I have been hearing that using CC to hold them inplace is a bad idea, as it increases the likelyhood of them getting hit by a shadowflame ability, thus resetting their energy bar - some Mage specific guides I was reading says that Ring of Frost should only be used in an absolute emergency for example.
With this in mind, I am not sure how effective Contagion would be at add control as Frost, as his only real AoE control ability as frost is an AoE stun type thing similar to RoF - Hungering Cold.
He could use Chillblains to keep them all snared, but apparently they have an ability called Hurl Bone which does 200% of normal weapon damage and stacks their buff - so if they couldn't reach him they might just spam hurl bone on him and the damage on him may simply become unhealable...
A poster on the tankspot forums notes that the Empower buff they have stacks baed on TIME, not when they land a hit - unless it has been updated I believe the tankspot video might be incorrect in this. He advises simply tanking them, as apparently they are "fairly easily managed, with a cooldown or two." Once in position he then says that AoE stuns such as Shockwave (maybe get Uru to tank them) and Shadowfury, used in rotation where possible, can help to reduce the damage the add tank takes.
Having re read what I just wrote however, that seems to imply three tanks (one for Nef, one for Ony and one for the adds) which sounds very much like a 25 man tactic to me.
I suppose the main danger with kiting, aside from the speed buff, is that it seems like it's very important for phase 3 to have them all die in the same spot, and if you are using a ranged kiter then there is always the danger of healing aggro or other such annoyances causing them to split up - kiting adds at range is one thing but keeping them all in a neat group is often quite another.
CC might be the best plan, though I could see a plan based on holding them all with CC going horribly wrong very fast if anything unexpected / bad happens. Turn Evil is surely extremely risky as it causes them to flee, meaning you have zero control over where they run off to - there is no Warlock style glyph for turn evil to root them to the spot either, the turn evil glyph makes it insta cast but with a longer cooldown.
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