Video I found that might help.
http://stage6.divx.com/user/biglang4/video/1609530/Royal-Knights-High-King

1. [u:e6d589943a][color=red:e6d589943a]Raid Set Up[/color:e6d589943a][/u:e6d589943a]
These are just the must need for this encounter.
3 Tanks
7-9 Healers
1-2 Warlocks
1 Mage
1-3 Hunter (Not Necessary, but very nice to have)

2. [u:e6d589943a][color=red:e6d589943a]Trash[/color:e6d589943a][/u:e6d589943a]

-This might not sound very important, but if not done correctly I can cause uneeded deaths, which racks up those repair bill  :x . 
-It is very important that on the Lair Brute's that [b:e6d589943a][u:e6d589943a]Everyone[/u:e6d589943a][/b:e6d589943a] including ranged be right on top of the mob or he will do a charge, clearing aggro, if everyone stays on top of the mob there is no worry about the tank losing aggro.
-The first mob will be either a Lair Brute or a Gronn-Priest it is completly random, this mob needs to be tanked near the portal because he will call for help which will pull the other 2 mobs not to far away.
-The second and last pull before High King is a duo pull these mobs need to be tank well apart from each other, incase of charge of a Lair Brute, the off tank should have 2 healers with him right on his targeted mob. Once the first targeted everyone should move to the second mob.
- If the mob is a Gronn-Priest there is no worry about being on top of the mob, the thing to worry about on these mobs in interrupt their heals.
-The mobs have a one hour timer on them once killed.

3. [u:e6d589943a][color=red:e6d589943a]The Pull.[/color:e6d589943a][/u:e6d589943a]
-This is the hardest part of the entire fight, once this is mastered the rest of the fight is a breeze.
-There are a total of 5 mobs which include:
--High King Maulgar
--Kiggler the Crazed
--Blindeye the Seer
--Olm the Summoner
--Krosh Firehand 

-The kill order of these 5 mobs is:
--Blindeye the Seer (Skull)
--Olm the Summoner (X)
--Kiggler the Crazed (Box) (Melee Only)
--Krosh Firehand (Moon) (Ranged Only)
--High King Maulgar (Triangle)
[IMG:841:495:e6d589943a]http://i125.photobucket.com/albums/p50/anibus2007/untitled-1.jpg[/img:e6d589943a]

4. [u:e6d589943a][color=red:e6d589943a]The Mobs[/color:e6d589943a][/u:e6d589943a]
-[color=red:e6d589943a]Krosh Firehand[/color:e6d589943a] (Moon)
    -The mage that is tanking this mob should have more than 10k-10.5k buffed health. He must be tanked by a mage using the stolen Spell Shield. Krosh will cast fireballs, to reduce the damage taken the mage should keep Fire Ward up right before he finishes casting. Krosh has an AoE blast wave that deal about 6k damage which has a 10 yard radius, melee should not be closer than 10 yards to Krosh. There are many place to mage tank Krosh, a favorite is going invis and going on top on the ledge and tanking him from there, another one is just tanking him next to the wall away from the rest of the raid. Once Skull and X are dead all ranged should move to Krosh, -Mage will still be tanking-

-[color=red:e6d589943a]Olm the Summoner[/color:e6d589943a] (X)
    -This is where the warlock comes into play, Olm will summon felguards which should then be enslaved by the warlock, then the felguard will be tanking Olm, Olm will place a stacking debuff on the Wild Fel Stalker that must be removed by the felguard. The felguard also has taunt comes in handy. He will summon additional felguards they can either be banish by another warlock or enslaved. Olm can be tanked with 2 felguards or 1 felguard and a Tank. Olm occasionally does a Death Coil which shouldn't be a problem if there are 2 felguards or a felguad and a tank. If there is only one warlock it puts alot of pressure on the lock because he will be in charge of enslaveing one felguard and fearing the other is two are up. Ideal to have 2 warlock in the raid. Olm does a DoT that does a nice amount of damage, the DoT is also stackable, the felguard is able to remove the DoT.
Summon Felhunter 
Happens every minute. Enslave and taunt Olm with it. You can choose to let him tank if you don't have enough warriors, or just use the taunt and let him die. A warrior is more efficient to tank (he takes less damage) so if you can afford it you should let him die. Do not kill him too fast if you don't need it to tank, he can dispell the Dark Decay DOT. 
Death Coil 
Same as warlock spell, fear and deals 2000 damage to the main tank, also heal him for 4000 damage. This is where your 2nd tank taunt to get aggro. 
Dark Decay 
DOT. 500 dmg every 2 seconds for 10 seconds. Not very threatening but if you've got a felhunter enslaved, use it to dispell it and save your healers some mana.

