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Posts Tagged ‘meta gems’

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.

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A Little Link Love: Mo’ Content, Mo’ Problems

December 12, 2010 Leave a comment

Recently, my WoW time has been occupied with… actually playing WoW! So instead of writing a marginally insightful post cribbed from assorted influences, I’ll throw you the influences and let you sort it out.

First up we have an old old old favorite of mine by Reversion of Looking For More: Profiling Tanking and Healing: the ‘Shape’ of the Fight. I’ve been meaning to bring this excellent post up for ages, but Reversion covers it so well that I honestly don’t know what to say on the subject. It deals with the effect that kill orders, CC and doing a pull right has on multitarget fights, which makes it particularly apropos now that we’re in the expansion’s 5-man phase. Go read it! It has pretty graphs.

Speaking of the 5-mans, Pwnwear has two very useful compilations: first, how to find them, and then how to beat them. I personally am keeping to my “Go into every (normal mode) instance fresh and have fun wiping while learning the mechanics” method of instancing, but I know not everyone is crazy. By the way, Death Knights, if you’re not following Pwnwear you definitely should be.

Now, on to the theorycrafting! Rhidach has laid out his preferred (paladin) tanking enchants for the expansion at Righteous Defense. Because paladins can reasonably block cap his priorities and preferences are a little different from mine and many of yours, but nonetheless it’s a solid starting point for any tank. On the warrior side, Lujanera is working out which meta gem we should use – +armor, or +block value? The math is ongoing on this one, so if you’re a mathy kind of person, come weigh in.

Finally, while you wait for me to finally get my act together and post up my pre-raid BiS list, check out Rhidach’s pre-Heroics gear list.