I only see the new basilisk on Quackenbush, so if the old mushan is still available it's been moved to a different vendor.
If you're betting on the fights while queueing, make sure the brawler's guild-specific graveyard is active—you will lose your betting stacks if you leave the area (and you'll leave the area if you release while the graveyard isn't there). You can see how long is left on the graveyard if it's already up by looking at the person you turn the Blood-Soaked Angel Figurine into (Lidiya Peyton for Alliance); I don't know why it took me so long to figure that one out, maybe cos the other duration buffs are marked on the person you actually interact with to use it, but you can't click on the giant spirit healer, lol.
Dippy WILL kill you (or your pet) if it gets cornered against a wall, as the knockback from getting hit won't actually knock it back.
Master Paku forces you to auto-run—having seen the fight several times now that's another thing that I feel a little silly for not realizing sooner, but it was a bit disorienting when I actually went to fight it myself.
Burnstachio is nonsense. There is no tell when a piece of ground will go from being safe to being instant death so stay toward the front of the line of cleared tiles if you can. If two clouds path over the same tile, the tile's safe duration will NOT be refreshed by the second cloud. Aspect of the Turtle works to avoid the instant death from the fire if you find yourself going in the wrong direction for too long, but you'll only have it for one bubble (and you'll probably need two or three unless you play something incredibly bursty). Burnstachio takes no damage while you don't have the water bubble on and the bubble only lasts for 10-12 seconds, so if you're not immediately on him once you've got your bubble, consider holding your cooldowns until your next one (the number of DHs that pop meta with like 3-4s left on their bubble makes me sad, lol). One foot over any given line will instantly kill you and doubling back to choose a "better" cloud to follow will almost always also instantly kill you, and it's very plausible to hit the insta-death enrage because you chose the wrong random cloud to follow. This fight could be a lot better if the ground lit up the way, say, smart stampers on mythic Hans & Franz did so you KNEW when something was about to re-ignite, but since that isn't a thing here, it's just super frustrating and not fun and is why you'll see people do this fight over and over and over :|
The buffs from Meatball stop stacking at 50; a DK friend never got there cos he's so bursty but I needed to get all 50 stacks before I blew my cooldowns and even at 887 I was much closer to the enrage than I wanted to be. Once you've got all 50 stacks you can stop running around unless they're about to fall off. I believe the arcane bubble stacks spawn based on hits, so if you're having difficulty getting enough stacks to happen fast enough, consider using Volley. It's awful damage single target now (which makes me real angry because I feel obligated to take it for AoE MD) but it hits a LOT in rapid succession with a lowish cooldown, which means you've got more options for getting your buff up faster with it. I don't know if crows hits as rapidly, but the 1m CD makes me suspect that even though crows is better ST damage, volley would be better for the buff. The buff also heals you so getting more stacks of it faster may also solve the survivability issue (esp if you take aggro off your pet)
GG Engineering's rockets seem even less accurate than they were in previous seasons and this was another fight where I was a lot closer to the enrage than I would like; do your best to bait the rockets into hitting the enemies but once they port into a shield focus that; the rockets will still hit the shield but I lost a LOT of time waiting for the rockets instead of just focusing the shield down myself. The shield persists for like 5-7s after the shield itself is killed, which is annoying.
Stitches' "you die when you hit 10 stacks" debuff is applied on HIT, so consider having your pet feign at some point; I wasn't even thinking about play dead at this point so I ended up using HotP. Disengage will take you far enough to reset your stacks but stacks can come up faster than Disengage resets; Farstrider might actually be useful here, but on the flip side Posthaste may clear the hook stacks—I was using Trailblazer because I forgot to swap before running down and queueing, lol :x
Blackmange is a lot of staring at the ground; the insta-kill mechanic goes off as soon as the line reaches the cannon; it's safe to move back into that lane even before the new one has spawned as long as the cannon itself has fired. Always have your next move planned in case the new line is one of the super fast ones.
