The Lurker Below
This fight is probably the easiest fight in the instance. The boss is spawned by fishing at the "Strange Pool" in the instance. It can take anywhere from 10 seconds to 20 minutes for him to spawn. It all depends on how many people you have fishing.
The raid set up is quite flexible, you need 2 tanks, 6-7 healers, and dps.
Lurkers abilities are as follows:
He will target a random player and shoot a bolt of water towards him, hitting him for 3238-3762 Frost damage and knocking back him and everyone in a 10 yards radius for about 10-15 yards and into the water.
About every 45-50 seconds after he has spawned, or after an emerging Spout(after Phase 2) he will start spouting out a jet of water in a clockwise or counterclockwise direction, starting from his current target. He will do it for a full rotation of 360 degrees and will then stop. It will instantly kill anyone who gets in its way, except maybe the tanks. It also knocks you back VERY far away, sometimes over 100-300 yards. Mages can Blink and Iceblock through it and paladins can use Divine Shield.
He will use this ability every 5-8 seconds after a Geyser, after every Spout and very often when he re-emerges (explained later). It will hit anyone in melee range for 4375-5625 physical damage and knock them back a short distance of 5-10 yards. If you stand on the innermost part of the platform you'll land back on the platform instead of in the water.
Not so much as a boss ability as an enviromental detail. If you spend a few seconds in any part of the water in Coilfang Reservoir you'll get a swarm of fish called Coilfang Frenzies on you. They hit for about 150-200 each on plate and the longer you're in the water the more of them come. Killing them is futile as more and more keep comming, so just stay in the water as little as you can and get back on the platform as fast as possible.
Some guilds prefer to kill Lurker with the fish god only knows why. If you clear all the platforms around lurker I believe there are 7 all the fish will die and there will be "Scalding water" which ticks for like 400dmg. I think its much easier with the hot water.
The Lurker Below always spawns within the circular platform, as shown on the diagram, and throughout the fight will either be in that position, or submerged. He never emerges into the main area of water.
Image from Bosskillers World of Warcraft Bosses, Guides, Movie Reviews and Guild Kills
The groups are spread around the platform, with the tank being alone and in front of the pillar so that he may get back quickly when knocked back. It doesn't really matter where the OT is as long as he doesn't eat the whirl with the MT. The tank switching is kinda like Ragnaros here. When one tank gets knocked back the other one moves in, taunts, and takes over.
The platform can get kind of crowded so if you can CC fast you can put your ranged dps groups onto their respective platforms for the add's and they can dps lurker from there as well.
About 45 seconds after he spawns he will use his Spout ability, everyone but the tanks should jump into the water a few seconds before he casts it. Tanks need to be fast and get out during the cast timer, if both tanks leave too early he will start casting Geyser and hit the raid. When you get back onto the platform make sure you are not in melee range of lurker, wait a second before running in to make sure the tank has agro. Alot of times he will one hit a rogue for standing to close before he retargets the tank.
About 15 seconds after the first spout he will submerge and phase 2 will begin spawning.
In phase 2, 9 adds will spawn 6 Coilfang Ambushers (2 on each platform) and 3 coilfang guardians. What we do for this is assign one CC to each platform, they cc one add and kill the other. The 3 guardians are picked up by our tanks and clumped up for rogues to aoe.
The Dps groups on the platform should consist of 1 healer, preferably a pally because they can tank the mobs no problem, and 3-4 dps. The melee dps should stay on the center platform and kill the guardians that are being tanked. By the time lurker emerges all the adds should be dead.
Lurker is submerged for a total of 60 seconds.
He will spout as soon as re-emerges out of the water. A few seconds before comes back everyone should get in the water and wait for this spout to end. Once it does everyone back onto the platform.
After he's done with the Spout he'll Whirl again, and the fight continues like in Phase 1.
That in its self is the entire fight it is not very complicated it is the VR of SSC.