Battle for Mount Hyjal - 1300 gold
This is not a hard raid, at all. I was hesitant to try it, because I've heard it was a nightmare when it was content, but it's really not that bad. Just time consuming.
The majority of the raid is dealing with adds. For each boss, there are 8 waves of 10 to 18 varied mobs. The majority of the mobs are harmless, not doing much damage and not giving status effects. I will touch base regarding a few of them.
Abominations: They do a 2 second knockdown, relatively randomly. I usually target them first because it's annoying. These spawn in both camps.
Gargoyles: These spawn up in the air, out of melee range. You can hit them with icy touch and death coil, and get aggro on them. You can also death grip them out of the air. What you want to do is get aggro on all of them, then run away. They will chase you, but move towards the ground as they do. Once they're on the ground, mop them up. These only spawn in the second camp, for waves 2, 4, 6, and 7 for Kaz'Rogal, and wave 2 for Azgalor.
Frostwyrms. Like gargoyles, hit them while they're in the air, then run away, then run back. Note that their hitbox is huge, and you can melee strike them when they're only halfway landed. These spawn for waves 6 and 7 for Kaz'Rogal, and wave 2 for Azgalor.
At the alliance and horde camps there are various NPCs strewn about. You don't need them for anything, but if you want to speed things up a bit you can kite trash/bosses through them. The NPCs will then attack your enemies. If they die, they respawn after you kill the first boss for each camp (Rage Winterchill and Kaz'Rogal).
The first boss, funnily enough, is the most challenging. He has three moves you need to concern yourself about. The first is a frost bolt, that targets a random person and stuns them for four seconds. You want to make sure you pull as many adds into the fight as possible, so they get hit with this, not ure. The second is frots nova, which sticks you to the ground for 9 seconds. The third is Death and Decay. This does damage based on your total health, which means it CAN and WILL kill you if you stand in it. When the boss uses death and decay (it's channelled), run away. The edge of it is way bigger than the animation suggests, so get a good 60 yards of distance. Anti-Magic shell reduces the damage considerably, so use it when available.
Not much to worry about on this fight. His carrion wave doesn't do much damage. He leeches health, throughout the fight, healing him. You can use necrotic strike to absorb this healing, but frankly it's not worth the rune, just dps through it. When he summons an infernal, switch to it and kill it. Not very dangerous.
The third boss uses a cripple on you that is undispellable, and reduces your damage significantly. Use this time to heal up and save your rune for when it falls off. His warstomp comes out randomly and is a 4 second stun. You can icebound fortitude to cancel it. Lastly he puts a mark on someone, but I don't think it targets the tank, and I'm not sure what it does. I kept NPCs in the fight just to be safe.
The fourth boss is the easiest, as I didn't notice him to do anything at all dangerous. He casts rain of fire on occassion, but I ignored it. Straight tank 'n' spank.
Night Elf Camp
The final boss is something to be aware of, simply because you have no NPCs to back you up. He will use a fear, which is casted, so you can either put up anti-magic shell during the cast to avoid it, or use lichborne after it lands to cancel it. He puts a dot on you that does an obsene amount of damage, but the damage is spread out over 5 minutes, so you won't even notice it. Bring a potion of purification if you want to get rid of it after the fight is over. Oh, and don't stand in the fire. There's a lot of it!
Fear: Lichborne or AMS
Fire: Don'ot stand in it.
Grip of the Legion: Not worth bothering with.,