I'll see if I can dig up an informative brochure from the recently-renamed Schadenfreude Department of Fish and Ooze... In the meantime, some basic theory in boring ol' text format for later expansion:
Unstable Experiment A: Volatile Ooze
Our current strategy has DPS generally clump together on the right side of the room with the goal of beating on the Volatile Ooze (Green slime) as soon as it spawns. This maximizes Ooze punching time for melee, at the cost of having less control over which direction the crowd gets pushed away for the first charge. With any luck, though, even after an uncontrolled scatter from the first knockback the Ooze should be weak enough to kill before a second ooze-lock -> charge finishes.
Note that if you've been Ooze-locked you may be able to fake out the ooze with a targeting-loss effect, interrupting the knockback charge entirely and giving everyone a few more seconds to beat on the ooze as it looks for someone new. For reference, I used Feign Death when the Ooze locked me down and it immediately started choosing another target instead of Thunderfriending everyone. Try out different abilities while you're stuck there standing in place and let us know if they have any effect; for all I know this could be Shadowmeld's moment in the, er, sun.
Unstable Experiment B: Gas Cloud
DPS will continue to stay on the right side of the field when the Gas Cloud (Orange slime) spawns on the left; melee should wait until the Cloud has chosen a special friend (identifiable by a vivid orange line and, uh, involuntary growth spurts) before getting too close to the Cloud.

- Farnsworth has very few action poses.
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For the target of the Gas Cloud's affections, your priorities are:

- See Mario Run. Run Mario Run.
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a) run away from the Cloud.
b) avoid field hazards or paths that drag the Cloud through said hazards; there's a dozen people beating on that Cloud who would love to not run through slime.
c) assuming the majority of DPS is still alive and available to take down the Cloud in a timely manner, try not to run too far from the tank & Putricide, so that the melee DPS can get back to batting the Doctor. Path-wise, it seems like a good pattern for the newly Bloated might be to run to the experiment table, turn right, and hug the wall Legion Flame style.

- Keep an eye on the Gas Cloud's path, too. Your knife-wielding friends will thank you!
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General notes on the Doctor
In phase 1 it's important to keep an eye on Putricide's health; if he's close to 80% and it's been a while since his last Unstable Experiment, stop attacking and try to kill the add before taking him to 80% and triggering phase 2.
Phase 2's primary hiccups, in addition to the usual Ooze/Cloud wrangling, will be Putricide's new potion flasks he throws (the "Gummy Bears" you'll hear about over vent). Malleable Goo comes in green flasks that he gently lobs into the air at random targets, sticking a -200% haste debuff on anyone who gets hit. Choking Gas comes in orange flasks that get left on the ground and explode for damage and a -75% hit rating debuff; the tank should be dragging Putricide away from these. Whenever they drop, keep an eye on the floor so you don't accidentally walk into them.
Phase 3's much more straightforward in comparison to the first two, at least for DPS. Unstable Experiments stop spawning, so finish any loose slimes before getting back to Putricide. Puddles will grow much more; don't stand in them. Burn all of your dps cooldowns, don't eat gummy bears, and basically hit Putricide till candy comes out.