MOBS:
Lair Brute: 290,000 health.
Abilities
Charge: Charges a random character, dumping aggro and hitting for around 700. This ability has a minimum range requirement.
Cleave: 4500 - 7000, used irregularly.
Mortal strike: 6000 - 7000
Strategy
Calls for aid at near death, pulling nearby mobs. Large radius.
This mob has an aggro wipe tied to charge. The charge will happen when members of the raid are standing too far from the brute. Hunter or warlock pets will not be subject to the charge. It is possible to avoid this by proximity, although his cleave is then a factor.
These mobs are immune to both stuns and snares.
The easiest way to handle these mobs is to have your tank face the mob away from the raid, and to have your raid stand grouped up behind the the brute. If there are two or more brutes, have your tanks stack up on top of each other and face them away from the raid:
The cleave has a 180 Degree directionality, so as long as you are behind you will not get hit with the cleaver. If you are close enough(Estimated with 8-10 yards) nobody will be charged. The Brutes will still dump aggro once in a while, but the tank can immediately Taunt the Brute back.
Gronn-Priest 250,000 health.
Abilities
Heal: A large heal restoring roughly 50% of the mob's health. Is interruptable.
Psychic Scream: As the priest ability.
Renew: A very powerful heal-over-time. (10K per sec), Stealable via a mage, as well as purgable/dispellable.
Normal melee hit : 10k crit on a raid buffed shadow Priest, with 23% damage reduction through armor and an additional 15% with Shadowform.
Strategy
Very Simple. Healers and casters at max range to avoid the AoE fear. Fear ward on the tank. Interupt heals & spellsteal or dispel his HoTs.
HKM:
...not finished with this post yet...check back for the info on the boss fights...