-[color=red:e6d589943a]Blindeye the Seer[/color:e6d589943a] (Skull)
    -Blindeye is the easiest mob to kill out of the 5, he only has about 300k health and hit for about 2k. Eventhough an easy mob to kill it can also cause alot of problems for the raid. He is the the healer of the group, he has a small heal with which he heals himself for approximately 5% of his maximum health and a very powerful 10-second cast Prayer of Mending which heals him to full. The prayer of mending must be intrrupted, there are 8 different way to intrrupt the cast
1) Silence
2) Kidney Shot 
3) Improved Kick
4) Silencing Shot
5) Intimidation 
6) Improved Shield Bash 
7) Intercept 
8) Improved Counterspell 
~~I am not sure but I think it is possible for a rogue to blind, but I am not 100% sure on that one~~
He is vulnerable to Curse of Tongues and Mind Numbing Poison which can aid players in the interrupt process of his dangerous heals. 

-[color=red:e6d589943a]Kiggler the Crazed [/color:e6d589943a] (Box)
    -Typically attacks with ranged lightning bolts and Arcane Shocks and may be tanked by any ranged DPS class. Tanking him also works. One healer is usually enough to cover the damage, he hits very weak compaired to other mobs. He does an Arcane Explosion which does 2.5k damage and does a knock back effect, (Tanked against a wall if possible, not necessary) Kiggler will also polymorph his primary target, best tank for this mob is a feral druid, because they are immune to polymorph. Kiggler is immune to stun but a shaman's grounding totem will work against his lightning bolts.

[color=red:e6d589943a]High King Maulgar[/color:e6d589943a] (Triangle)
-[b:e6d589943a]Phase 1[/b:e6d589943a]
   -High King Maulgar hits very hard about 12k on cloth, so its advised to keep available attack power debuffs up all the time Demoralizing Shout or Curse of Weakness if you have enough warlocks. Melee don't enter the fight right away, they have to wait until High King Maulgar does his first Whirlwind. When the Whirlwind vanishes you can enter the fight for about 25-35 seconds, then you should move away to prevent his Whirlwind from hitting you, someone in the raid should call it out to make it easier for you guys/girls. 

-[b:e6d589943a]Phase 2[/b:e6d589943a]
   -At 50% High King Maulgar enters Phase 2. He becomes big and red and drops his hammer reducing his melee damage by a good amount. He will also cast Intimidating Shout on the main tank which will incapacitate him for 4 seconds and fear everyone around him. To deal with intimidating shout, have a second tank taunt Maulgar after all the other adds are down (the MT should immediately taunt him back) and then run out of range of the fear and wait. When Maulgar Intimidating Shouts the melee, his aggro will switch to the off tank until Intimidating Shout breaks. Once Intimidating Shout breaks, the off tank can intervene the MT to get Maulgar back in position. He also does a whirlwind in phase 2, it is possible to whirlwind during his fear so spreading out is very important.

Once you have defeated High King Maulgar give you self a pat on the back and get ready for some [b:e6d589943a]PHAT LOOTS[/b:e6d589943a] :)
http://www.wowhead.com/?npc=18831

I hope this helps, I used my experience and WoWwiki also.

-Ecclisia