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Raid Strategy

Raid strategy and how to master raids
The first step to successfully raiding in World of Warcraft is to put together a team of competant players. This is made easier by having real life friends you can play with, but if you don't have a base of actual friends to start with, you need to recruit people online. This can be done using the WoW forums (official) and looking in the guild recruitment section, or you can join a guild that's currently raiding and hope to get a good spot.

WoW raid strategy mastering isn't that difficult if you know where to look for information. Wowwiki is a huge compilation of some of the best raid tips available, and there are specific PvE guides that will walk you through every raid in the game and show you how to be a successful raid leader. If you are starting your own raid guild, this is a really important thing; people aren't going to respect you if you don't come across as knowing what you're talking about - which means knowing the raids.

Another key factor in mastering WoW raid content is to research and prepare ahead of time. Know the boss fights, know how to put together your group (how many healers and tanks do you need? Is it a ten man or 25 man raid? Do you need heavy ranged DPS or is melee more important?), and know how to teach your players what gear they need, what tactics they should learn, etc. You want to give people as much information as you can, and make it easy for them. This will save you time when you actually get to raiding.

Raiding is something that takes teamwork and preparation, but if you take the right steps to get ready for these raids, you can successfully kill bosses even on your first few tries into the instance.

 

 

Lord Marrowgar 23.7 million health.
Lord Marrowgar is the first boss in ICC.

Abilities
Bone Spike Graveyard
Hurls a massive bone spike which impales a target (3 in 25 man). Deals 10% health per second for 5 minutes or until killed. Bone Spikes have ~68k health.
Bone Storm
Attacks nearby enemies in a whirlwind of bone. Does instant damage as well as a bleed damage every 3 seconds for 15 seconds.
Coldflame
A line of blue flame (presumably) crawls at a ranged target. Deals Frost Damage.
Saber Lash
Splits 300% of normal melee damage between a target and its two nearest allies. Also adds a debuff that prevents being targeted by Bone Spikes.

Phase 1: Tank
For Lord Marrowgar, 1 tank grabs aggro and pulls LM back to the circle in the center of the room and turns him away from the raid. The 2 off tanks stack on top of the tank to help soak Saber Lash, which splits 300% of Marrowgars weapon damage between 3 targets. Saber Lash will also place a debuff on the tanks that will exclude them from being targeted by Bone Spike. Melee moves in and attacks LM from behind and the ranged and healers spread out in a semi circle around the room.

Throughout the entire fight (Phase 1 and 2) LM will cast Cold flame at a random (currently presumed ranged) target. This is a slow moving line of blue flame that is fairly easy to avoid. Melee needs to be especially careful since Cold Flame will be spawning right on top of them.

Also throughout Phase 1, LM will cast Bone Spike Graveyard which will impale 3 raid members, excluding the tanks, on Bone Spikes. All DPS needs to quickly switch to the nearest Bone Spikes and burn them down, as they do 10% damage per second to the player caught in them.
Because of Bone Spikes, ranged should be careful not to stand to far off to the sides or behind everyone else so if they get Spiked they are both easy to see and other people don't have to run in order to DPS them.

Phase 1 last for 45 seconds on the pull, and then 1 minute 10 seconds after that. Most of the damage in this phase can be avoided or kept low if people avoid the Cold Flame and DPS down the Bone Spikes quickly.

Phase 2: Whirlwind
In Phase 2, LM will cast Bone Storm. Bone Storm has a 3 second cast so Melee should move away when he begins casting. Bone storm does ~ 5k damage when it hits a player and a continual 500 damage every few seconds to everyone. Since he also cast Cold Flame during this phase, it is best if everyone stays out of range to avoid getting hit, bleed ticks and Cold Flames damage all at the same time. Clothies especially should avoid him.

He will begin spinning and pick a random target and charge towards where they are standing. Once he reaches his target location he will cast 4 Cold Flames (one ahead, one behind, one left, and one right). He will spin there for a second or two then pick a new target, charge, and again cast Cold Flames in 4 directions. He will continue switching targets and charging until the 20 seconds of Bone Storm is finished.
It is possible for Ranged to DPS during Phase 2, but avoiding Bone Storm and Cold Flame are first priority. LM does not cast Bone Spikes during Bone Storm on Normal mode.

Once Bone Storm is finished, aggro is wiped and the Main Tank must re-establish aggro. LM is untauntable, so Tricks of the Trade and Misdirect should be reapplied and DPS should focus on getting out of the way and letting the tanks get him back into position before they begin DPS'ing. Anyone who is in front of the boss when he begins to cast Saber Lash on the tank is at serious risk of being 1 shot. It is safer to run through the flames to get out of the way than it is to stand in front of Marrowgar.

