Here it is. This is the long anticipated list of the minimum stat requirements you need to do the early bosses of Zul’Aman successfully. Having stats like these should carry you through Bear boss with a little luck.
Guilds attempting to go through raiding should understand the principle of progression. When you’re going through it for the first time, you should have no blues and not need more than 1 or 2 items from Karazhan. You will have acquired all the badge gear that you need and you’ve done Gruul’s or Mag a few times so that you’ve developed some ingame smarts.
As always, this list is subject to change at any time and without notice with your help and feedback.
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.
In Zul’Aman, there is a certain threshold of stats you need in order to survive and be productive. If you can meet them unbuffed, then you’re fine. There’s a variety of consumables and buffs to configure your character to surpass the mark that you need. It doesn’t matter what buffs they are as long as they exceed it. But if you go in there raid buffed and you DO NOT match the stats you need, you will be ineffective.
Let’s use my Priest as an example. I strongly advise anything over 8500 health. I’ve got a Priest that’s 6500 without buffs. Raid buffs he would top out at about 8000 health. That’s not enough. You never know what kind of class make up you will have going in there. You may not have Kings. You may not have fort. Maybe you don’t have a certain flask or something. This isn’t a 25 man raid where you can expect to get every buff known to man. That’s why I created the list with raid buffs in mind.
Do not take Zul’Aman lightly. It drops loot that is on par with Tier 5. The difficulty is about the same as SSC and TK.
Updates and modifications at the bottom of the page
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.
If any player’s health is below 8000 after all buffs are cast, you may want to consider someone else instead.
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+ (Thanks Karthis, Argonaut)
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 (Tree druids move slow)
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
Note: Caster DPS should be hitcapped (Thanks Trollin’).
Rogues
Health: ~9000+
Attack Power: 1800
Hit: 200 rating+
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: 27%
Mage
Health: ~9000+
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
Fury Warrior
Health: ~9500+
Attack power: 1800+
Crit: 40% (That too much to ask?)
Retribution Paladins
Health: 9000+
Mana: 7000+
Crit: 26%
AP: 1700
There you have it folks! Those’re are my suggested stats to get into Zul’Aman. Use it as a guide as opposed to a rule. I’m expecting a flood of comments saying that I went too high here or too low there. Keep it coming! Any updates to this, I will post on the bottom.
Updates:
12/01: Lowered +hit requirements for melee. Equalized mana regen among healers. Lowered health requirements among melee. Equalized tank health. Thanks Mera!
15/01: Added armor figures for Druids (Thanks Karthis). Raised mana pool and healing for Paladins slightly (Thanks Arduanne).
16/01: Split up the Hunters into three different specs. Posted one for survival. MM and BM I’m unsure of, so I’m using existing numbers. Hoping another Hunter can confirm.
14/03: Added fury warriors, Ret Paladins, several stats adjusted for hunters, shamans, etc.


Trackbacks and Pingbacks
[...] Este artÃÂculo es una traducción (incompleta y con comentarios propios) de Minimum Class Stat Requirements for Zul’Aman de World of Matticus. Etiquetas: Bandas, Theorycrafting, [...]
124 Comments
I’m assuming that Matticus!’s intention when creating this Forum was not to have every player that’s been through ZA or the pertaining to tell us all your awesome stats. These are MINIMUMS. If you do not believe that Matticus! has them figured correctly, I’m sure he’d appreciate some advice/input. Ya can’t knock the guy for not knowing everything about all 9 classes and their 3 widely varrying tallent trees. I’d like to say TY Matticus! for your contribution.
That being said, there seems to be a lot of banter about a few things I’d like to put 2 cents on.
