This is a method I've come with my Warlock main, after some trial and experimentation (and jealousy over Rogues/Mages/DKs being able to do it). You can solo quite a bit of trash with this.
As with almost al methods, this is much more easily done with Shannox down. I've doing it with a save with Firelands fully cleared. I don't know if killing other bosses would be benefical, but I would think so. Anyway...
1) Use this spec/glyphs: Talent Calculator - World of Warcraft
2) Be somewhat skillful with jump shotting or strafing to add effectiveness to the kite. You don't need to master it, but it will be a lot faster if you know how to do it.
3) Put a Demonic Circle by here: http://dl.dropbox.com/u/25845834/WoW...311_044448.jpg make sure it's not facing the lava so you don't teleport to your death.
4) The kiting route I usually do is: pull mobs, bring them to the other side of the bridge where you set your teleport on, port back, run all the way next to the ramp leading to the entrance of the instance, rounding the mobs around then running back to the bridge where your teleporter is.
5) Always, ALWAYS keep Curse of Exhaustion up on the mobs you're kiting. Makes running around them much easier. DOT them as you go, if you get enough of a distance you can throw Haunt/UA/Shadow Bolts to make them go down faster. Jump Shotting Fel Flames on them will also ensure Unstable Affliction won't fall off, plus it's extra damage. With Siphon Life/Haunt/Fel Armor healing, and smart Life Tapping, you're never going to get below 80% health/mana.
6) After you're done clearing all the packs you want, simply leave the instance and reset it. A good run will take 15~25 minutes on average.
The few pulls I've done so far, explained in difficulty steps:
- Triple Turtle Hatchling pulls: pretty easy to do, you can outrun them even without Curse of Exhaustion. Just keep all your dots up (and CoEx for safety), throw UAs whenever you get to a safe distance, then nuke them. Don't use your pet, their Shell Spin will kill it quickly.
- Single Turtle Hatchling: exactly the same as the triple turtle hatchling pack, but 1/3 of the difficulty.
- Turtle Patriarchs: They stop moving constantly to cast Flame Breaths, and can cast a Shield that reflects all magic. Can be extremely annoying, but with all the stops it does, you shouldn't even need CoEx (it's even safer if you don't use it at all since it can get reflected). Make sure you're staying at max range, the Flame Breath hurts (40k/tick) and has quite a long range. Use your pet for extra damage after you've estabilished aggro (if you're pulling only one of those, 100k threat lead should be enough to never lose aggro).
- Scorpion Packs: Not recommended if you don't have practice with kiting already, as they move faster than the turtles and can outrun you if you don't keep CoEx. Just make sure you're keeping your slow on all of them. Don't use your pet till it's only the big scorpion left, otherwise the smaller scorpions will likely kill it once they die.
- Patriarch + Matriarch + Double Hatchling Turtles: This pull is harder than the others, since the turtles move at different speeds (Matriarch and Hatchlings do the same abilities and move at the same speed, but as explained before, the Patriarch stops to cast a LOT, so it'll be left behind while you're running the other 3 turtles). This one usually requires some luck to pull, as you usually will meet with the Patriarch turtle as you teleport back from the bridge. I usually skip this pack whenever I'm farming trash myself.
- Hell Hounds: Extremely hard to pull it off, but possible. I managed to do it once, but it requires a big deal of luck as they will run slightly slower than you with CoEx up, and will outpace you somewhat without it.
Video of me killing a triplet turtle pull, sorry for the lack of music:
If you really want something to listen, use thishttp://www.youtube.com/watch?v=wRpHj75U804
Thanks and hope you have better luck than me!