It’s not quite so bad as I once thought.
The most difficult part of this instance is probably the differences between it and it in non-heroic mode. Namely, the patrols around the prison camp area. These consist of one Rifleman and one stealth-detecting hound that, upon being engaged, will spawn an additional two melee mobs. The hound can be CC’d normally, but neither the Rifleman nor the spawned guardsmen can.
To exacerbate the potential difficulty those provide, they respawn in about 10-15 minutes.
In contrast, these patrols in normal mode do not spawn additional mobs, nor do they respawn at all (excepting the possible 2-hour “you’re taking too long!” respawn timer imposed on many instances). They are also in different places.
So, to beat this instance!
Fly in as normal. Clear the first guard outside, and the mobs under the two towers to either side of the entrance. Clear the mobs guarding both sides of the bridge, and make your way to the stairs that take you to the prison camp area.
There is one patrol up here. Take it out. CC the dog (hibernate or polymorph) if you can. No dps until your tank picks up all three of the other mobs (or all 4 if you don’t have cc for the dog). Once all these mobs are down, you are on a timer.
Your next objective: clear the 3 houses. Pull them up the stairs to where you cleared the first patrol. We killed the warder in each house first, CCing whatever else we could, with a priority on keeping the riflement CC’d as much as possible. Note that the warders can dispel CC. I wouldn’t recommend using sap…sheeps and traps preferable. (Alternatively, the mobs don’t hit very hard, a prot paladin could likely hold all of them easily. We had a druid.)
Don’t bother with the bombs just yet. Once all three houses are down, wait for one patrol to walk by and pull it up the stairs, using the same method as above to kill em all. Then, descend into the pit and get the other patrol. You are now out of the way of the first timer and on a new one, that of the patrols down in the pit. Take care of the bombs now, and then go under the bridge and get the final two houses. Once all of the bombs are set, the houses will be ablaze, and the patrols are now irrelevant.
Go take care of the first boss. When he descends into the pit with you. Other than hitting really hard, he’s something of a pushover. Have ranged people not stand near each other, as when he leaves the tank during fear he will likely go attack someone else and whirlwind near them, potentially destroying multiple people at once. So yeah, spread out. Try to have a good way to deal with fears ready.
After that the instance is much the same as normal, except that Thrall seems stupider about breaking CC.
The final boss event is tough, however. Being dragonkin, unless you have a druid, cc on them will be rough at best, given Thrall’s anti-hunter-trap nature. Try to have your tank stand closest to where the mobs will be spawning as their initial aggro seems based on proximity. Kill the caster mobs first, followed then by the melee mobs one-by-one. This is tough, because the mobs will apply a debuff which increases damage taken and healing received by 50%…an effect you’d think would even itself out but doesn’t at all given the amount of damage that can be spread around here.
Something that we’d found helps is to let Thrall tank a mob. He’s got enough health to survive a fairly decent beating, and can hold his own against one mob just fine.
The final boss himself isn’t a big deal. Purge/dispel/steal his buff that eats your group’s buffs and beat him down normally.
Lastly, and I think I’ve mentioned this before, but Icy Veins + Bloodlust is freakin’ amazing. Thank goodness for Salvation.
