Getting from A to B
“Pull. Kill. Move.”
Mobs in Pande respawn 4-5 mins after killing them. So basically, if you want to move forward you need to make sure you don’t stay in the same place too long. This requires a cartain amount of damage. You will soon discover what amount of dmg is needed to beat the respawns once you begin exploring Pande as an org.
Essentially the way to move is a ‘pull, kill, move’ technique. You kill mobs where you are. You pull those ahead of you, and then you have your raiders follow you to the next spot, ball up in a tight group so that no unwanted adds are attracted, and then repeat the process again. As you get to know the zone, you will realise that there are some spots which are better to stand in than others. You will also get to know exactly which mobs to pull in advance of moving, and get a feel for the timer on the mob respawns, placing yourself and your raid force ahead and clear of their aggro range.
Dealing with regular mobs
Pinks (Corrupted Xan-Len): Being the doctors of Pande, with the ability to heal both themselves and other mobs in their vicinity, pinks need to be dealt with fast. They are easily calmed. If not calmed however, they are best killed immediately. Doctor’s UBT and soldier’s RI are effective in reducing their ability to heal.
Hiisis (Corrupted Hiisi Berserker): Being the ‘big guns’, enforcer like in nature, these are best killed after pinks (or first, if pinks are being calmed).
Blues (Corrupted Xan-Cur): These are the soldiers of Pande, having the ability to ‘TMS’. So, watch your damage window.. if it uses a TMS its better to kill other mobs and return to that blue later when their reflects are down.
Spiders (Corrupted Xan-Kuir): These mobs being non-aggressive, they’ll only aggro you when there is aggro in their vicinity. Thus if you wish to pull them, you will need to aggro them or a nearby mob. Whilst these are the weakest of regular mobs, they do have the ability to AoE nuke. The nuke is relatively low in damage however, and so these mobs are usually killed among the last.
Dogs (Pandemonium Geosurvey Dog): These are inherently non aggressive mobs and should be ignored unless they are aggroed in which case they will defend themselves. Posing little threat even when aggressive however, they should be killed last.
Dealing with Portal Bosses
There are two important things to know here. Firstly, as mentioned above, all portal bosses can be calmed. Calming means you can deal with the surrounding adds without worrying about tanking/healing the aggro from the bosses. If using an enforcer mongo, you will need to position your raid force far enough away from the calmed boss while dealing its adds since otherwise the mongo would break the calm.
Experience has taught us that there is an ideal position for the raid force to stand while doing this. It differs for each boss. These places are as follows. Zodiac: remain near statues. TSS: once you go up the stairs bear right, standing near the edge on the east side. From there you can calm the boss and pink, leaving the other mobs come to you. SS: Once you go up the stairs, bear left and ball up in that corner (SE from SS). TPS: As you pass through the thin passage towards the TPS, bear left and ball in that corner.
A trick for avoiding pink repops on portal bosses is, once you have cleared the other regular mobs which came to you after you calmed the boss, to shoot pull the pinks to the position you have been in, calming them again there. This is very effective on the harder bosses (SS, TPS), enabling you to move to the boss and mongo the regular mobs which pop there while not breaking the calms on the pinks (which therefore won't 'respawn'). The calmer should bear in mind btw, that calmed mobs do reset to their original positions after some time, so they need to be 'recalmed' regularly to avoid this.
If you have no calmer, then your raid force will need to move together to the boss and ball up there.
The second thing to know, is that the SS - if not calmed - has the ability to warp raiders once its aware of your presence. It can even do this before it sees you, while you are below the stairs - so be prepared to improvise since you may need to run up and deal with him sooner than you were planning to.
In either scenario, using a clan trox SB3 is very helpful during the initial rush up to the SS or to the corner by it. It gives docs time to UBT without having to spend their precious time (they are limited by their nano recharges) on healing ppl. By the time the SB finishes, you have calmed the boss and pinks (if calmer) and have all regular mobs UBTd.. which makes it a lot easier to deal with then.
Zoning through the Portals
It is easy to loose men here due to respawns of mobs while your raid force is zoning (having aggro at the portal bosses, with the exception of the first one, will make you unable to zone).
