Bear boss
This is Al'ar, just phase 2, no metor/adds.
That is, two tanks playing taunt. Add in cleave for extra awesome.
Eagle boss
This is High Astromancer Solarian in reverse. Instead of the person who is "it" running away from the raid, they're thrown away. We have to all go hug them.
Lynx
Sort of like Astromancer's OTHER spell (you know, does X damage, divided among the number of people it hits, so we all hug each other and it doesn't hurt much) with Shade of Aran thrown in (the other spell is Chain Lightning, so when he shapeshifts, we spread out).
There's also an add spawn with 200k HP.
Something about cleansing is mentioned, but isn't made clear.
Dragonhawk
Okay, this has a LOT of moving pieces.
A) He will surround a small area (a cage, if you like) in fire, and plant explosives. Move move move to stand where the explosives aren't ASAP!
B) He does a flame line attack - remember that guy in Arcatraz who charges? Except this guy stands still.
C) This is the complicated part. Two adds will spawn (Hatchers). Kill one, let the other one spawn more adds (about 6). The adds it spawns come from a limited supply, and the idea is to use up the supply (carefully, slowly) before the boss hits 35% (because then he uses the entire standing supply).
Hex Lord
Moroes mark 2, he starts with four adds. The emphasis here seems to be on hibernate/sleep rather then shackle (in terms of what species are available).
I think the noteworthy one is BLOOD ELF - HEALS.
Dragon and Serpent do AOE.
Boss himself - Does a 6k DoT over 15 seconds.
Every 1m, he nerfs the raid 1% and buffs himself 10%.
He will also select someone in the raid, and depending on their class, gain abilities. He only has one from this set, so if he was druid and becomes priest, he only has priest abilities.
Quote
Druid- Thorns & Lifebloom (big heal!!!)
Hunter- Traps
Mage- Frost Nova & Firebolt/Frostbolt
Paladin- Consecrate & Holy Light
Priest- Heal & Mind Control.
Rogue- SnD & Blind.
Shaman- Fire Nova Totem & Healing Wave
Warlock- ? ?
Warrior- Whirlwind & Spell reflect.
Zul'jin
Every 20% he wipes threat / phase changes.
P1: Top off whoever gets the "poison" (bleed) to remove it.
P2: Debuff that stuns, if left on (5 seconds) does damage. (Sounds like Maiden of Virtue)
P3: Avoid tornados (they hit for 1k) and AVOID CASTING. Every spell cast hurts for 1250 HP.
P4: Some weak melee nonsense that isn't clearly described - I think the idea here is that most hits will be soft, so healers will get overconfident - if the debuffs all come together, WHAM, someone is going to hurt.
P5: "It is a simple phase if people are good at staying out of void zones." (First boss in Arcatraz, first boss in Shattered Halls)