I don't think we have a twin emps video but basically this is how we do the fight. We split up the raid into 2 camps essentially. The camps are one warrior + 2 healing groups on either side. We use a warlock to pull the magic emperor back into that side, and use a hunter to pull the physical emperor back into that sides' camp. If you look at the walls on either side of the room there are some torches kind of in the middle of the room on either side and that's where we tank them.
Because we have 2 healer groups on both sides of room what we do is assigned a healing rotation. Lets say there's X and Y group on the left side of the room. X group heals the tank while the physical emperor is there, once they teleport X group starts to med and Y group heals the tank for the magic emperor, then they switch off again on the next teleport and so on. I'd say you'd probably only need 8 max healers on the warriors. Have 1 group with the tank, a warlock for imp, and 3 healers, and then a full group with 5 healers and they should focus the heals on their maintank. I've found that the magic emperor really doesn't do that much to tanks if they have high enough shadow resistance so you can usually assign the 3 people to heal him during that phase and have the other 5 healers heal him during the physical emperor.
You also need to remember to have a bug killer group. Their job is to run to the side that the physical emperor teleports and picks up any bugs he mutates so they don't run around and attack a healer or one of the tanks. You should only need 1 healer or maybe 2 for a bug group. Mages are pretty useless for this fight so just have them on bug killing duty and have all your rogues/hunters/warriors on the physical emperor.
I thinks that's basically it, it's important to have someone calling out the teleports or else someone besides a tank will be there when they teleport and draw aggro and die. Also make sure your tanks aren't too close to the magical emperor when he teleports in or else he will arcane explosion them and put a lot more mana strain on your healers. That's basically it, once you get your healer rotation going you should be able to kill them as long as your dps is geared enough to take them down within the time limit.
I don't know if you've heard of the mod, but there's an alliance guild that runs their own version of a ctraid mod called RDX5 that was ripped off and released to the public that. It helps out a lot more on the Twin Emps and in all boss fights in general than ctraid ever could. Anyways, hope that helps sorry if it's a long read lol
