It is best to assign specific raid members to the job of handling the cannons, so there will be no confusion about who is supposed to go whereThe ideal setup is to have ranged DPS man the cannons, who can then jump out of them while they are frozen and either help deal with boarding parties on their own ship, or fire across the gap between the ships to kill mobs on the other side.
As well, there need to be 2 tanks assigned, one to remain on the raid's ship and deal with boarding parties, and one to jump across to the other ship when the spell caster comes outIf possible, take most or all of the melee DPS across to the other ship and leave the ranged DPS and boarding party tank on the raid's shipA healer must also go with the attack party.
The trickiest part of this fight is the battle on the other shipWhen the spell caster comes out and freezes the cannons, the raid's attack party must immediately rocket jump to the other shipThe rocket pack will provide a small green target area where the player should land, but always aim it farther then the intended landing point, as the jump will often fall a few feet short.
Once on the other ship, the tank needs to pick up the commander, be it Saurfang or MurdainAll of the DPS need to immediately attack the spell caster and burn them downThe caster will be busy channelling to maintain the ice blocks on the guns, and will do very little damage to the DPS attacking himThe commander, however, is a different story.
The longer the tank fights him, the more powerful he will become, gaining a stacking buff which will increase his attack damage and casting speedsThis buff has three levels, experienced, veteran, and eliteIt increases attack damage by 30, 60, and 120 percent and speed by 20, 40 and 80 percentIt is essential that the DPS in the attack party burn the spell caster down as quickly as possible and that the party then get back to their own ship ASAP to allow time for the buff to wear off the commander before the next spell caster comes out.