Here is the 2nd boss of the fight.  The boss placement and kiting will be similar to grobb  but much slower in kiting him. 

Here is what the boss does
Boss Skills:
1.Scorch:  Fires a jet of flame, burning all enemies in front of the caster within 30 yards, dealing 2357 to 2643 Fire damage every half-second for 3 sec. Additionally, the ground is scorched by this effect causing it to catch on fire, dealing 3299 to 3701 Fire damage every second to all enemies within 13 yards. Iron Constructs within this radius will begin to heat up, eventually becoming molten. 

2.Flame Jets: Stomps the ground causing geysers of flame to erupt under all enemies. These geysers deal 5655 to 6345 Fire damage, knocking the targets into the air and interrupting any spells being cast for 8 sec. In addition, the targets take 1000 Fire damage per second for 8 sec. 

3.Slag Pot:Charges and grabs a random enemy target, tossing them into the caster's slag pot. The target is unable to attack the caster and takes 3500 Fire damage every second for 10 sec. If the target survives, they are imbued with the magical slag, increasing their haste by 150% until canceled. 

4.Activate Construct - ? HP:For every second that a construct is in a Scorch area it gains a stacking speed buff. At 20 stacks it will turn Molten. When Molten it will gain extra haste and deal 2357 to 2643 Fire damage to enemies within 7 yards. Running the construct into water while Molten will turn it Brittle, stunning it, increasing its chance to be critically hit, and causing it to shatter if hit for more than 5000 damage in one attack. 

5.Strength of the Creator:Increases damage done by 20%. One stack of this buff is applied each time an Iron Construct is summoned, and one stack is removed each time a Brittle Iron Construct is shattered.

Strategy:
Tank:
This boss is mostly tank and spank with a couple twists here and there.  The room is basically a spacious hall with constructs standing on the side (inactive at the encounter and slowly coming to life one by one).  The tank will position him away from the raid at all times.  Imagine grob in Naxx.  It will require similar position of the boss, the tank, melee dps, and raid.  Similar to grob's slime spray which spawns a slime whoever is in his frontal cone, this boss has the skill: Scorch.  Does fire dmg in a frontal cone  but leaves a 13 yard radius patch on the ground, the graphics for this molten patch is the same as Charred earth from nightbane in Kara.  Every time boss drops the patch, tank will move the boss where melee dps is safe from the molten patch while facing him away from the raid at all times.

Off tank:
I do not know the time interval between each adds that spawn. when adds spawn the off tank needs to tank em and kite em as much as possible.  I do not know if frost trap or earth bind totem will slow them down, but its not about about kiting the adds till boss is down. im hoping that slow effects will work on the constructs to minimize the off tank taking dmg For every add that is up, the boss gets a 20% dmg increase and can be deadly after 4 adds.  If we need to finish off the adds to reset his buff stacks, then the off tank needs to simply do the following:
1) Kite the addsinside the molten core till they have 20 stacks of their molten buff (off tank will be hit for alot  need to use cooldowns when necessary but not right off the bat)
2) bring them to the water located in the side of the middle of the room
3) once in water, it will turn then brittle, stunning them for 20 secs and increasing critical chance to hit by 50%.
4) a single hit of 5000 dmg will shatter them.  This means that it is possible that 1 person who does 5000dmg to the construct in a single hit can shatter them. the raid can beat on this thing forever as long as one person does not do over 5000dmg in a single hit.  
rinse and repeat until boss is down.

Casters and ranged dps:
For the most of the fight  casters and ranged dps will stay in the middle while melee dps will of course stay behind the boss and not standing on the patch at the same time. especially casters (and healers as well) need to watch out for the skill: FLAME JETS.  it will throw you up in the air with initial fire dmg, put a dot on you, and if you are hit when casting, you will be unable to cast the same spell of magic for 8 seconds.    other than that  dps the boss hard and watch for Flame Jets.   Probably we will have top 2 dps switch to the adds when they become brittle to get them down in a single hit. (put fire resist totem  or paladins have fire resist aura. hoping it does some mitigation of the dmg.)

DPS you might love this fight,  for those of you who love &quot;haste&quot;.  Once in a while  the boss will randomly target a player, grab him, and put him in the slag pot located infront of his belly, once inside you will take fire dmg every second.  IF you survive this, you will be imbued with a magical slag which increases your hast rating by 150% until it is canceled.   pew pew pew pew.

Healers: 
Mainly, I need you to keep the raid alive =P. Also  healers pay attention for aoe flame strike which silences for 8 sec if you get hit by it while casting.  heavy healz on the person inside the slag pot.  heavy healz on off tank when he is kiting adds around molten patch. tank healing gets heavier as more adds are up.  I dont know how heavily you have to heal, but we will find out.  

There it is.  thats it

Here is a video of a 25 man encounter. 
His view will show you pretty much everything you need to know about positioning
http://www.youtube.com/watch?v=n5aH6Seqp8M (off tank point of view)


Feel free to leave and questions, concerns, comments, complaints, love notes, or most importantly, the digits for sky krn girls (oooh yea...)