Generally speaking you can kill the mobs and then kill the boss and then zone unharmed. With the SS and TPS however, you will soon find that you will not have sufficient damage to take them down before the adds around them repop. You will therefore have to use some strategy to ensure nobody has aggro there and can zone successfully. As usual, your strategy depends on what professions are available to you. It also depends on whether you are clan or omni.. The omni trox SB3 calms all mobs in the vicinity - so once the portal opens, pop the SB and zone on through. For clan (or omnis without a trox SB at their disposal) here are some tips:
If crat (and if that crat has the LE boss calm!), then while you are fighting the boss and mobs pop, call and kill those mobs. The enforcer, docs, crat and even shades if you can spare them, can remain on the boss to debuff him, but the rest should assist you and take down the adds. Once the portal is up, give a clear instruction to zone through, and have your crat zone last, calming any mobs (any mob can be calmed for 30 secs) which may pop before he zones.
If no crat but enforcer present, you can use a method called ‘stacking’ to get through together. This strategie is such that you actually don’t kill the mobs which repop around the boss, you bring them down to 2-3 bars of hp and recall/reassist to another mob (soldiers save your FA for the new mobs!) - the exception are pinks (unless you had a calmer who previously calmed them outside the mongo range - see above), whom you must kill, otherwise they heal the boss. Pinks are killed and a timer set on the first one (there are 2 at SS, each respawning every 4:10) so you know when to expect them next. Once the SS is at a bar or so of hp, or down, you can kill quickly the mobs you have prepared. If you have been successful, no others will reappear for a few mins, giving you plenty of time to zone. Just watch out for those pinks.. If they are due to spawn soonish then consider waiting to kill them rather than opening/moving through, or if you have a calmer then ask them to zone last since they can calm the pinks if they pop.
If no crat and no Enforcer present, you must kill all mobs (except pinks if you have a calmer) as they pop. Have your raiders left click the portal when it appears and on your command hit ‘e’ which will zone them instantly. Just make sure when you give the command that there are no adds inc. It does require an element of luck.
In the worst case scenario, choose a raider to sacrifice. His function would be to get aggro on any mobs which appear, either zoning last.. or not at all. It will at least ensure the safety of the other key professions. If you have no calmer or enforcer or too poor healing to stack, consider having someone duel log a toon which they can sacrifice at SS if need be 
Dealing with Zodiacs and The Night Heart
These cannot be calmed (except for 30 sec crat calm). They have the ability to warp raiders whom they have seen. This is most noticeable on the ‘1st mid’ (or ‘middle’ in aowiki), so be careful peeking around the corner! The raid force will need to move together and at once, balling up at the boss (same as approaching portal bosses with no calmer).
Dealing with The Beast
In addition to hefty punches, this boss has many tricks up its sleeve, including large AoE nukes (up to 15k, although usually c. 9k), an AMS with 1000 reflect, the ability to cancel/remove certain buffs from raiders nearby and also to warp raiders in its vicinity. Whilst UBT will not land, docs’ procs will however, as will crats’ initiative debuffs and stuns.
First of all, its very important that everyone stand back out of nuke range unless necessary to enter it. Its imperative that doctors wear a deck range increaser.
Once everyone is ready the enforcer should move in alone and given time (at least a bar, or two if they don't have the LE improved nanos) to establish himself as the tank. During that time other profs can land their debuffs however.
Once the command is given to attack, ranged should remain where they are and only melee with 15k+ hp move in closer. They must be instructed that if nuked, they should immediately move out of range and heal themselves up. The point being, that the doctors need to focus their attention on the tank.
The Beast has the ability to spawn 2 waves of adds while you attack him. The first wave is relatively mild, the second more dangerous, so do save your defensive tools for that 2nd wave. Adds always appear on each of the 4 sides (where you arrive and then to your left, right, and behind the beast). Its helpful before add spawns to have ‘tank toons’ at those sides to take the aggro from the adds before they reach the Beast and help him attack your main tank (your enforcer). Its also helpful to have your calmer calm all pinks. After you have called the regular mobs you can call the pinks - if no calmer is present then you must call pinks first and keep them away from the Beast.