We like to pull the next surger solo without the imp adds, so to do that a warrior gets up by the wall there on the right and stays 'hidden' until the surger paths down to the south edge / area / of his roaming path. Not really sure where the other end of his path is but that doesn't matter - the warrior just makes himself fully visible so that when the roamer is pathing back up it will aggro him as fast as possible before it gets too close to the imps. If you do get the imps though, don't worry about it. Just banish the rock and kill the imps first, then the rock. We just like to kill the rock first because the imps respawn in like 7-8 minutes and if we kill the rock first that gives us more 'breathing room' before imp respawn.
Once the first imp groups and that surger are dead, we move up to position 3. This cove is safe from the first imp group respawn so we make sure everyone gets down in it pretty good. We then pull the last surger roamer to position 3, and then the south group of imps in the next room. We don't kill the north group of imps after that, we just hug the right wall to position 4 which is the "safe spot" - nothing roams to or spawns there. We currently do not know if hugging the wall and not killing that north groups of imps is an exploit. We then kill just the first set of core hounds so Lucifron is pullable.
Group Setup.
We don't make any special groups for lucifron, and we use our standard group setup. The two healers in each of the two offtanks groups are in charge of healing them, and all of the rest of the healers are on the main tank.
Lucifron Encounter Abilities
Some of these may not be exactly correct, but they should be close:
•Dominate Mind: The adds (Flamewalker Protector) will occasionally charm a random person on their hate list. The charm is easily dispellable.
•Lucifron's Curse: AE - Increases mana and ability costs by 100%. Curse curable.
•Impending Doom: AE - dispellable 'time bomb' type ability. Will do ~2000 damage after 10 seconds. Dispell it or heal it.
•Lucifron also has some type of shadowbolt DD he uses on the tank I think. Nothing too bad.
The pull
Everyone gets in position. All dps hides out deep in the cove and MT healers get in position.One hunter is assigned to each of the two offtanks. For proper targeting, one of the two hunters puts mark on one of the adds. That mob becomes the one they will peel, and the one their warrior will tank. The other hunter gets the other add. A paladin pulls with Divine aura when lucifron is closest to the raid. Pretty much as soon as the paladin is aggro the hunters step up and peel their adds to their warriors with distracting shot. The two main tanks run in and grab lucifron and get him into proper positioning.
Strategy
Since there is very few people on the adds aggro lists at the start, often times one or both of the main tanks will get charmed. Their healers will quickly dispell them though so that isn't a big deal. We use two main tanks at the start so that if one goes down in the initial excitement, lucifron won't run all over the place.
The raid assists the hunters mark and kills the two adds first. Then they go up and kill lucifron. Positioning is done such that the maximum amount of people possible are out of line of sight of lucifron so the ae's don't hit them.

The big Orange dot is lucifron, the T is the tanks, the small orange dots are the adds, and the H is the healers. If possible the healers try to stay in line of sight of the tank (so they can heal, duh) but outside of line of sight of Lucifron. Initially, at least a few healers need to be out in the middle of the area because tanks may be going out of line of sight of the "official" tank spot in the beginning of the run to get lucifron positioned correctly. Hopefully this positioning is not an exploit. We certainly don't "feel" like it was. We also tell people to avoid the "!" on the map because if people get close to that tunnel they will aggro the imps.
We use lots of dispels to get rid of the dot and lots of curse cures - especially on the healers - so that we can last the duration. We never needed to apply any special healing strategies on lucifron other than general "maximizing regeneration" because it's over pretty quickly. Once the adds are dead, this fight is pretty easy.