Locks: As destro, your +hit rating is your most important stat you can gather. Your cap is +202 (correct me if I’m wrong here) and this will be a very hard number to reach before ZA, but many have done it before. This is why most locks stay Affliction in Kara and work towards the lofty but necessary hit rating required. Resists will kill your DPS and mana pool causing you to life tap more often and puts you in position of easily being wipped by an AOE effect. It will also strain the healers a little more (no biggie, that’s what they’re there for
I love me a healer!) You miss more, the fight goes on longer, you have to life tap more, the healers are in the position where they will need to heal you more…. ya dig? Get to the Hit Cap and work on perfecting your +Crit and +Spell Dmg afterwards. You will be amazed how much more damage you will do with +Hit. I can’t think of a class that needs +hit more than a Destro Lock to maintain solid DPS (rouges are about on the same parallel of dependency of +hit as well because their Hit Cap is also very high), and Destro Locks are viably the biggest powerhouses in 10-man content.
Enhancement Shamans: Your gearing as one-hundred times more to do with your ability to DPS than your stats. I just simply see too many enh shams with two fast daggers instead of TWO (that is “2″ the number and is similar to using the word “BOTH”) slow, hard-hitting weapons. Once you’ve got that very easy and basic know-how out of the way, I’d advise to aspire to reach the suggested stats above.
Matticus!:
I have a few suggestions for base, raid-buffed stat requirements for enhancement shamans, which are as follows:
-Mana: Since we are assuming these are raid-buffed stats, I would advise enh shamans to have no less that 7,000 mana to do any raid. If an enh. shaman is in the right grp and doing his/her job, they will use a lot of mana twisting WF totem (for rouges and warriors) in and out with thier agil totem every 9 seconds. Approximately half of the damage output from an enhancement shaman requires the use of mana, which will also deplete that mana pool right quick like. Now, throw in the fact that even enh shamans have to throw the occasional heal, 6,000 mana will usually fall short. Still, 7,000 mana goes fast, but it can easily be made up with your Shamanistic Rage. Were this not a raid-buffed stat, 6,00-6,250 might work out as a “base” suggestion. I’d say closer to 7,000 mana when ready to roll into a boss.
-Hit: 9% is really just to low for enh shamans. 9% is obtainable just from your tallent spec!! This is a MUST HAVE! I’d say, after some Kara and Badge gear and the correct tallent spec, the very minimum should be 12%. No less. This is very easy to obtain, shammies.
Hope this finds you all in good favor.
Best,
Striffe
The reason health is so high, from what I understand, is because of the AoE effects and adds in there.. like the dragonhawk boss, etc.
“BM/MM
Health: ~9500+
Mana: 6500+
AP: 2200+
Hit: Capped
Crit: 20%+”
That’s a bit too much, eh.
~9000 health average.
~6000-7000 mana.
~hit capped.
~crit 20%++.
However.
~AP: 1650-2100.
That’s more realistic.
And for Survival..
~agility 750+
Not sure where you pulled out 950.. probably your ass.
These are stats you should have for a T6 environment…
the BM hunter being at 2200 ap is kinda way way high for sure. most BM hunters i see have a max of like 1500ap. my MM hunter gets to about 2400ap with might and kings, but i dont think ive ever seen a BM hunter get beyond 2k
@ Jalis
im planning to respec to survival and im wondering how you achieve 1000 agility raid buffed….i did a little math and all i got was 850. Can i get any help?
As a shadow priest just entering kara i was at 101 hit rating and 901 shadowdamage self buffed my health is quite a bit lower than mentioned but with the numerous great stam gear in kara there is no reason to be below 1000 damage and hit capped by end of kara and you will have probably taken points out of shadow focus and put else where. This hit cap was mainly due to Belt of Blasting, Spellstrike Set and full Frozen Shadoweave set with a decent MH dagger and Oh whatever. So basically if your a shadow priest asking what is my hit cap you shouldn’t even think about ZA.
Thanks for the informative post, heaps of people claiming ” way too high ” or ” way too low ” but at the end of the day it’s meant as a guide only and will always be open to other peoples interpretations. I have no idea regarding other classes but as a holy pally with 1753 unbuffed it’s very much appreciated.