General Tips
Achievements
Boned - Meta Requirement
Defeat Lord Marrowgar without any raid member remaining impaled for more than 8 seconds in 25-player mode.

 

Lady Deathwhisper Strategy

Raid Composition
Tanks: 2-3
Healers: Any
Melee: Any
Ranged: Any

A good balance between melee and ranged should work best.

Phase 1:
Phase 1 consist of managing adds while burning through LD 14 million mana pool. The melee will split onto the two sides, with a tank on each side to pick up the adds from that side. Also, an add spawns as the back of the room, which you can either have a DPS line of site over to one of the tanks, have a Tank line of site over to one of the groups, or have 1 melee help out the tank in the back to burn the add down. Each group needs to have dedicated healers assigned as these groups will be taking the majority of the damage in Phase 1. The ranged and the rest of the healers spread out around the front of the room.

 

Death and Decay

Throughout the fight, Deathwhisper will cast a green Death and Decay under a random player (including the melee groups) so players have to be quick to move out of the way.

 

Mind Control

Also throughout the fight, Deathwhisper will Mind Control a random player. We have found having a Boomkin Cyclone the player is the most effective. Hex and Sheep work though, as well as Banish on a Druid Tree.

 

Adds

Every minute throughout Phase 1, adds will spawn: 3 from each side and 1 from the back. The left side (facing the boss) spawns 2 Cult Fanatics and 1 Cult Adherent, the right side spawns 1 Cult Fanatic and 2 Cult Adherents, and the spawn at the back is random. While the melee are in charge of adds, ranged need to be ready to help if the melee are falling behind. Casters should attack Fanatics and Hunters should attack Adherents.

Fanatic Management

Cult Fanatics

The Fanatic's hit hard and need to be tanked. They have a Shadow Cleave ability that will hit anyone in front of them so melee needs to be sure to stay behind Fanatic's. Their Necrotic Strike ability absorbs the next 14k healing done on a target, so tanks will need to be spam healed to burn through that asap.
Fanatic's also gain the Vampiric Might ability which will increase their damage by 25% and heal them for 300% of the damage they do, so they need to be burned down asap. However, Vampiric Might can be Spellstolen or Purged so if you have someone available to do this it will make them go down much faster. Fanatic's also will cast Dark Martyrdom which is a 4 second cast that looks like the blue void zones from OS, so tanks/melee need to be aware and move away.

Reanimated Fanatics
~ Deathwhisper Emotes Arise and exalt in your pure form!
When Fanatics are Reanimated, they gain Fanatic's Determination which makes them 99% immune to physical, so casters will have to switch over to burn them down. These are difficult for Tanks to hold aggro on so if a caster picks up aggro they need to kite while the rest of the casters finish it off.

Mutated Fanatic's
~ Deathwhisper Emotes I release you from the curse of flesh!
When Deathwhisper cast Dark Transformation, Cult Fanatics become Mutated Fanatics, increasing their damage by 100%. Even when Mutated, Fanatics can still cast Vampiric Might, increasing their damage by 25% on top of that. They are however slower than normal so we have found it best to get all ranged to switch over to burn these and either have the tank or a hunter kite them until dead.

Adherent Management

Cult Adherent's

The Adherents main attack is the Deathchill Bolt which deals 8-10k but is interruptable. They also cast 2 debuffs that need to be decursed: Frost Fever and Curse of Torpor. Adherent's also have Shroud of the Occult which reflects magic damage, prevents interrupts and absorbs 50k damage. Because of the Shroud, casters should not attack them. Adherent's also will cast Dark Martyrdom which is a 4 second cast that looks like the blue void zones from OS, so tanks/melee need to be aware and move away.

Reanimated Adherent's
~ Deathwhisper Emotes Arise and exalt in your pure form!
Reanimated Adherents gain the Adherent's Determination which makes them 99% immune to magic damage.

Empowered Adherent's
~ Deathwhisper Emotes Take this blessing and show these intruders a taste of our master's power.
Empowered Adherents gain Dark Empowerment which grants them Deathchill Blast which deals 11-13k damage to enemies within 10 yards, and makes them uninterruptable. Empowered Adherent's will still cast Shroud of the Occult so casters should still not attack them.

