We use 2 tanks for the entirety of this fight. Skuj (Pally tank) and myself (Warrior tank) let the stacks from Gorrmak build to 5. At 5 stacks, the other one taunts. Typically we use personal CDs at 4 stacks. I tank first, this means I naturally let my stacks fall off. The pally tanks second, and uses hand of protection after we down Gorrmak to clear his debuff stack. We try not to let there be more then a 10 stack of debuffs divvied out but sometimes we are light on DPS and I have to pick up a second round. This is only a problem if there are no bubbles left going into Acid and Dread and even still, I typically only have 2 stacks left on me.
At the beginning of Acid and Dread, they both spawn in predictable places. Acid is static and spawns to the left while Dread is in motion and spawns to the right/center. Skuj picks up Dread and I jump on Acid. I place my back to the left back wall and when I am kicked I charge back. All DPS is focused on Acid at this time. Melee forms a semi circle around the back side of Acid while range sits 30 yards beyond them forming a little path between the melee and the range. In the event a range or melee gets the debuff, Skuj (who almost always gets burning bile) kites Dread through the trail and then hits the person who has the debuff. In the event I get the debuff distributed by Acid, Skuj kites Dread between myself and the wall behind me. We typically burn Acid down in 1 phase. If we are slow on DPS, we have acid down within 10-15 seconds of his motion phase. Once Acid is down, everyone moves to Dread.
Depending on how the Jormongers ended, the tank without any debuffs grabs the giant monkey. We use bloodlust on the first wall smash and the main tank by default blows a CD, gets Pain Supression, and receives the wings thingy from our holy priest applied just in case someone screws up and gets tagged by his charge. Bloodlust is only used, if he stuns himself.
Execute for show, tank for dough.