Wednesday, April 18, 2012

Kara raid stats

Hi all

I have searched through the last 9 pages of the raids forum but not found quite what I was after - there were something but not quite.

I am trying to put together a raid group for Kara, we have lots of people who want to raid but a lot of them just dont have the gear that I think possible.

What are your guilds guidlines for gear stats for a group that can clear kara?

I am thinking along the lines of

Holy Priests - 1000 heal, 100mp5, 8000mana

Druid,Pally,Shammy - 900 heal 8000mana

MT - 11000HP (not sure about def,block,dodge etc.. can you help? )

OT - 11000HP ( same )

Mage - 700 Spell Damage - 20% crit?

Shadow Priest - 700 spell Damage?

Warlock - 800 Spell damage?

Rogue - 7500HP - AP? whats good

Hunter - AP and Crit? No idea?

Hope you experienced guys and gals can help out here

Thanks|||The minimum for a Warlock in Kara is something around +800 dam, 7k mana and 7k health - may change a bit on spec - destro needs crit the others don't. I would say that +1000 dam and 8k health is preferable, though

GM12 - See my Warlock Raiding Guide|||Quote:




The minimum for a Warlock in Kara is something around +800 dam, 7k mana and 7k health - may change a bit on spec - destro needs crit the others don't. I would say that +1000 dam and 8k health is preferable, though




I think he's refering to a group of which none have been in kara...or...very much. +1k damage isn't very doable without kara gear or equal PvP items.

As for the rest you posted...those numbers should get you in the door...though the tanks should have more HP than that....Maybe you mean unbuffed. As far as HP/MANA levels - I think the rule of thumb is 15k. The sum of HP and mana needs to bee in the 15k dept...hopefully they've geared themselves in a fashion that suits their talent spec and playstyle best.

I have no clue on the melee...though I think 350-400 def & 15-18k armor for tanks/druid tanks is standard.

The exact numbers are not as important as how much you read up on the available boss strats, and ability of the group to listen and work together.|||Rogue...

~7000hp, 1350 or so AP, 150 +hit. You can fudge these numbers a bit - 6900hp, 1325ap and 140 hit would be OK. Those numbers are very doable with gear from just regular 5 mans runs, quest rewards and the right gems and enchants.|||healers would be a bit better of with 1200+ heal bonus and touching 10k mana.

and your tank/off tank would be ok with 11k hp but better off over 12k and they need a min of 490 def and some where around 20% block and dodge with 18% parry, these are only rough guides on the dodge and block as a lot of tanks go for hp over block and dodge when they hit 490 in def skill.

also for locks i find if they have 10-12k hp they seem to go for ever with out worrying the healers in the group as they life tap to get mana back and then life drain to top the life back up.

and your hunters if mm would really want to have around 1800-2k attack power and 20% + crit.

also try to get your mana users up to around 8k - 10k mana as some boss fights last for ages and if they only have 5 or 6k mana they will go oom so fast|||I found this list somewhere, and I think it is probably the best for a group on the first attempt into kara:

------------ Druid ------------

* Balance

7,000 health

8,500 mana

550 +spell damage

6% +hit

15% +crit

* Feral (bear)

415 defense and Survival of the Fittest talent

20,000 armor

12,000 health

20% dodge

1,000 attack power

20% crit

* Feral (cat)

2,000 attack power

23% +crit

6,500 health

* Restoration

900 +healing

90 mp5 while casting

6,000 health

7,500 mana

------------ Hunter ------------

7,500 health

200 intellect

1,800 attack power (including Trueshot Aura if applicable)

5% +hit

18% +crit

------------ Mage ------------

6,000 health

8,500 mana

550 +damage

6% +hit

15% +crit

------------ Paladin ------------

* Tank

9,500 armor

450 defense

9,000 health

* Healing

6,500 health

900 +healing

80 mp5 while casting

8,000 mana

------------ Priest ------------

* Healing

1,250 +healing

100 mp5 while casting

5,000 health

7,500 mana

* Shadow

6,000 health

8,500 mana

550 +damage

6% +hit

------------ Rogue ------------

7,000 health

1,100 attack power

8% +hit

24% +crit

Pair of 71 DPS weapons

------------ Shaman ------------

* Elemental

7,500 health

8,500 mana

550 +damage

250 +crit rating

* Enhancement

7,500 health

7,000 mana

1,100 attack power

18% +crit

* Restoration

7,500 health

9,500 mana

1,100 +healing

90 mp5 while casting

------------ Warlock ------------

500+damage (600)