Phase 2:
When Deathwhispers mana pool is getting low, DPS may need to be slowed down a little so adds can be taken down just before the shield is dropped. More adds will spawn until the shield is down so there is a balance between getting adds down and waiting too long and more adds spawning.

Transition

The main tank will need to be ready to pick up Deathwhisper and the off tank(s) will need to pull any remaining adds off of the MT. Once the shield is down, all dps should switch to burning down the remaining adds. The only exception is 1-2 interrupters should also switch to the boss to interrupt Frostbolt.

 

Phase 2 Positioning

Once the adds are down, ranged/healers need to spread out and melee gets on the boss.

 

Phase 2 Mechanics

Phase 2 Abilities

Throughout this phase Deathwhisper will continue to cast Death and Decay and Mind Control, as well as a new ability: Frostbolt Volley which hits the entire raid dealing ~12k damage (reduced by frost resistance) and slows movement speed for 4 seconds.

Vengeful Shade

One new ability for Phase 2 is Summon Vengeful Shade, where Deathwhisper will summon unattackable spirits that will chase a raid member until they despawn (similar to the ones in Naxx). If the Spirit catches its target it will explode dealing ~20k damage to anyone within 15 yards. They move rather slow, so if you are targeted run away.

Frostbolt

Throughout Phase 2, Deathwhisper cast Frostbolt at the tank, which deals 50-55k unresistable damage. It is interruptable so an interrupt order should be set up much like on General Vezax.

Tank Switching

Throughout Phase 2 Lady Deathwhisper will put Touch of Insignificance on the current tank. It will require the tanks swap, as it lowers threat generation by 20% for 30 seconds and stacks up to 5 times. To avoid DPS catching the tanks, they should probably switch at 2-3 stacks and then switch back as soon as their debuff has fallen off.

Deathbringer Saurfang

Limiting Deathbringer's gain of Blood Power is the primary objective of the encounter. Every time Deathbringer reaches 100 Blood Power, he will cast Mark of the Fallen Champion. If Deathbringer's rate of Blood Power gain is too high, then the amount of Marks will quickly overwhelm the raid. Managing this rate of gain requires proper raid positioning and add management.

Raid Composition
Tanks: 2
Healers: 6
Melee: any
Ranged: any

Blood Nova may put a strict upper limit on the number of ranged DPS you can bring.

Strategy
Deathbringer will gain Blood Power (BP) through a number of mechanics.

Blood Nova: 2 BP is gained per person hit by Blood Nova. Blood Nova has a twelve yard radius. Similar to General Vezax and Shadow Crash, Deathbringer will first target ranged if a sufficient number of individuals are at range.
Blood Beast Melee Hit: 3 BP is gained per melee hit by a Blood Beast.
Rune of Blood: 1 BP is gained per melee hit by Deathbringer on a tank that has Rune of Blood.
Boiling Blood: 1 BP is gained per tick of Boiling Blood.
Mark of the Fallen Champion: 1 BP is gained per “tick” of Mark of the Fallen Champion. This damage is triggered whenever Deathbringer attacks. UPDATE tank avoidance has no effect on the rate of BP gain from MotFC.

The BP gain from Rune of Blood can be eliminated by having the tanks switch off whenever one of them has the debuff. The debuff is 20 seconds in duration.

The BP gain from Blood Nova can be mitigated by spreading out such that no more than two individuals are hit by a given Blood Nova.

The BP gain from Blood Beast melee hits can be mitigated by a kite-and-DPS strategy. Essentially the goal is to kill all five Blood Beasts before they have an opportunity to hit the person with threat. There's no definitive way to accomplish this goal. Movement slowing effects such as Earth Bind Totems, Frost Traps, Crippling Poison, Desecration, and Chains of Ice are all highly effective. Blood Beasts are also susceptible to knockback and stun effects.

The BP gain from Boiling Blood is not substantially under player control. Generally six Boiling Bloods will be active at any one time. Boiling Blood provides Deathbringer with a basal rate of unavoidable BP gain. A single tick from Boiling Blood and 1 BP gain can be prevented by a full absorb with a Priest shield.

The BP gain from Mark of the Fallen Champion is not substantially under player control but can be mitigated by proper play. Decreasing the amount of individuals hit by Blood Beasts and Blood Nova will have substantial effects on the rate of BP gain from Mark by decreasing the frequency between additional Marks.

General Tips
Individuals with Mark of the Fallen Champion cannot easily be battle resed because they retain the debuff through death.

