and sum tacks i found
Abilities:
5 Adds ("Channelers") keep Magtheridon banished. At first only these have to be fought. With every dead Channeler, the remaining ones become stronger.
2 minutes into the fight, Magtheridon come active.
3 minutes into the fight, Magtheridon casts his first blast wave that has to be "interrupted" by clicking the 5 cubes that are spread around the room simultaneously. This has to be repeated every minute until he's dead. Everyone clicking a cube receives a debuff that prevents him from clicking again for 90 seconds.
At 30% the roof caves in hitting everyone for 6000.
For the rest of the fight stones will drop from above randomly, hitting anyone close tho them (5yds) for 80k+.
Process:
Setup groups for maximum DPS (auras). 7 healers. 5 tanks, one tank and healer in each group. The best geared tanks and an additional healer in groups 4 & 5 to tank the last two adds. The MT in group 1. Keep the shadow priests in groups 4 & 5. 3 warlocks, one with the MT, the other two in groups 4 & 5.
#0 Set up positions and cube rotations
#1 Kill adds 1 by 1
#2 Tank and spank Magtheridon
#3 Click all 5 cubes at the same time
#4 Avoid cave-ins
PHASE I and TRANSITION TO PHASE II
DPS sticks together and kills adds 1 by 1. Fast. Within 3 minutes, all 5 Channelers have to be dead. Faster is better. Be however VERY carefull not to pull aggro, especially on the first two channelers, else they will heal and can't be killed in time. Ideally the last add dies 20 sec before the 1st blast wave.
Warlocks and free tanks hunt Infernals to CC them.
To get immediate aggro the MT stands right under Magtheridon when he comes active and starts hitting him. Nobody else should be in melee range (healers watch out). The MT pulls matheridon to the door and tanks him there. Mind to turn him a bit away from the first cube so it can safely be clicked without geting cleaved.
With every dead Channeler the remaining ones become stronger. Therefore this Healing / Tanking pattern:
Channeler Add #1
--> 1 healer at start
--> when down, healer moves to help on #3
--> when down, tank gets in position for Magtheridon
--> lots of interrupting please
Channeler Add #2
--> 1 healer at start
--> when down, healer moves to help on #3
--> when down, tank help controlling infernals
--> lots of interrupting please
Channeler Add #3
--> 1 healer at start
--> when down, all 3 healers move to heal Main Tank on Magtheridon
--> when down, tank help controlling infernals
--> lots of interrupting please
Channeler Add #4
--> 2 healers at start
--> 1 warrior + 1 rogue/shaman to interrupt
--> when down, 2 healers move to heal Main Tank on Magtheridon, 1 healer moves to help on #5
--> when down, tank help controlling infernals
--> lots of interrupting please
Channeler Add #5
--> 2 healers at start
--> 1 warrior + 1 rogue/shaman to interrupt
--> when down, healers move to heal Main Tank on Magtheridon
--> when down, all tanks but the MT (from #1) join DPS
--> lots of interrupting please
The Adds must not be allowed to heal, else they cant be killed fast enough. So make sure you have enough interruptors (shaman, rogue, warrior). Curse of Tongues helps.
Prayer of Mending is a very good spell to heal Tank + Priest as it can bouce between them frequently while the DPS is still on another target.
PHASE II
Click cubes simultaneously every 1 minute. A rotation is required for this. Assign 2 players in each group to alternate clicking. Keep 1 player for backup in each group. Healers should not be clickers.
Tank and spank.
Heal like crazy. Mana is no issue. Bring 1-2 Shadow priests to be safe. Magtheridon hits quite hard, but can be easily healed by 4 healers. The remaining 3-4 add safety thats WILL be needed after earthquakes, for crushing blows/crits and for the cave-in at 30%. So make sure none of them is slacking.
Every minute or so there is a small earthquake that throws everyone around and prevents any channelled casting. For the cuble clickers its important to be in positions before the quake and to keep their backs to the wall, in order to mitigate the roaming caused by the quake.
Hold DPS at 31%, wait for the next blast wave, cick your cubes and once its over heal everyone back up fast (if needed), then nuke Mag fast below 30 to trigger the cave-in and be able to heal before the next blast wave. At this point the MT is very vulnerable, so pay close attention to him.
PHASE III
Keep the MT alive after the big cave-in
Watch your space and avoid all cave-ins (visual warning before it starts), they do 80k dmg and will kill you.
Tank and spank some more.
Click cubes some more.
NOTES:
The fight lasts for approximatley 14 minutes. As a measure for good DPS, try to get the 5 adds down within 2min 30sec.