Good luck!
This fight happens to be my specialty.
Set your groups up thusly:
Warrior
Warrior
Warrior
Cleric
Cleric
Necromancer
(this second group is the necro group. Put as many necros as you can into it. I will use the optimal group setting)
Necromancer
Necromancer
Necromancer
Shadowknight
Druid
Wizard
This is your standard DPS group. Substitute whatever MELEE dps, not beastlords, that you have)
Shaman
Berzerker
Rogue
Rogue
Bard
Monk
This is your offtank group.
Magician
Shadowknight
Druid
Paladin
Bard
For the rest of your raid, put all the ranged fighters together to require minimum healing. Honestly, you can do this raid with minimum clerics if you have some druids and shaman. This is an endurance fight, think about the MPG trial of endurance. You need to outlast Draygun while the rest of your raid pays attention.
Having said that, the only group melee DPSing Emperor should be the melee group with the shaman to cure his curse. Everybody else should range fight him, since curing his AE curse takes mana you won't have to spare. Have your rangers mem heals to help out if you're low on healing power.
The necro group is pretty neat actually. Have your necros and sks chain mana tap. Have each necro pick a cleric and pump them the entire raid. Have the necros and sks alternate mindwracking so they spread the mana usage around the group. Draygun is hard to tap, but the adds are very easy. The druid is in that group to heal (just in case) but should have liberal mana from the manawracks for nukes. The wizard is there for big DPS, since their familiars give them a focus that's much akin to being in a bard group. Thus, the wizard will benefit from the extra mana more than from a bard focus.
The offtank group is designed to keep the MT up with max DS on him. You don't want damage shield on the DRAYGUN tank, but you DO want it on the add tank. Have SKs use their dreadgaze spells to aggro the spawns while enchanters lock them. PS, if you snare the adds, they almost never move. Have the SK tank the adds, and the paladin get aggro on his next target. Make the SK assist the paladin to break the next mob so they are working in a team to break mobs that have a plate tank on hatelist.
The adds spawn every 2 minutes and you have around 30-45 seconds to kill them.
When Emperor goes into heal mode, have your tank go into turtle mode. Shield in offhand, wand of imperceptibility (insert NO DAMAGE mainhander item in place of wand). Emperor will regen off riposte damage.
Obviously, no damage over time spells on Emperor at all.
Pin Emp in the inner left corner when you rush in. With the tank levitating, run off the ramp, if tank is about halfway up along the wall in corner you can pin Draygun.
Have clerics hide, doubleshrunken, on the inside of the ramp leading up. If they are shrunk and are careful enough, they can stay in range of heals yet avoid the curse.
I recommend a 2 or 3 cleric CH rotation with spamheals from secondary healer classes. I alluded to not using beastlords as melee classes here. You want them range attacking. Have them settle into a paragon rot for the clerics. You will fight Emperor long enough for their paragons to refresh, most likely. Thus, after MGP paragons, have them target the clerics that are using fast heals if any, else the weakest mana-geared clerics, and /tgb their paragons after their MGB is down.
I ignore the healing emotes, it's not worth the hassle to make it work properly. Emperor will regen 10% no matter what during his regen periods, unless you can manage the heal emotes, but honestly I have found it to suck all around.
Goodluck sir : )