The Nokhud offensive

This dungeon comprises four boss fights:

The Nokhud Offensive is located in Ohn'ahran Plains at /way 62.01 42.44.  You can find more information on Wowhead here.  Unlike the majority of the dungeons, the Nokhud Offensive will give you an option to engage bosses however you please. The only exception being Balakar Khan, as you must defeat all the previous bosses in order to engage him. 

Granyth

Dragonkiller Lance

Here comes the tricky part: 2 seconds prior to the  Eruption cast, the boss will "activate" one of the  Dragonkiller Lance, which is the only way to stop the  Eruption before it wipes your team because of its "enrage" effect. Here are also a few important things to know:

On Mythic difficulty, you will also have to face Nokhud Saboteur. It is important to stop them at all costs before they cast  Dismantle which will then prevent you from using  Dragonkiller Lance and ultimately wipe your team. Stuns, Roots, Immobilize, Slows and Disturb effects work on them. It is best if you cleave them all together with the boss for maximum efficiency. 

The Raging Tempest

The boss has an energy bar initially set to 50. It takes roughly 30 seconds until he enters his  Electrical Storm "phase" which will be easier to deal if you use your personal defensives combined with your healer's cooldowns. Keep in mind, as soon as the phase is over, it is rinse and repeat - Recharge Energy - > Cast his abilities - > Phase again. Here are a few important things to note before entering this phase:

Here comes the most important mechanic of the fight: look around for  Uncontrollable Energy, collecting the lighting orbs will grant you 5% increased damage and healing for 15 sec, with a stacking effect. The trick here is that each orb you "consume" will deal initial damage to you, so watch out and spread each of them equally among your teammates.

Teera and Maruuk

A few important details to mention are that the two legendary centaurs share health -  Life Link, so the best possible strategy will be to always tank them together so the DPS can effectively "cleave" them. They, just like every boss so far, will have energy: at the beginning of the fight, Teera starts at 50 and Maruuk with 0. Upon reaching 100 energy, they will cast their signature abilities - Teera's  Gale Arrow and Maruuk's  Earthsplitter. Here is a more

detailed breakdown of the boss fight:

Gale Tornado

On Mythic difficulty, a  Ancestral Bond mechanic will increase their damage by 5%, every 1 sec that they spend further than 20 yards away from each other. You want to keep them together at all times to avoid increasing the difficulty on an already hard fight. 

Balakar Khan

During the intermission, the inactive Nokhud Stormcaster will be made available to be damaged (at the beginning of Phase 1 they were protected by  Crackling Shield). Each of the Stormcasters will cast  Storm Bolt, it's best to pre-assign the interrupts, so they get "locked" on a cast and start walking to the same spot, which will make them available to be cleaved and killed faster. Keep in mind Stun, Disturb and Knockback effects work on them too. There are a few more details to pay attention to:

As soon as you defeat the 4 Nokhud Stormcaster, Phase 2 will begin.

On Mythic difficulty, after every  Upheaval, the boss will also cast Quake creating a lingering AoE pool on the ground that does damage upon contact, do your best to avoid it.