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Minimum stats for Zul'Aman?
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Ailles



Joined: 14 Nov 2007
Posts: 67


Location: Atlanta, GA

PostPosted: Sat Feb 02, 2008 1:52 pm    Post subject: Minimum stats for Zul'Aman? Reply with quote

Suggested Composition

2 Well geared tanks, ideally different classes (Pally/Druid, Pally/Warrior, etc).
3 Healers (Ideally 1 Priest for Imp. Fort and Imp. DS)
3 Caster DPS (Warlock, Mage, Shadow Priest, or feel free to toss in a Moonkin and an Elemental Shaman instead)
2 Physical DPS (Hunter, rogue, enhancement shaman, DPS Warrior or any combination thereof)

The DPS part isn’t as crucial. You can mix and match however you like. Zul’Jin has a phase where you have to have some physical damage going in there and when you read about it, you will understand why (phase 3). Bring 3 healers. I seriously recommend bringing 3 healers. You can disregard everything else on this page if you want, but please listen to me when I say to bring 3 healers.







Tanks

Note: I shouldn’t have to mention it, but as a tank you should be uncrushable and uncrittable at this point.

Warrior

Health: ~17000
Block/Parry/Dodge: A very high number combined. Hoping to find a Warrior to give me an exact figure.

Paladin

Health: ~17000
Mana: ~5000+
Block/Parry/Dodge: ~100% combined
Spell damage: 200+

Druid

Health: ~17000
Dodge: ~40%
Armor: ~30000+
Healers

Note: The combined healing output of your healers should be approximately 5000. For example, you could have a Paladin with 1500, a Priest with 1800, and a Druid with 1500. But don’t go too far in the wrong direction. I strongly suggest bringing in 3 healers.

Holy Priest

Health: ~8500+
Mana: ~9500+
+Healing: ~1600
MP5: ~140 while casting

Resto Druid

Health: ~8500
Mana: ~9500
+Healing: ~1600
MP5: ~140 while casting

Holy Paladin

Health: ~8500
Mana: ~9500+
+Healing: ~1600 (Flash of Light spam)
MP5: ~140 while casting
Spell crit: 20%+

Resto Shaman

Health: ~9000
Mana: ~8500
+Healing: ~1600 (Rank 2 or Rank 5 Chain Heals)
MP5: ~150 while casting (Achievable with recent Water Shield improvements)



DPS Classes


Rogues

Health: ~9000+
Attack Power: 1800
Hit: 9%+
Crit: 25%+

Shaman

Elemental

Heath: ~9000
Mana: ~8000
Spell damage: ~850+
MP5: ~130 while casting

Enhancement

Health: ~9000+
Mana: ~6000
Attack Power: 1600
Hit: 9%
Crit: 16%

Mage

Health: ~8000+
Mana: 9000
Spell damage: 900+
Crit: 30%

Warlock

Affliction
Health: 10000+
Mana: 8500+
Spell damage: +900

Destruction

See above. Warlocks, comment if it should be different.
Hunters

BM/MM

Health: ~9500+
Mana: 6500+
AP: 2200+
Hit: Capped
Crit: 20%+

Survival

Health: ~9500+
Mana: 6500 mana
AP: 2200+
Hit: Capped
Crit: 40%
Agility: 950+

Druid

Moonkin

Health: 9000+
Mana: 9000
Crit: 18%
MP5: 120 MP5
Spell damage: 900

Shadow Priest

Health: 9500
Mana: 8500
Spell damage: 900

Warrior

Health: ~9500
Attack power: Some ridiculous number
Crit: 40%



This is all posted from the website of
http://www.worldofmatticus.com/20...ss-stat-requirements-for-zulaman/

Just thought to bring it here for a easy look up.


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Sigmundr
Council Dragon


Joined: 06 Jul 2007
Posts: 89


Location: Texas

PostPosted: Sat Feb 02, 2008 2:56 pm    Post subject: Reply with quote

I believe the website states that these are NON-buffed stats.

I hope the spell crit for the pally is for holy spells.  My average is 15%+ but my holy is 20%+.

