Our observations:
1.) A strong off tank and a full support healer with Ice ward handle all of the adds away from the monolith group.
2.) within the offtank group, you can also have several DPS as long as the druid can handle chain casting natures breath on them and handle keeping the off tank up.
3.) Supposedly need a mage casting sacrifice on the main tank. This prevents the monolith from healing (not confirmed yet)
4.) Need a full support druid in all groups, with max breath, max ice ward, maybe max aura of abundance.
5.) Lots of DPS needed or this could take 6 hours to kill
6.) Pull the imps as far away as possible
7.) (maybe consider) one warrior watching for Replenish or Fortify and shield bash to stun
My thoughts on how this should be approached:
Imps Skills
[*]Ice Burst - One target ice damage skill
[*]Siphon - Lose energy over time for 15 seconds
[*]Warmth - AoE fire ward
Boss Skills
[*]Replenish - Heal self for 10k (rumored that sacrifice on tank blocks this)
[*]Big Freeze - AoE ice DoT (Arctic Freeze)
[*]Decay - AoE reduce resistance to cold for 60 seconds (Chill)
[*]Fortify - Ice damage shield
[*]Call for help - Calls area adds