Instance: Occulus (Heroic)
Box: 1 Unholy DK/4 Elemental Shaman
Gear level: Superior achievement on all, T7 and all badge gear + Naxx
Difficulty: Moderate
Guide:
Drakos the Interrogator:
Pretty much just a tank and spank. When he magic pulls you to him, just keep up dps and try not to move him so everyone who was pulled still has LOS on him. AOE heal over the bomb damage. Don't try to overthink the encounter, and just heal and dps and he should go down easily.
Varos Cloudwhatever: Spread out your group at a 10 yrd distance from each other so that they all won't get hit by the azure captain's breaths. Tank him in the center and nuke, when he calls the azure captain, follow your group to you (so they run from the azure captain's breath), and turn him with your followers so you can not get hit by the bug zapper beams (remember where you see the little beams form, is a bad place to stand. The bug zapper safe zones move clockwise. His damage is negligble on a tank (because he spends so much time energizing cores) that every time I've done this, even with a regular group, we don't heal the tank - we just heal the dps and keep nuking. He's not that bad if you can get him before the 2nd azure captain spawns and starts his aoe breath on you.
Mage Lord: Keep your dps behind the pillar to his right so they're ready to LoS his arcane explosion, and spread them out so his detonation ability doesn't hit the whole group. Pull him with your tank a little towards the group and kite him ALONG THE INNER EDGE OF THE PLATFORM (make sure you keep the outer edge clear of his frost ground ability). When he teleports run to your group. And as soon as he gets back pull him away, so they don't get the frost ground aura on them. If you keep dps high and avoid having to move your followers, you can kill him before the 1st teleport. This will take some getting used to, and I wiped a few times making sure I kept some ground clear so I could get my DK LoS to his arcane explosion.
Ley Guardian:
The easiest way I found to run him was with 2 ruby/3 emerald.
I ran an emerald on my main, and the rest on my alts.
I debound all the standard ability keys and set up the following.



Basically, I set it up so when I press 1, the 3 emeralds stack their poison and the 2 rubys target Ley Guardian and use their nuke but also check to see if whelps are up and try to nuke them instead. When he enrages, I press 2, to give both rubys evasive maneuvers (because I don't know which has aggro really) and my main emerald uses touch of nightmare to reduce his damage. When the main ruby tanking dips low, I hit 3 to dream funnel on the other 2 emeralds and heal him up (if he gets really low I'll hit evasive if it's up). And then mash 4, that way, the 3 emeralds channeling don't break their channel but the 2 rubies still try to kill whelps if they're up, while the main still leeches. If the ruby who's not tanking starts getting low I use the main emerald to dream funnel him. When the ruby tanking is full up, I hit 1 so the 2 channelers stop channeling and keep their poisons stacked to heal themselves.

When he shifts, I strafe to the right with the other 4 on follow and place myself on the opposite side of the platform and wait for him to unshift/balls to explode. While I'm moving I'll still hit 1 to try to take out any whelps still up.

Took about 5 minutes doing it this way, but the key is to keep the poison stacked so the 3 emeralds are healing themselves, heal up the rubies as needed, and make sure they are using searing wrath to take out whelps. I used 2 rubies because you can get the whelps down easy.

Also, make sure you fight him so his body is "over" the platform. This way, when whelps die, their bodies fall to the ground and are out of range so your rubies will target either new whelps/ley guardian as needed. Using this method, I found no need to ever use Martydom and got the Amber Void achievement.