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The movement thing of point 5 applies to all team PvE generally - unless there's cover (and there isn't here), there isn't much reason to try and run away from enemy attacks if you're targeted, because it's just generally rude to melee to run away when the boss might try and follow you.
The other points are all quite valuable to know, thanks. I'll put them in!
1: during the lava/frost rain endgame stuff, you don't actually need to run, you can just block, reducing the damage it does to less than 100 per hit.
2: When the boss become enraged their attacks gain a chaining effect, going from player to player, getting a slight damage increase with every player they bounce off.
3: the enraged buff for the bosses does in-fact have a limit, it's 24...but if they reach that point...well the boss does little over 300K a hit so...yeah, not good idea to let them get that high
4: Frostie has a constant PBAoE around him, and kinerina applies a near constant PBAoE around their aggro target, while not overly powerful, they can tear DPS to shreads, so mind where you stand.
5: Last thing...when running the rampage, don't jump about like a bloomin loony, sure it might help in PvP, but here it's going to do little more than increase the chance of a living fire/living ice spawning in the air where nobody sees it..so don't jump about.
I've actually heard in some instances that it's easier to constantly shield the frosticus tank and provide quick healing when you can. I think it depends a bit on the build, but try experimenting - Mindful Reinforcement has a quick animation, and again, you have lots of energy to draw on! Hope that helps!
(Conviction - as a very fast heal that you can, with a bit of practice, pop inbetween frost spears while still blocking all incoming hits - and Masterful Dodge - reserved for if you get held by a frost spire while you have threat - are also extremely useful for anyone aspiring to be a backup frosty tank.)