My guild is just chewing through the tough bosses. Last night we finished Hyjal for the first time, taking out Archimonde. It's the first time I'd ever seen that fight and after the first few miserable attempts I was pretty irritated. Five minutes of corpse run for 45 seconds of boss fight until someone died in a fire, setting off chain reactions of Soul Charge deaths. Ugh. It didn't help I died early myself; once to a fire, once to falling damage from being too late to use the magic slowfall doodad.
But somewhere around try 6 it clicked and we started to get it. Once your raid understands the basic strategy it then becomes a matter of simply executing it correctly for 5-6 minutes. Which we finally did on try 18 and everything was going smoothly down to 30%, everyone at full health. Then we had some bad luck and lost a few people and at 20% and our raid leader called a wipe. I'm stubborn though and kept attacking, figuring Archi would one-shot me soon enough anyway. A few other DPS had the same idea and suddenly there we were at 10% with only three of our raid members standing. At 10% you get an invulnerability buff and can't die, but we were confused as to whether you still needed enough DPS standing to bring Archimonde down. Ventrilo was chaos, some folks cheering us on and me apologizing for delaying the wipe. Turns out 10% is an automatic win even without DPS; I only felt bad some folks had released and weren't able to see the actual kill. Everyone was able to loot though, so no harm done. And while it was ugly, we won! Next week will be a lot easier, this is the kind of fight that once you learn it, should be relatively easy to repeat.
So what's Archimonde like for a feral druid? Pretty chaotic with lots of druid versatility called for. The entire point of Archimonde is to not die. Don't die from falling damage after an Air Burst. Don't die to the Grip of the Legion curse. Don't die in a Doomfire. If someone dies it creates a Soul Charge, which is more damage, quickly leading to chain reaction deaths. Not dying is the most important thing everyone's doing in the fight. The falling damage is entirely avoidable. The curse is random but easily cleansed. It's really the Doomfires that present the most challenge since they seem to sneak up on people; healers have to work overtime. But because the Air Burst is scattering the raid at random you can't always rely on the same healers and cleansers.
So even though I was in as melee DPS, I was most useful with Remove Curse and emergency heals. I'd DPS about half the time, then quickly decurse other melee folks the moment I saw they needed it. It's a big help the game auto-shifts you to caster form when casting Remove Curse but only if there's a curse to actually be cleansed. I could leave myself auto-attacking and spam my Remove Curse button and either save someone's life or continue doing decent DPS. I also was tossing Rejuvenation and Lifebloom quite a bit, particularly on myself when a Doomfire popped on me. Thank goodness for Nurturing Instinct, my heals are actually useful. Mana was a problem though; next time I'm coming prepared with mana pots.
Meleeing is not easy in Archimonde. We used a strategy where the melee hides behind a fallen tree so the Doomfires don't directly hit us and we had a Tremor Totem to help us with the fears. Even so the fire was a major challenge to the fight and there were a few times it was impossible for me to get behind Archi to properly shred him up. That's ok; not dying is more important than DPS.
It got to where I found the Air Burst part of the fight was a nice relaxing break, a tranquil flight through the air. It's pretty easy to use the Tears of the Goddess sometime after the apogee to not die to the fall. You stay in cat form after using it, so the fall damage reduction gives us a lot of leeway. But be sure you don't do anything to cause a GCD when you need the Tears! Land safely, then shift to travel form to get back into the fight quicker or else run in casting HoTs if nearby folks need it.
From what I've read a bear tank is an interesting choice on Archimonde. He doesn't crush, so our armor gives a big advantage. On the other hand he fears a lot and we can't stance dance our way out of that, and you can't afford to drag Archi off to some random spot during a fear. So Fear Wards and/or Tremor Totems would presumably be essential.
PS: a useful Archimonde macro
/cast [target=mouseover] Remove Curse
Decursive and/or Clique are better, but this macro is a quick low-tech solution if your unit frames highlight who has a curse.