Tank Tips
UPDATE: Avoidance not will reduce the amount of Blood Power gained by Deathbringer by Mark of the Fallen Champion. Every melee strike, regardless if it is a hit, miss, dodge, or parry will trigger the a Mark splash.

Heal Tips
Add Boiling Blood and Mark of the Fallen Champion to your raid frames.

There will be up to six Boiling Bloods out at any one time.

Mark of the Fallen Champion triggers damage on an individual each time the tank is hit by Deathbringer. Individuals with Mark can also be affected by Boiling Blood. Therefore it may be helpful to design a strategy to compensate for this increase in damage. For example, Paladins are capable of using BOP to remove the Boiling Blood from a double stack individual, while Priests can use Pain Suppression.

The number of individuals with Mark will increase throughout the encounter. While the first few Marks are manageable without any defined assignments, it may become necessary in the later stages of the encounter to assign healers in a manner similar to Penetrating Cold on Anub'arak.

Melee Tips
This encounter is a traditional tank and spank from the melee perspective. However, every 40 seconds Deathbringer will summon five Blood Beasts. Although Blood Beasts take 90% less damage from AOE abilities and 70% less damage from diseases, it is still possible to inadvertently pull threat as they spawn. Therefore one should avoid any AOE abilities within the spawn window.

Ranged Tips
Stand at least 12 yards away from one another.

In the current iteration of Deathbringer pets can be targeted by Blood Nova and will grant Deathbringer additional Blood Power. Keep your pets within melee range.

 

 

Beating Festergut's enrage

Overview
If you've gotten the kill, please feel free to post any damage-boosting tips (whether they be general, or class specific) in the comments section, and I'll add it to the bottom of the story and credit you for doing so.

Raid Composition
Tanks: 2
Healers: 5-6
Melee: any
Ranged: 8

Switching out a ranged dps'er for a healer from the central clump (which will be explained) should be done only if you feel very confident in your ability to survive with a healer eating 4 seconds of Vile Gas stuns.

Strategy
The single most important concept to be aware of if you're seeing Festergut's enrage go off is the number of players that must stand at range to prevent Vile Gas from being tossed into your melee group. (Just as many of you did against General Vezax or The Deathbringer.)

Here's a refresher of Vile Gas, from Deathkrik's post on this site:
Inflicts a Vile plague in targeted area, inflicting 4k damage every 2 sec for 6 sec. The plague causes the infected targets to vomit uncontrollably inflicting 4k damage to nearby allies.
(Note that he'll do this to 3 targets, and that each of them are stunned for 4 seconds -- so put a healer in this position at your own peril.)

We got the kill with exactly 8 people standing at range, and had no problems with Vile Gas, and therefore believe that 8 is the number of people you must have do this.

The reason it is important to have only the minimum 8 stand at range, is to reduce the number of players that have to move. When ranged players do have to move to get their Innoculation, that movement must be kept to an absolute minimum for the purpose of maximizing their DPS.

Mages can cheat this ahead of the first Pungent Blight by Ice Blocking through it. (I'm not yet sure if this works for a Shadowpriest's Dispersion ability.) So, Mages are great for standing outside because they can limit their need to move greatly. Hunters obviously have no choice but to stand at ranged, as well.

The image below depicts exactly where we have everyone. 'T' is for whomever is tanking Festergut, 'R' is for your 8 designated ranged dps'ers, and 'Co' indicates a collapse point for where each of your 3 players who get the spore need to go. Have someone in your guild who is good at directing traffic call out which spore carrier is going to the left collapse point, which is going right, and who is staying put in the central clump - labeled 'Everyone else'. Of course, don't forget to have the center spore carrier stand close enough to inoculate the Festergut tank.

The 4 ranged dps'ers on each side must run to the corresponding collapse point on their side, and back to their native position asap. Performing this action as smoothly and quickly as possible may make or break your ability to beat the enrage timer. We also found it helpful to use flares or Warlock portals to label where these collapse points are, to make it easier for spore carriers to know where they have to go (thereby eliminating more excess movement).

Be sure all 8 ranged people are spread out to be near their appropriate position ahead of the pull. Bloodlusting (or popping Hero) is best immediately after everyone has gotten back in place after a spore.

You should also bring plenty of Potions of Wild Magic, Potions of Speed and Indestructible Potions for your 2 tanks. Each tank should pop an Indestructible right after Festergut hits 3 inhales. Hopefully it's a different tank the second time Fester goes to 3 inhales. Dps'ers can pop their potions right before the pull, and then a second time in the encounter.

