When we did Vashj we had 2 tanks and 6 healers, and stacked dps to the roof.
2 healers up top, one on each N S E W side with a melee down low and a ranged up top. Elem shammy kiting strider. If I recall we had 4 melee for naga and 4 on sides for 8 melee, plus the kiter leaving 8 ranged.
So in total thats:
2 tanks
-one on naga in the center
-one to pick up adds and bring them to naga tank, and hamstring and concussion blow the strider to allow the kiter to pick it up
-helps to have two for phase 1 and 3 for when one gets stunned & rooted anyway, that multishot hurts
6 healers
-two up top healing the naga tank, naga melee dps, and strider dps, with one healer as the core deactivate person (final throw)
-1 each x 4 sides, on the top right at the edge (second in the throw chain)
-CoH priests, resto druids, and shamans make the best healers for the top as they can heal the naga tank and dps at the same time, while paladins on the elemental teams are best because they can draw aggro and take the hit or bubble for nagas that spawn
9 ranged
-lock, hunter, or elem shammy for strider kiter. If you have a dps who is famous for pulling aggro and dying on every trash pull due to high threat, put him/her on the strider 😉
-4 ranged on strider the whole time
-1 each x 4 sides, up top (secondary final throw in the throw chain if the healer up top is unable)
8 melee
-4 on naga
-1 each x 4 down, on the bottom (first in the throw chain)
Throw chain is: elemental melee -> elemental healer -> mobile center healer or elemental dps, whoever is in position.
It's important that everyone multitask. Elemental healers need to be healing more than just their 3 person team; use range finding tools (now built in) and ctrl-V and heal anyone in range, esp. the kiters and strider ranged dps. Melee dps up top need to divert on stray elementals if need be because tainteds will cause elemental groups to fall behind if they get more than one. Finally, melee dps on the bottom of the stairs should NOT kill elementals, but dps them down to 50% and maintain fast reaction time; work as a team and allow the ranged dps to finish them off. This allows the melee to get on new elementals ASAP, esp. tainteds. Elemental ranged needs to dps and dot the strider as it goes by. etc. If mana regen allows, even healers need to help dps stuff (if I wasn't healing, I was holy shocking and judging elementals that came up top and laying down consecrates in the path of ones that nobody was on yet)
Doing the math, a naga has 175,000 health and spawns ever 45 seconds. To have it down before the next one spawns you have to be doing 3889 dps. With 4 dps that means 972 individual dps. Most T4/T5 rogues, warriors, and ench shamans should be easily pushing 1100 at this point.
For the strider you have 175,000 health with 60 seconds between spawns, which means 2917 dps, or with 4 dedicated ranged, ~730 individual dps (not factoring in the kiter, and dps will be slower than normal due to constant movement). It is important to kill the strider before a new one spawns. Naga you can deal with 2, but 3 or more and it's extremely stressful for the healer up top who has to heal the tank AND 4 squishy melee dps getting hit by back to back forked lightnings.
Really depends what your strength is with your guild. We have excellent healers which allowed us that extra dps by only having 6 healers.
Vashj is the hardest fight in the game as far as I'm concerned. Thought I haven't seen Illidan yet, Kael and Archimonde are pretty much a joke compared to Vashj. Took us 2 weeks to kill Vashj; 3 days for Kael.