Your mission, should you choose to accept it, is to destroy all of these:

(Diagram is more or less positionally accurate for every egg in the room, and is 100% numerically accurate, mind controllers/potential mind controllers may want to consider 7 second cooldown on egg poping ability, 3 second cast time and a 1minute channel time, you can plot out a 'perfect' egg popping plan from those numbers).
The entire raid will have to survive 310 seconds providing an impossibly perfect run (read: 320-330 seconds is more likely humanly perfect).
Onto Phase 1s guidance, SSX Outland Method:

Razorgore, Phase 1.
This fight more than any other in the instance is about individual skill.
The skill of each member of the groups to control/nuke down the opponent whilst maintaining enough mana to sustain the defencive.
The skill of the mind controller to multitask destroying eggs and sleeping dragons as much as possible (preferably the unkited ones that are wandering around).
The skill of the healers to know exactly what heals to be using and how much threat they're producing.
The skill of the rogues and warriors to contain the mages and warriors.
And most especially, the skill of the hunters, to control the dragons.
Ideally, you really do want a full raid of 40 people for RG P1, P2 doesn't matter as much, but when you're just starting the boss it's very difficult to control the spawning adds with 40, let alone less.
The initial Pull doesn't realistically need to be tanked that much, just DPS the crap outta the controller then pwn out his adds (these can even be sheeped).
Warriors want to be in a hybridised DPS/Tanking gear setup as to mitigate damage whilst doing damage - they are a good source of 'number control' throughout phase 1.
Each group will ideally be setup as a self-enclosed group of 5 people, failing that however they will be setup so that they're interdependant with the group that they are paired with.
This is excluded by group 7.
Group 7 is quintessentially THE best DPSers (including one DPS warrior) and the most intelligent healer you have in the raid, though you want the rest of the groups to be more than capable of handling themselves, you will have to factor in that Group 7 will basically be alone.
Group 8 is your hunter group, 4 hunters and 1 healer (intelligent priest or pally pref), the hunters station themselves where-ever they see fit, and will be responcible for one corner each of the map.
Additional hunters in the raid are their backups, but these ones are primary and should be your most skilled, best geared, and 100% boot enchanted :P
Groups should be fairly independant, they should not be *asking* for help from other groups unless it's really needed.
However, groups can if they are doing extremely well on their corner spread themselves out to troubled corners (This will normally be G7, or G1 and 2, no other groups really bare the excuse of having non-DPS centric setups), but should still prioritise their own corner (ranged DPS has an easier time of doing this than melee, and so do healers).
The mind controller should be working their way through the eggs on a pre-planned route which they feel to be the most efficient route taking mind control duration expiration into account, along with whilst sleeping any non-marked dragons (ignore marked ones always, unless you see them actually hitting a healer!), but eggs are your top priority, always, you also need to make the raid aware when you have any sort of non-mage add attacking you, if you are deep in a corner it sometimes helps to also call the group(s) you need to help, often the best thing to do is poly/seduce/blind/fear(WARLOCK SINGLE TARGET FEAR) the add off of RG.
Hunters should be focusing on the figure of 8 patterns (there is obviously an identical pattern for the other half of the room depending on which corner you are controlling) and keeping the dragons as safely bunched up as possible so as to not complicate their own kiting.
<Insert Mipross commentary>
Before the last add dies each of the 4 hunters in group 8 should be in there assigned corner, ready to start kitting in a figure of 8 around the room. Any spare hunters should help dps with their groups or be ready in the middle if a dragon is missed by any of the other hunters.
Each hunter should when starting out be able to kite at least 2/3 dragons until phase two.
Once the hunters have had more experience at phase 1, they should feel free to take on as many dragons as they believe they can handle (the more they take, the less the druids will have to sleep). Even 7 or more dragons can be kited at anyone time all the way to phase 2.
Aspect of the monkey should be used from the start and only switch to aspect of the cheetah (for the love of god NOT PACK) when the hunter is sure they have enough space between themselves and the dragons they are kitting (If you dont and you get it YOU WILL get dazed). Using Cheetah in this way will allow you to build up a gap between yourself and the dragons.
However when using Cheetah be aware of any mages around you for fear of there AOE.
If you do get into trouble remember scatter shot can help you buy a few seconds by dazing the first dragon that gets to you. If you have it deterrence can also save you.
No hunter should use ANY stings during this fight, to get aggro from the dragons only use auto-shot, arcane shot and distracting shot. (multi shot only if there is no other choice)
If you are in real danger of dieing either try to feign death or let yourself die. In either case YOU MUST let the rest of the raid know what you are doing. Having a hunter FD and not say will lead to group 8s healer dieing along with other healers dieing and the remaining hunters unsure of where the new dragons have come from. By letting the raid know that you have died or FDd the other hunters can be ready to pick more up dragons and the healers can be ready to drop their aggro in anyway they can.
A hunter should only FD as a very last resort.
Hunters should feel free to drop Salv from the start as just before phase 2 starts hunters can Feign death to drop all there aggro.
Priests, Druids and Paladins should be looking at their threat very carefully, and taking into account any gear differences (Tenbatsu :P) there is between them and the rest of the raid, by the time we were killing nef I was on nearly 100% mana most of the time due to my +healing gear and my mana efficiency. (though this is also useful for P2 ;P)
Druids should really only be using lowered heal over times (please try to use the same rank all of you) and Priests should really only be using Renews and PW: S, the rest of their efforts should be doing into DPS in one way or another on the incoming adds.
Paladins! It is your time to shine! You are the main healers here, your inate threat reduction from healing and your small controllable mana efficient flash of light make you excellent healers for phase 1, but that doesn't mean you should over do it! show discretion, don't bump someone's hp up just because they're on your emergency monitor -> try to actually note who took some stray cleave and who is taking sufficient damage to warrant a heal or two, don't spam, even you get healing agg, and if you DO get healing agg, make sure you have the runspeed enchant, or PoJ, and a shield on don't hesitate to DS when you need to, don't TANK the adds even if you are in plate KITE them.
oh and, devo or conc -> I prefer conc.
Toward the end of Phase 1, the natural DPS of the raid will be depleted for a number of reasons, and so will the hunters kiting (probably dying) for this reason if the raid leader or raid lead assistances declares all are going kiting you are in a "Chaos" mini-phase of P1, this mini-phase is the final mini-phase and SHOULD be brief it should most definately be reserved for the last 5 eggs if possible.
Additionally, during this mini-phase razorgore can be used as a sponge and marker for crowdcontrolling fears (Fireball Volley whilst on RGs platform -> RG aggs all adds, -> Multiple fears from warriors/warlocks/priests at RG (NOT all at once, do them 1 second after eachother(sigh at the intimidating shout nerf)).
all eggs are popped bar the one next to the MC unit, and the mind controller breaks MC so the MT can take over (if it wasn't the MT doing it all along) and pop the last egg right behind them, then lead into Phase 2 as all of the adds retreat.





