I'm going to post my notes here since my guild did pretty much the opposite of this strat and left healers till last. It seems backwards and it sure doesn't make a ton of sense but it worked for us. Basically our attempts to dps the healers didn't seem to work nearly as well. It made the fight a bit longer but it felt a lot more under control.
Our kill order was:
Rogue, shadow priest, warlock, hunter, boomkin, death knight, resto shaman, resto druid, holy paladin, pets, warrior.
We killed the rogue first since he seemed to be the most lethal. With all the dps on him, he was locked down pretty quickly. The shadow priest second to get rid of some dispels and lighten the need for our own dispels. Warlock third to lighten the need for our own dispels again. With a lot of the burst dps and dots out of the way, the fight was essentially over.
Notes on what specific people in my group did:
- Myself, prot war - I assigned myself to take care of the holy paladin. Between heroic throw, shield bash, concussive blow and shockwave... the most the paladin ever got off was the occasional flash of light.
- DK tank - Assigned to the resto shaman, killed lots of totems and interrupted healing waves.
- Resto/Feral PvP Druid (she's normally just feral, offspecs are useful) - Kited and locked down the warrior with cyclone, stuns, roots, etc. She was so excited to use some of her pvp skills hah. Called out the names of anyone near the warrior and when he was bladestorming.
- Priest, specced disc - MASS DISPEL SPAM. Pretty much constantly. Had 202 dispels on our kill. I don't think he really healed at all till late in the fight.
- Resto druid - lots of decurses and cyclones on the hunter typically.
- We have no combat rogues, so no dirty FoK interrupts (I wish we had this, it would have made things easier)... people need to really lock down their targets.
- Fear bomb any time adds clump up so that CC can be reapplied.
- Death gripping healers out of range is both hilarious and awesome.
- Dispels are a higher priority than pretty much everything in my opinion. (This includes killing totems, sort of).
- Do not stand on the left side where they jump down on the pull... it hurts. A lot.
- Experiment and find what works for your group comp. This fight is very dynamic.
Random amusing numbers:
Dispels: Around 350, 202 done by a disc priest with mass dispel.
Interrupts: About 100, 36 by the DK on the shaman. 28 by me on the holy priest (I wonder if stuns count as interrupts).
CC's broken: About 10, this is solid... needs to be as low as possible (Sadly I had the most at 2).