Level 70 tank in a mix of Karazhan purples and IoQ badge gear my passive avoidance is well over 60%. I was exactly 70% for a while before I moved some of my gear budget from avoidance into stamina for T5 raiding. And that while maintaining 18k health 10-man raid buffed, no consumables. Not hard at all if you gear right.
I have heard several people ask for kitty druid stats. Almost every1 you ask will laugh if you brought a dps druid in a ZA run. I have yet to find another druid that can dps worth a S**t. But i can pull 900 dps easy in 10 mans and have lead dps charts in ssc tk my kitty gear stats are: 3441 AP 40.62% crit 10700 hp 67 hit rating (which is very low) using mostly badge gear 2 piece t4 1 t5 item.
The proper way to dps as feral is to mangle once shred till a min of 4 points then rip always refresh mangle but never use it more then you have to mangle will grant 30% more dmg for shred and rip, only ferocious bite if mob will not live till rip would have been completed. the reason for using finishing move at 4 points is because if you crit on last that extra combo point is waisted and the amount of dmg lost from using 4 versus 5 points is neglegable good luck druids
Druidestine Frostmane
Resto druids have lowest +heal of all healing classes. Priests have 25%spirit=+heal, shamans 30%int=+heal and pallys 38,5%int=+heal from talents. Eq druid in same level of gear with pally will have ~200 lower +heal. because of that +heal requirements cant be 1600 for all healers. imo its ~1550 druid, ~1650 priest and shammy, 1700 pally.
When my Hunter was specced BM and we had ZA on farm, I had around 1600 AP unbuffed. I was always either #1 or #2 on DPS and damage dealt meters (when pet was included) and we were clearing the 4 animal bosses in under 30 minutes without taking shortcuts, so it’s not like we were having difficulty or taking a long time to down bosses.
I don’t remember how much HP I had when I first entered ZA, but I’m pretty sure it was somewhere between 8k and 9k and we didn’t have all that much trouble with the animal bosses. As long as the Hunter pays attention and avoid unnecessary damage (the hurricane/thunder storm), being in the 8k-9k area is enough for the animal bosses, but this is from the DPSer’s point of view (it might’ve been a bit stressful for the healers, but they didn’t really fuss over it at all).
You probably just made all that up, 40% crit for warriors, that made my day, stupid noob.
Ouch. Yeah, I totally pulled all of these numbers out of thin air.
As Moo-x said, druids dont need as much bonus healing as the other healers. I would however reccomend a lot more Mp5 while casting, closer to 200-250.
eee 40% critt haha no dont think so.
and 1800 ap is a bit high
i started go kara with 1700. if u check a bt geared fury warr dont have 40 % maybe 31%
Apart from the health, the min stats you list are more bt/hyjal stats for a bear tank.
40-42% dodge is likely excessive for starting ZA (my bear has 43 but yeh, 4 pc t6 etc). As buffed stats proberly about right, mebbe a bit high still. 30k armor sounds about right.
And kek, 65% buffed dodge in what gear? I’ve had a few people say “omgz my m8 haz liek 55% unbuff dodge in hiz gears ololool” *armory – 32%* etc. To get your dodge up that high is serious endgame gear, by that stage you probably dont need anything but sunwell. Dont get me wrong, oh shit trinkets get you up to 80%, but yeh.
And ‘omgz that much dodge, most R crushes!!’. Aye, but you’re only getting hit 30% of the time, so a 10k crush every n seconds is still less damage than taking another swath of non crushes. I’ve lasted ridiculous lengths of times without a heal with all my trinkets/idols activated. A bears shield wall :p.
Both Prot pallies and warriors should have AT LEAST 102.4% block/dodge/parry/miss (avoidance) with holyshield/shieldblock active. This is what makes you uncrushable.