 

General Tips
This is one of those fights where you just might have to tell someone pulling low dps on the meters to sit this one out. If you see this coming, inform your raid ahead of the pull that you might find yourself having to do this and that no one should take being sat personally. But before you sit someone, be sure you're seeing them eliminate all their excess movement as best as possible before you make that call.

Tank Tips
Feel free to taunt off at 8-9 stacks of bloat to maximize your contribution to overall dps. Drop your threat-inducing ability (i.e. Righteous Fury, Defensive Stance, etc.) when it's not your turn and go all out on Fester.

Heal Tips
Be sure to have some form of Nature Resistance and Shadow Resistance in place. Should you go to 5 healers, stacking your DPS ranks with Shadowpriests is a great way to go. We had 2 SP's on our first kill and they were each pulling 1.5k hps. That is no insignificant number, and furthermore, the constant ticking nature of VE heals corresponds very well to the constant ticking nature of the 'no ordinary gas cloud' surrounding your raid.

It also appears, at least for the moment, that a Bubble-Divine Sac will greatly reduce damage from Pungent Blight. I don't know if Blizz has a bug to fix there, but regardless of whether this is the case, having a Holy Paladin drop Bubble-Divine Sac is a great idea for when blights come down.

Ranged Tips
Have your non-tanking druids set up a Battle-res rotation. If you lose someone, anyone, they should be res'd instantly and without hesitation.

 

 

Professor Putricide - Live Strategy

Comments (5) Article Revisions Boss: Professor Putricide
Zone: Icecrown Citadel
Modes: 10N, 25N
Type: Normal boss kill
Meuhrlin
<Bière de Légende>
1 guide

Created: 07 Jan 2010
Updated: 3 days ago
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Target Audience
Strat was initially created for 10 man and updateed for 25 man.
The 25 man strategy is very similar. He goes from about 8M to 42M hit points.

Raid Composition
Tanks: 2/3
Healers: 2/5-6
Melee: any
Ranged: any

Having too many melee will make it hard to kill Oozes before they get to the player but helps for the 3rd phase DPS rush.
A balanced group is probably best.
You can take 7 healers, but it isn't really necessary and makes finishing P3 in time harder.

** Putricide has a 10 minutes enrage timer **

Strategy
The Putricide fight is composed of 3 phases. The first two phases are pretty similar and can be considered the same.
Phase 1 goes from 100% to 80% (+ time to cast his Tear Gas in order to stun the raid at the transition)
Phase 2 goes from 80% to 35% (not exactly sure yet, might be 33%) (+ time to cast his Tear Gas in order to stun the raid at the transition).
Phase 3 goes from 33% to 0%.

Phase 1 is for you to "discover" the fight. You'll get some slime puddles to eat up with the abomination, an Ooze and if you're a little slow a Gas Cloud.
Phase 2 is the core of the fight where you get all his abilities.
Phase 3 is a DPS race with a big bad ugly boss.

The Abomiation :
The Abomination is friendly. It is actually a raid membre who has to go and drink a potion off the table (click on the table, and after a few seconds you'll transform). The abomination has 3 abilities : N° 1 is eating up slime puddles. This charges the Abomination's energy bar and allows you to keep a "clean" room. Without it slime puddles just flood the room and cause you to wipe. It is the NUMBER ONE priority for the player using the abomination. N°2 is a slowing ability which works on the Ooze and Cloud. This ability needs energy to be used. N°3 is a strong melee attack that debuffs the target increasing melee damage taken. It stacks a few times. This ability is a "if you have time" ability.

The Fight :
During the first two phases, you'll have to handle these 5 things :

Slime Puddles :
These are dropped in pairs by Putricide. They have to be eaten by the Abomination as fast as possible.

Volatile Ooze :
This is an add which appears on the right of the room. It's green. After is pops, it starts to cast its Volatile Ooze Adhesive. This will make it target someone and root that person (the person can still heal and dps, but not move). The person that will be rooted is NOT always the one targeted. The Ooze just seems to target whoever has most aggro, which is useless as it doesn't follow aggro. The Ooze is FAST, and needs to be slowed down. It can be slowed as soon as it spawns, so the Abomination handler has about 3 secondes to slow it down (can be done from a distance). If the Ooze hits its target, it will cause an exploion doing massive damage split among people arround the rooted player. If you see this is going to happen, pack up on the player so he doesn't die. The explosion also bumps everyone, and the Ooze starts to cast another Volatile Ooze Adhesive on another player. A 2nd explosion should wipe the raid as usually people aren't back to full HP in time (and half the raid is too far away due to the bump).

