Attacks:
Princess Huhuran's most significant ability is her 30% mode. At this time, the closest 15 people to her will take monumental amounts of nature damage and will require high Nature Resistance. No one else needs nature resistance for this encounter other than those 15 people.
Throughout the fight Princess Huhuran will toss a nature damage based poison volley which does over 700 damage per tick and ticks four times and sometimes silences but is rather bugged in that aspect. It is believed this poison volley cannot be resisted, but can be avoided somehow.
Princess Huhuran has a direct damage nature damage based attack that can be resisted.
Princess Huhuran will hit people with Wyvern Sting which puts them to sleep but will cause additional, massive damage if cleansed.
Strategy:
Position is very important for the fight. The tanks need to tank her facing away from the raid. She will stack a nature DOT on the MT so tanks must be rotated. When facing toward the raid can do a random poison volley at times.
The pull is made by MT1. He approaches Huhuran with the aim of engaging her in the middle of Huhuran's room. MT2, then MT3, then MT4 follow MT at 5 yard intervals. As soon as the MTs engage Huhuran they turn her away from the raid such that her tail is facing the entrance to the room. Whilst tanking the off-tanks stand on Huhuran's right side, ready to step in and take aggro when the debuffs on the MT get too high. MTs continually rotate aggro and need to keep aggro as high as possible for the entire fight.
Healers follow on the left and slightly behind of the MT column, trying to retain close to maximum range for healing.
The remainder of the raid follows the tanks and healers and spreads out in an arc from maximum range and immediately behind Huhuran, across to the left to a point 45 degrees further around. In this way all casters are on Huhuran's left and behind her. All tanks will either be infront of Huhuran (MT) or on Huhuran's right side.
Melee and ranged DPS will be given the go when all tanks have gained some aggro. It is important for non-tanks to not gain aggro and for this reason all raid members must be using KTM threat meter for this encounter.
15 people need high NR for when she rages at 30%. These 15 must be close-ish to her. She will chuck poison volleys at them repeatedly.
Do not dispell wyvern sting (especially on Rogues!) as it causes 4k insta-damage. It can be resisted. If your tanks and healing can take it you may wish to remove it from main tanks
Noxious poison deals ~3k DOT and supposedly silences although it is a bit buggy(Have had silence before the DoT part comes. The DOT is not dispellable and as such is very dangerous. I have a theory she will only cast it when in frenzy but this is not confirmed.
Hunters must be on the ball tranquilizing when she is frenzied -- it boosts her melee power alot.
Let the tanks get comfortable with rotation - 2 or 3 tanks need to rotate due to stacking DoT. Then, DPS but not too heavy (so as not to over-aggro). Try to keep mana high-ish ready for an outburst at 30%.
At 30% she will begin mass-chucking poison volleys at the nearest 15 members and its position will make no difference. Obviously put your highest NR candidates there, tanks and Rogues MUST have high NR as Tanks will die too fast otherwise and no Rogues will gimp much needed DPS at this time!
After 5 minutes she will spam poison volley, basically same as enraging at 30%. Similar to Vaelastrasz' encounter. Not currently known if 5 min rage is more powerful than 30% (Battleguard Sartura's after-10-minute enrage is MUCH more deadly than her lower HP rage for example) however it is much more advantageous to have the enrage as late as possible.
SOG Key Notes
Meat shield is tanks, rogues & hunters, but tank groups include pallies & locks too for buff purposes.
Meat shield groups have a hunter in them for Aspect of the Wild.
Make sure hunters, pallies & locks are in range for the buffs they provide to the meat shield.
DPS Huhu down from 100% to 33% at a steady rate - it is a 5 minute fight and you should aim to use pretty much all of it. Over DPS will cause Huhu to swing out and aggro someone not in the meat sheild which invariably means a wipe.
During the 100-33% phase the non-meat shield must watch your aggro. If you climb the aggro list too high then stop DPS for a bit (there is more than sufficient overall DPS in the raid) otherwise come the final phase you will pull aggro too quickly.
Stop DPS at 33% (this inevitably will mean that she is at 31-32% by the time everyone has stopped. Wait for an AOE sleep to occur, then as the sleep expires on the meat shield call DPS pets in from the outside wall and give the order for the nuking to start (she is usually at 31% at this point). This timing is critical but should mean that you minimise the time in the final 30% during which your meat shield are slept (ie you maximise your DPS in the final 30% and minimise the chance of aggro jumping to a DPS caster).
All raid group members should have one Greater Nature Resistance pot per try. This is taken by all members when Huhu is at 29% health to give healers less to worry about during this the most difficult phase.
RG1 is usually behind the DPS curve at the 1 min stage, about on track at the 2 min mark, and then gradually builds a small lead until maybe a maximum of 20-30 seconds ahead of the DPS curve by the final minute.