As to the Mage guidlines:
Mage
Health: ~9000+
Mana: 9000
Spell damage: 900+
Crit: 30%
I presume that you mean talented crit in your chosen spell school. My fire mage has a base of 19.7% crit but in fire is 29.7%. He has one piece of crafted gear (spellstrike hood) and the ZA chest cape. Otherwise all his gear is either rep rewards, kara or heroic. Gems are blues. He is hit capped and has most of the desirable enchants. His unbuffed stats are:
Health: 7500+
Mana: 8800+
Spell damage (when hit capped) 956
Crit (with Molten armor) 19.7%
HIs buffed heath and mana generally exceed your minimums and I usually raid with Sup wiz oil, spell food, and elixirs. I use the scryers blood gem to hit cap so I have at least one blue.
I have no problem with your basic numbers, but want to point out that because they are buffed values they are pretty easily reached without badge gear provided you gem and enchant wisely.
Hey man
Like the guide, its great. I just had a little problem with the hunters though.
I have a BM hunter in kara/badge gear with 26% crit, 1850 AP, and 142 hit (capped) that can pull of over 1k dps easily with raid buffs and flasks. So in order to help you out, I’ll put down what I believe to be the minimum stats you [should] have for ZA for hunters so you could be able to replace what you have written.
BM-
1800 AP
24% crit (at least)
As BM (and for any hunter for that matter) you should be hit capped, it really is your primary stat to aim for if you don’t have it capped yet.
MM-
2100+ AP
24% crit (not sure on that)
Hit capped
SV-
1800-1900 AP (not sure either, never gone SV)
30% crit (at least)
850+ Agility, this is crucial, and its probably not even a good idea to take an SV hunter over another dps since you won’t get a good amount of added raid dps due to only a few physical dpsers in ZA. (SV hunter don’t flame me xD)
As for health and mana I don’t see how a hunter with those kind of stats cannot have at least 9k health and 6.5k mana minimum.
Hope this info kinda helps, anyone else feel free to comment and fix the MM or SV section, but I think the BM stats are dead on =)
For BM hunter my unbuffed specs (does include AoH):
9868 health
7153 mana
1889 AP
122 hit (will reach about 130 or so when I gem the new legs)
26.48% crit
Raid buffed I hit about:
11k health
7500 mana
2100 to about 2200+ AP depending on buffs
and about 30% crit (35% if I can get leader of the pack).
The gear is a mix of PVP, T4/Kara, T5 (gloves), rep gear and Trollbane from ZA.
I’m still working on the T5 helm and badge ring to round out some of the numbers. I do have all of the good enchants, but some of my gems could be better. I believe this is realistic gear to have post Kara (not the T5 gloves, but the badge gloves are slightly better stats albeit without the chance for a set bonus).
You won’t have all of the badge gear by the time you get the Kara/Gruuls/Mags gear but keep running it and heroics for those badges.
Armory here:
http://www.wowarmory.com/character-sheet.xml?r=Sentinels&n=Asesinonoche
Great guide Matticus. You put in your own knowledge/experience where you could and left the door open for constructive criticism to help round out what numbers are possible for the other classes. Too bad some rude Trolls found their way here.
Pally tanks need about 5.5k mana, 1600 health, 102.4% dodge/parry/block, 510 def. And you’re going to REALLY want more than 200+ spell damage… bump up the min to 250.
Also, for every tank, dodge is the most desirable avoidance to work on, as it mitigates the most damage.
fury wars…33% crit is always the standard but idk full kara 35 or so% would probably be possible, 40% is very high still, and as much hit as possible is nice (though don’t gem it..yellow cap is enough but more is always good)
also read people it says buffed stats……
so 11k health is easy..my fury war has 2 kara epics and the rest high 60s greens/blues (i just dinged) and i hit 11k fully buffed.
and 28% crit fully buffed in the same gear.
these numbers do look like T6, whoever said that
very sorry but I am holy pally that has main healed Kara several times and I can’t see anyway to get my + heals up to your specifications
as for skill I healed a tank through 30 mins of the new boss in Kara
I have been holy spec for over a year now and have all my kara gear except for mace off of prince any idea where I should go to ??