25 Man difference : It is almost impossible not to have the Ooze hit the 1st target with current DPS gear. Be ready to pack up.

Gas Cloud :
The gas cloud looks more like an Ooze. It is orange. After it pops, it casts Gaseous Bloat and links itself to a player it will follow. You'll need to kitte it and the Abomination need to slow it down like the Ooze. It does MASSIVE (about 10k / 2sec) to the targeted player at first, so healers need to be ready. The damage goes down as debuffs initially put on the target decrease along time. It is said the cloud deals massive damage to the raid if it reaches the target. Some say it wipes the raid, others say it depends on how much stacks are left. This never happenned to us and should never happen.

The 1st pop is always an Ooze so you should start with the boss on the left. After the Ooze has a target, move the boss over to the right in order to be away from the cloud's spawning location. Repeat this until 35%.

Choking Gas Bomb :
These are vials Putricide puts down in pairs. They generate an orange cloud around them. This deals AE dammage of about 5k / sec so you have to move away. After a few secondes (10?), the explode and do massive AE dammage (20k?). You want to stand away from them.

Malleable Goo :
Putricide throws bouncing goo at someone. People in the path can be hit. It you are hit, casting and attack speed are increased by 200% for 15 secondes. It also deals massive damage to the player. You become useless. Melee are not targeted and usually are missed even if they are in the way (as long as they stay real close to Putricide). Casters need to stay away in order to have time to move. This is really a danger for healers.

Throughout P1 and P2, just go from side to side DPSing down the Ooze and Cloud, eating up slime with your abomination. It's that "simple". After a couple of tries, you should be ok with this part of the fight.

There isn't a lot of raid damage if people are careful and don't stay in slime pools, get hit by Malleable Goo or by Oozes and Clouds. The only big damage is from when someone is hit by an Ooze.
Healers need to pay attention as damage comes in spikes (explosion, Gas Cloud's first ticks, Malleable Goo).

A simple Ooze (and Cloud) strategy is to put your casters at max range from the spawn spot so they can DPS as soon as possible. Melee wants to stay a little further away in case they are targeted and rush in if not.
As a mage, I found out Iceblok make the Ooze change target so I can be used in case you are targeted and will be it. Just stay in the Iceblok until it is dead or far away. It should work with Vanish, Bubble, etc. but I don't have confirmation.

At the end of P2, slow down on DPS. You want to have no Ooze or Cloud left when he'll transition. Make him transition when one has just died. Having no slime puddle also helps a lot.

Phase 3 :
Here, there are no more Ooze and Clouds (yay!). Putricide goes to his table and transforms into a monster. He will STILL drop Slime Puddles and use Choking Gas Bomb and Malleable Goo. You still need to move and be aware. After the transition, the Abomination disapears and the player comes back as his normal character. We put a tank in the Abomination as only one is required for P1 and P2, but a second one helps a lot for P3.

As said before, P3 is a DPS rush as you don't have an Abomination to eat up Slime Puddles so they will flood the whole room.
The boss also puts a stacking debuff on the tank. This debuff deals increasing raid damage as it stacks. 6 stacks will OS most people in the raid. This is where the 2nd (and 3rd) tank(s) come(s) in.
Your tanks must taunt off each other repeatedly. This keeps the number of debuffs on each tank close and makes the healing easier on the raid for a longer time.
Just find out what works best for you. You have 8 tries left right? ;)

Basicly, just burn him down (pop Bloodlust or Heroism here) before your raids wipes or you run out of space if puddles were badly handled in P2 (if you reach P3, this usually isn't a problem, the tank debuffs are).

One last thing : if a tank dies, the boss heals himself. And the more stacks, the more heals on the boss. Your tanks shouldn't die or it'll make it much harder.

25 man update
You must now have 3 tanks as the buff to the raid damage makes it almost impossible to kill him before it is unhealable. 4 stacks on both tanks will essentially wipe your raid.

General Tips
Don't Panic

Tank Tips
Remember to switch sides as soon as the Ooze and Cloud have chosen someone to follow.

Heal Tips
Beware of Malleable Goo, they really make you useless for 15 seconds and remember to change sides along with the tank.

Melee Tips
Beware of bombs

Ranged Tips
Beware of Malleable Goo, they really make you useless for 15 seconds.

Common Problems
The common problem you usually have if your aren't overgeared for the fight is the 3rd phase. You really need to DPS like crazy.