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The small adds in phase 1 are untankable - we alleviated this issue by stacking when Eye Beam was not happening and loosely spreading when it was.  We cycled through a Capacitor Totem, Shadowfury, and then whatever leftover stuns we had.  Having a DK here to grip all of the adds together would be invaluable (we did not have one).  A Monk's Ring of Peace would also be incredible (also did not have this).  This was pretty much all that phase 1 was other than not dying to Ragnaros circles v2.0.  If you can, stack the adds on the boss for cleave damage.  This speeds the fight up a good bit which you definitely want.

Phase 2 adds are MUCH worse as they are incredibly spread out.  If you have a smaller group like we did (13), we had to hard CC the back two adds and nuke the closest one as the Void Beam ability they use hits VERY hard.  You basically do not want any of those casts going off.  Interrupting them also does nothing to alter their placement as they begin casting as soon as they finish a cast or are interrupted.  Because of this, a DK grip would be invaluable to group them up and cleave.  Also, do NOT interrupt until the cast is nearly finished to be able to have interrupt cooldowns reset before needed again.  Phase 2 is pretty much handling these adds to perfection while running your clouds outside of the raid group.  It will feel like you're not dealing a lot of damage to the boss with your constant switches, but you should be ok.  We actually found it the most beneficial to use Bloodlust in Phase 2 as Phase 3 went super fast with the buffs.  This is clearly group dependent.

Phase 3 is really about spreading out to intercept the orbs.  If you do this, you're golden.  The 100% damage increase is ENORMOUS with synced with cooldowns.  If you miss an orb, the raid will suffer immensely.  

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