Sigmundr
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Ailles



Joined: 14 Nov 2007
Posts: 67


Location: Atlanta, GA

PostPosted: Sat Feb 02, 2008 2:58 pm    Post subject: Reply with quote

Yes, I believe it is UN-buffed. Smile
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Milric
Council Dragon


Joined: 28 Nov 2007
Posts: 33



PostPosted: Sat Feb 02, 2008 3:06 pm    Post subject: Reply with quote

From that website (emphasis added):

Remember, I’m only a Priest and a Shaman. I don’t know the other classes as well. Any corrections and suggestions will be valued. All figures are after any kind of raid buffs or consumables and should be used as a guideline rather than a rule. These numbers are based off of observations and conversations with Guildmates and other colleagues who have made progress in ZA.
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Sigmundr
Council Dragon


Joined: 06 Jul 2007
Posts: 89


Location: Texas

PostPosted: Sat Feb 02, 2008 4:48 pm    Post subject: Reply with quote

I read that site about two weeks ago, and obviously had some reading comprehension problems. Wink

Well, I've never been to ZA, but if those are buffed stats for the Holy Pally, I think they're low.

Anyone else have an idea what we should be shooting for?

Sig

p.s.  Thanks for posting this Ailles.  Helps us set gear goals for the future.
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Lang



Joined: 12 Nov 2007
Posts: 69



PostPosted: Sat Feb 02, 2008 5:20 pm    Post subject: :) Reply with quote

Ah, glad we've made it to ZA.

Lang


Last edited by Lang on Sat Feb 02, 2008 9:10 pm; edited 4 times in total
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Ailles



Joined: 14 Nov 2007
Posts: 67


Location: Atlanta, GA

PostPosted: Sat Feb 02, 2008 5:30 pm    Post subject: Reply with quote

As for me, I can get to 17k health.. WITH buffs, don't know about without. That will be the trouble.
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Milric
Council Dragon


Joined: 28 Nov 2007
Posts: 33



PostPosted: Sat Feb 02, 2008 6:41 pm    Post subject: Reply with quote

But consider, the formula for %mitigation from armor against a level 73 is:

(Armor / (Armor + 11960)) * 100 : capped at 75%

So, against a level 73 boss opponent:

28K armor yields 70.1% mitigation or 29.9% damage taken.
30K armor yields 71.5% mitigation or 28.5% damage taken.

To yield identical %hp/sec damage characteristics, the 28K armored tank would need 1 / .285 * .299 = (1.049) times the hitpoints as the 30K armored druid (a little less than 5% more).  So, assuming all other factors are equal, a 30K armored druid with 17000 hps would have identical %hp/sec lost to a melee boss as a 28K armored druid with 17850 hps.  While healers would have to heal the 28K druid a bit more, the difference is well within the noise of my heal % crit rating.

And this gets back to my point.  While people love to compare themselves in love quizes, IQ tests, heart rate and WoW character statistics the only metric I care about is 'did the mob die before we did.'  And if you really wanted to simulate that, you have to look at character performance which is an aggregate of the character statistics with a huge chunk of how well the player plays the character AND how well the raid performs as a unit.  Those things are hard to quantify.

By several of these metrics CoD should not be downing Nalorakk.  But we are 3 kills for 3 trips with the last trip being a one shot.

It also strikes me as odd that they spend a lot of time on that site discussing what it takes to get the tanks to be uncrushable but:
1) NALORAKK cannot land crushing blows.
2) HALAZZI cannot land crushing blows.
3) AKIL'ZON can land crushing blows, but melees plate for 2.5K.
4) JAN'ALAI can land crushing blows, but like Akil'Zon, his melee damage is quite small.

So... why all the concern for uncrushability in ZA for the early bosses?  Granted, uncrushability is a great thing in general for a tank, but it is not particularly applicable to the early part of ZA.
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Lang



Joined: 12 Nov 2007
Posts: 69



PostPosted: Sat Feb 02, 2008 6:50 pm    Post subject: Hmm Reply with quote

Hmm...  I finally noticed that, according to Milric, the figure was 17k buffed... I shouldn't read these things while waiting for the BG to begin, so I can take more time to digest the whole thread.

Smile
Lang


Last edited by Lang on Sat Feb 02, 2008 9:08 pm; edited 3 times in total
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Ailles



Joined: 14 Nov 2007
Posts: 67


Location: Atlanta, GA

PostPosted: Sat Feb 02, 2008 6:54 pm    Post subject: Reply with quote

Milric wrote:
So... why all the concern for uncrushability in ZA for the early bosses?  Granted, uncrushability is a great thing in general for a tank, but it is not particularly applicable to the early part of ZA.



I believe what they really mean is Uncrittable. Just like with Nightbane, Crushing Blows, in order to stop that you would need a higher defense, correct?


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