Naxx

This may sound early, but I figure scheduling and personnel will be as much (or more) of an issue as actually getting the TN crew to 80.

So, with that in mind, here are some random tidbits of information for us to keep in mind:

gear: (relevant bits in bold)

Per wowwiki, the 10-man Naxx requires:

   * Raid composition – three of the wings can be completed with 2 healers, 2 tanks, and 6 DPS, although a common setup (and one better suited for beginning Naxxramas) is <b>2 tanks, 3 healers, and 5 DPS</b>.    * General gear check – level 80 rares and/or epics from crafting or heroic dungeons.    * Tanks: A good start is to have <b>540 Defense, 22,000 HP, and 21k Armor rating</b>.    * DPS: Ideally each DPS should have at least <b>1.5k DPS, 2.5k AP or 1350 Spell Power</b>. Also a hit rating near 7.5% is also desirable.    * Healers: Shoot for 1500 bonus heal (now equivalent to approximately <b>900 spell power) and 160 MP5<b/>

Basically, a decent dose of whoopass. It won't be necessary for us to be fully epicced out, as Naxx10 only drops ilevel200 items anyway. A few passes of some heroics will probably do the job, though geared tanks might be tricky - the 540 defense (actually 535 I believe, for naxx10) is -not- optional.

The good news is it will happen quickly through heroics and level 80 regular dungeons, quicklier once we get a tank with the appropriate defense to force our way through.

The fights are weird and all over the place in Naxx - if you haven't been before, don't be surprised if the situation dictates some oddball tactics. At least a handful of us ought to be able and ready to switch specs between fights - the more the better.

Swapping in some heavy hitters will make it easier, but I'd just as soon not - as non-easy mode will be better practice for the thousand deaths of ulduar and icecrown citadel.