Millie Watt CAN polymorph your pet and your pet will NOT take damage from the electric circles (and thus be broken out of the poly); cast play dead during the chicken cast (or before it to be safe) or your pet will be out of the action for like, 20s at a time. Once you have aggro you should be okay, but I was still completely blanking on the existence of Play Dead as a separate ability to Feign Death at this point and was getting very frustrated with how much damage I was losing.
Dupree is first target priority on the Ogrewatch (hisssssssssssssss) fight; the tooltip for the ability says that it kills everything "in his line of sight" but his line of sight is 360° because shenanigans so even though killing the "support" first makes logical sense, you really don't want to. The cast time is... 90 seconds, I believe, so doing as much cleave as you can while focusing him down can be super helpful.
Nibbleh can bite me forever. Start the fight in a corner of the arena (for Alliance, he spawns on the southwest corner, furthest from the entrance to the deeprun tram) and kite him continuously; you can never touch an area of the arena that he's already walked on because if he touches his own trail he'll gain a damage done and (more importantly) reduced damage taken buff that stacks. Turning on walk and walking backwards keeps him at the perfect speed, but if you're a caster you may not want to do that because then you'll never have time to cast before you have to move again. The big problem here for BM is that you can't make your pet walk the same way you do, nor can you control where your pets are in any given moment, so if your pet pulls aggro, Nibbleh will stop moving and (unless you are LIGHTNING quick, which I am not) start gaining stacks of the damage reduction. There's a couple ways to deal with this (including "not being BM" if you have another spec you're comfortable with; I'm reasonably certain Nibbleh was the catalyst for my switching from BM full time to pre-Legion survival full-time. Might have been Hexos, actually, but it was one of the two), but the way that I went about it was keeping my pet (a core hound, for heroism) on passive for the first 15-20s of the fight, blowing my entire focus bar on abilities that weren't kill command, and then—once I finally started using my pets—having them play dead on cooldown. This was the first fight I felt obligated to quadruple-pot, food, flask, and hero on, and I only just barely made it (3s left 'til instadeath). Using a more accurate threat meter than the default would probably be useful here, so you only feign your pets when they actually NEED to feign, and you lose less pet uptime, and if I hadn't killed it when I did I would have logged out to install one.
Serpent of Old is another fight to start in a corner. Each corner has its own totem that gives him a stacking buff that lasts for 25-30 seconds; you'll have to decide which buffs are best for you, but you'll need to rotate between 2-3 of the totems so the buffs don't go too high. Make sure you don't move back to a previous totem until its stacks have fallen off, and try to stay to the edges of the arena—if you go diagonally through it or are close to the middle at any point, you may pick up stacks of all four (and refresh buffs you were trying to get to fall off). The Alliance arena, clockwise from the northeast corner (the entrance to the guild and where your body gets ported out of the arena to), is Invigorating (haste and movement speed), Ferocity (damage done), Warding (reduced damage taken), and Healing (healing). I personally swapped between Ferocity and Warding, and I ended up taking my stacks on both pretty high; swapping to a third totem (Invigorating, probably) may have been for the best but you'll have to decide what's best for you.
Epicus Maximus is where I'm at right now; I'm consistently less than 2 million health short of the enrage with quad pots, food, flasks, augment runes, and pet hero (and now with an actual DPS legendary, too :|). I'm only at 3/20 on Spiritbound so increasing that would probably make this a lot easier but on the flip side we're also getting buffed on Tuesday so I'm probably just going to wait at this point and see if 46% cobra shot is enough to make it up (unless murloc freedom comes up again). From an actual mechanic standpoint there's not much here for BM; if Destructolaser feels like being nice and coming in between each Blue Crush cast you're golden, but if it doesn't you may not be able to interrupt every Blue Crush. I still haven't figured out how, for example, a balance druid is expected to deal with this fight, and it's been available for several seasons now. I'm sure it's doable, but boy howdy.
[ Xella - A-Proudmoore(US) ]