Burning one by one is a little more gear reliant, in my opinion this is a very very simple event, that people tend to over complicate.
The east side, is the easy side, 2-3 clerics can easily keep a tank/ramptank up on this side. Load this side with wizards/mages, more for dps, than anything.
The south side, you want to load your best geared clerics on, keep minimal caster dps 2-3 clerics can heal this one with a druid patch healing the tank ramp tank. This side you want to put more melee dps, the mana drain can be a bitch for newer anguish guilds. Also have your MT group, keep rotating group cures around, with RC and it reduces the mana drain immensely. A healer should be in each group on this side.
West side, stun side, use 2-3 clerics again with a patch healer for your ramp tank/MT. This side is tricky because the the stun can be nasty on newer anguish guilds, for keeping a tank up, so a way to gimp this is to have a mage stand right above the room on the upper platform with a cleric/or whatever patch healer, whos sole purpose is to heal just after the stun. (Example: Stun goes off, extra cleric throws a few heals till stun drops of rotation clerics, mage cohs the extra cleric back to the top taking him off aggro list so the stun never lands on the extra cleric, this ensures your tanks safety in the event he takes a bad round during stuns. This side usually throw a druid or something in each dps group to keep them alive. (Good to have lev on this side also so you dont get thrown everywhere.)
Basically you want to balance your dps out, have this % based callers who call out each side %, need to keep them within 5% of each other so they jelvan helps you rather than hurts you.
Just a few things to maybe think of, if you are having issues.
Also if you do not want to balance and burn, it is probably best to burn West, South, East.