The High king fight involves the boss + 4 adds.  The four adds are as follows:

High King
Mage
Lock (summoner)
Shaman
Priest.

Each of the 5 gets &quot;tanked&quot; by assigning different people in raid to the task.

High King: Tanked by MT.  This guy hits like a truck.  The tank will require 3 healers (preferablly different kinds of healers)

Mage:  Tanked by a mage with a lot health.  The mage tank needs to get a lot of +stam gear.  Focus on Stam without giving up too much int or +hit.  Mage tank needs to aim to get health at least over 12K minimum in order to easily survive this fight.  Its not about spell damage.  Mage tanks will need to spell steal continuously from the mage. 

Summoner: tanked by  2 tanks.  The summoner will summon felhounds and the warlocks in the raid will need to enslave them and set them back on the Summoner.  (I'm not totally clear on this, can a lock please explain what spell the felhound is suppose to use)

Shaman:  Tanked by a moonkin or 2 hunters.  Reason 2 hunters are needed is because one will get sheeped by shaman so need someone else to get agro.  Moonkins can't get sheeped so only need one.

Priest: Tanked by a warrior.   Shamans please help with tremor totems if no fear ward is available.


The setup:

   \               \_____________
     \    A                       \ 
       |                           \    A-Shaman tank
       |                            \   B-Priest Tank
       |   B                        |   C-Lock tank
       |                            |   D - Mage tank
       |                            |   E - Highking tank
       |R C                         |   F - Healers for
       |                            |       the high king
       |                            /       tank
       |                           /
       |             D            /
       |            /-------------  
      /F        E  /
     /            /


Other than the high king tank healers, other assigned healers should be standing with their main healing target (typically a little behind them)

Note to healers:  You will need to help cover your neighbor's main healing target.

The pull:  During the pull it is 100% ESSENTIAL that noone other than the tanks do anything until agro gets established.  This includes the casting of Prayers of Mending or earth shields.

During the pull everyone needs to get into position.  There will be a 10 count countdown (10, 9, 8, 7, 6, 5, 4, 3, 2, 1, go).  This allows the mage tank to get their their spells ready so that it hits on go
 along with the other tanks.  Note that it is possible for mage tanks to miss their targets (thus the need for +hit gear).  Mages should use POM to immediately get another shot off.  If the person writing up the mage tank part could explain the cast sequence that would be great.

Be careful to stay well away from the shammy and the mage add.

The pull is 50% of this fight.  Get it right and you have done half your job. Get it wrong and its a wipe.

Kill order:  Priest, Lock, Shaman, mage, high king.

After the shaman dies, All range people should start killing the mage but remember to stay at range.    Melee people should start working on high king.  High King will do whirlwind, melee people need to get out when it starts happening.

After mage dies, high king is moved to centre of cavern.  Dps him down and take his treasures.!