To summon Majordomo a raid has to douse all runes found under the trash-bosses with the vial you get for completing the Quest-Thread from Duke Hydraxix in Aszhara. Majordomo himself annot be killed, he needs to be forced into submission by killing his adds. Once he submits, he Summons Ragnaros and a chest appears that contains the Majordomo loot. Ragnaros will time out after two hours. And to resummon him, you gotta kill Majordomo again (no loot this time). Majordomo has a 12 hour respawn timer (same as molten Giants)
General procedure There are a number of ways to get Major Domo submit. One of the strategies we use is this. There are 4 elites and 4 Healer. Right off the start we pull Domo, usually have a Warrior and Paladin to keep Domo near the summoning pit. Secondly we have 4 Mages that constantly keep the Priest sheeped. We have 4 Offtanks that pull the Elites to separate parts of the room. We do this to avoid AE damage from the Elites.
Abilities Reflection: Damage reflection shields on adds. Alternating between Melee and Magic damage reflection that lasts 20 seconds. 30 sec between shields. To counter simply seize the corresponding DPS. (more: detailed data is unavailable yet)
Teleport: Majordomo Teleports characters fighting him into the fire pit where they take 1500+ damage. Counter: Just run out of the pit asap and have an offtank move in to keep Majordomo under control. (more: detailed data is unavailable yet)
AoE: Majordomo's Elite adds do some AoE Damage that can largely be avoided by spreding out the adds while tanking. (more detailed data is unavailable yet)
Melee: All adds and Majordomo do Melee damage. Nothing too bad. (more detailed data is unavailable yet)
Supermode: the last add standing enters supermode which gives him 100% health and makes him deal more damage. Lasts until add is killed. (detailed data is unavailable yet)
Pretargets Before we pull, we have all tanks and sheeping mages get pretargets. Usually we do it from right to left:
Group 1 --> Majordomo
Group 2 --> 1st Elite from right
Group 3 --> 2nd Elite from right
Group 4 --> 3rd Elite from right
Group 5 --> 4th Elite from right
Mage 1 --> 1st Healer from right
Mage 2 --> 2nd Healer from right
Mage 3 --> 3rd Healer from right
Mage 4 --> 4th Healer from right
The Pull The pull is fairly simple: Tanks and Sheepers move in simultaneously. The tanks pull the Elites to their tank spot while the mages Polymorph the Healers and keep them sheeped until they are in line to kill. If done correctly (everything happens simultaneously) nobody dies and a lot of chaos is avioded.
During the whole fight, positioning the adds correctly is a great help in avoiding chaos for everybody.
The Battle The kill sequence we use is this: 2 Elites, 4 Healers, 2 Elites. After the 4th Add (2nd Healer) is down the remaining two become immune to sheep and need to be tanked. The complicated thing in this battle is the pattern in which the tanks move from add to add. It goes like this:
T1 tanks Majordomo
T2 tanks Elite1
T3 tanks Elite2
T4 tanks Elite2 (long duration tank)
T5 tanks Elite2 (long duration tank)
S1 sheeps Healer1
S2 sheeps Healer2
S3 sheeps Healer3
S4 sheeps Healer4
DPS on Elite1
---Elite1 down---
T2 finds a sheep
DPS on Elite2
---Elite2 down---
T3 finds a sheep
T2 breaks poly on Healer1
DPS on Healer1
---Healer1 down---
T2 finds a sheep
T3 breaks poly on Healer2
DPS on Healer2
---Healer2 down---
Poly on Healer3 and Healer4 break
T3 tanks Healer4 (fast!!)
DPS on Healer3 (T2's target)
---Healer3 down---
DPS on Healer4 (T3's target)
---Healer4 down---
T2 and T3 assist T4 and T5
DPS on Elite3 (T4's target)
---Elite3 down---
Elite4 enters supermode
DPS on Elite4 (T5's target)
Maybe a picture explains it better:


Note that the moment when the Sheeps on the remaining 2 Healers break, one of them is "free" and will go after the Mage that polymorphed it. Tank group 3 needs to be on top of that situation. If possible Healers in all groups Help healing Tank2 and Tank3 in this phase.
Mages that are on top of their sheep and in range of an add thats due to kill, may go DPS on it. But keeping the sheep is priority.
During the whole fight one paladin may stay out of combat an ressurect dead players, who in turn continue with rezzing if possible. Before entering combat after a rez everyone takes advantage of the possibility to eat and drink.
Healing rotation in Tank groups 1-5 is also a bonus although not critical. Druids innervate priests when possible.
Scale The Majordomo-plateau is fairly big, so staying in range and keeping groups together is important.
Tanking Majordomo Majordomo likes to teleport a tank into the fire pit in the center of teh plateau. For that reason group 1 requires 2 tanks. One MT and a paladin tha takes over tanking while the MT is on his way back from the pit.
Annotations - The transition from phase 1 (adds sheepable) to phase 2 (adds immune to sheep) can be made smoother with a 6th warrior or paladin covering the sheep so it wont go killing casters.
- The whole fight is very demanding on the healers. The faster the adds die and the less heals are neccessary for non-tanks, the broader the margin between success and failure due to OOM becomes.
- Innervate and Healing rotations should be used for all tank groups. Its a good idea to coordinate available innervates. The fight lasts long enough to drink 2 potions.