maintankadin; and Warrior-specific information is from my own flowchart.

For the sake of the flow, I did oversimplify my warrior recommendation. If you have over 1000 mastery, warriors should slightly prefer parry over dodge, but the specific ratio of parry:dodge varies with mastery and honestly I should just give you my spreadsheet, shouldn’t I.

Maybe after the weekend’s Rift beta.

Also, click on the flowchart to see it full size. Please. It’s not my intention to destroy your eyes.

To Rift!

P.S. I’m trying out the Riftstalker, the rogue tanking soul. Should be interesting. I may report back on what I find!

To All Of You Googling For Uncrittable 4.0.1

October 15, 2010 Leave a comment

You probably don’t want to see my ramblings on tanking. You probably just haven’t been keeping up with 4.0 developments and are now scrambling to find resources on how to become uncrittable. Here you go.

The only way to become uncrittable in PVE in 4.0.1 is to fully talent Bastion of Defense (warrior), Improved Blood Presence (death knight), Thick Hide (bear druid), or Sanctuary (paladin). The defense stat has been removed from the game, and resilience no longer reduces your chance to be crit. Read more…

Protection Warrior Leveling Specs

August 28, 2010 3 comments

One thing I’ve noticed a lot when talking to or just inspecting newer protection warriors is a lack of perspective on their talent trees. This is only to be expected, of course – no one goes into a new class with a complete understanding of how it ticks. The surprising thing is that, with exceptions, the people who did some research into their specs are among the worst off. They’ll read a guide that tells them for example that Improved Revenge and maxing Shield Specialization are optional, and that Toughness and Anticipation are mandatory; and though this is certainly true at level 80, a level 24 warrior specced into 5/5 Anticipation and 5/5 Toughness is making life a lot harder for himself than it needs to be.

A leveling spec is a work in progress, and what’s best for the spec at any given moment may not be what’s best for the spec in the long run. New levels bring changes to your abilities, talents, playstyle and gear, and your speccing priorities should change with them. It’s important to take into account not just what will be good at level 80, but also what’s good right now. Read more…

A Quick and Dirty Guide to Five-Man Tanking, for New Tanks

August 24, 2010 1 comment

The goal of this entry is to give you everything you need to know for base tanking competence and confidence on your first foray into a five-man dungeon, in an easily digestible format that preferably takes less than ten minutes to read. This may be too ambitious a goal. If you found parts of this guide unnecessary, or if you have trouble with something you think the guide should address, please drop me a comment so I can improve it.

The Basic Idea

As a tank, your two duties are to stay alive, and to keep enemies attacking you instead of your party. Staying alive is done mostly by your gear and your healer, but you can help out by only pulling a few enemies at a time. Keeping enemies attacking you is achieved mostly by doing damage to them. Read more…