5% +hit

12% +crit

350 stamina (over 8k health)

350 intellect

------------ Warrior -----------------

* Tank

490 defense

11,000 health

11,000 armor

Fury warrior unbuffed in battle

9k health

1300 AP

10% hit

23% crit

Arms warrior unbuffed in battle

9k health

1400 AP

27% crit

3% hit|||Ah yes... Good list. I'd push the AP on the rogue up a bit as 1100 is very low - you can get above 1200 very easily. 1250ish would be my minimum as it's pretty easy to do with most gear using gems and enchants. And, yeah, I said 1350 above... but that's a little ambitious.

BTW, crit for a rogue is affected by spec. Both Combat Fist and Dagger specializations add up to 5% crit. For those, 24% or so is good. For other weapon specializations I'd say 19-20% is fine.|||Thanks a lot for all of your input - that is a great help

Tidd|||Quote:








I found this list somewhere, and I think it is probably the best for a group on the first attempt into kara:

------------ Druid ------------

* Balance

7,000 health

8,500 mana

550 +spell damage

6% +hit

15% +crit

* Feral (bear)

415 defense and Survival of the Fittest talent

20,000 armor

12,000 health

20% dodge

1,000 attack power

20% crit

* Feral (cat)

2,000 attack power

23% +crit

6,500 health

* Restoration

900 +healing

90 mp5 while casting

6,000 health

7,500 mana

------------ Hunter ------------

7,500 health

200 intellect

1,800 attack power (including Trueshot Aura if applicable)

5% +hit

18% +crit

------------ Mage ------------

6,000 health

8,500 mana

550 +damage

6% +hit

15% +crit

------------ Paladin ------------

* Tank

9,500 armor

450 defense

9,000 health

* Healing

6,500 health

900 +healing

80 mp5 while casting

8,000 mana

------------ Priest ------------

* Healing

1,250 +healing

100 mp5 while casting

5,000 health

7,500 mana

* Shadow

6,000 health

8,500 mana

550 +damage

6% +hit

------------ Rogue ------------

7,000 health

1,100 attack power

8% +hit

24% +crit

Pair of 71 DPS weapons

------------ Shaman ------------

* Elemental

7,500 health

8,500 mana

550 +damage

250 +crit rating

* Enhancement

7,500 health

7,000 mana

1,100 attack power

18% +crit

* Restoration

7,500 health

9,500 mana

1,100 +healing

90 mp5 while casting

------------ Warlock ------------

500+damage (600)

5% +hit

12% +crit

350 stamina (over 8k health)

350 intellect

------------ Warrior -----------------

* Tank

490 defense

11,000 health

11,000 armor

Fury warrior unbuffed in battle

9k health

1300 AP

10% hit

23% crit

Arms warrior unbuffed in battle

9k health

1400 AP

27% crit

3% hit




That was the list I have seen, source is http://community.livejournal.com/wor...84.html#cutid1 not sure if linking is ok any longer on this forum? As rules seem to change every week on all forums. If not please delete link and I apologise in advance for that.|||This is actually a great list of base stats. The only thing I would like to comment on is the minimum requirement of attack power for Hunters. Expecting all hunters to come in with 1800 AP is not right. As I have seen with other stats how much AP a hunter should have depends on their spec.

A survival hunter should have a minimal AP of 1500.

A Beast Mastery hunter should have a minimal AP of 1600

A Marksman hunter should have a minimal AP of 1800

The reason for the difference is because of spec. The survival hunter and the BM hunter have things in their talent points that give them extra damage that does not necessarily come from their ranged attack, for example a BM hunter pet does more damage than a MM or Survival hunter's pet so therefore a BM hunter doesn't need the extra 2000 attack power that a Marksman hunter needs. But the big reason a MM hunter needs that 1800 attack power is because their damage comes from their ranged shots.

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