Overview
Kologarn and each of his arms all have abilities they use. Kologarn also strikes in melee for about 20-25k on plate equivalent with a 2 second swing timer that he can skip to cast spells; the arms do not melee independently of Kologarn. Kologarn does not appear to gain parry haste.
Strategy
The arms contribute two primary abilities to the fight: Stone Grip (right arm, which is on the left as you face Kologarn) and Shockwave (left arm). Shockwave presents only a minimal danger as sufficient raid healing should be able to cover it. Consequently, most guilds do not attack the Left Arm. The right arm presents a danger because Stone Grip does significant damage and players left inside it for too long get Squeezed Lifeless. While it is possible to ignore both arms and only DPS the Right Arm when necessary to free Stone Gripped players, the easiest strategy is to kill the right arm whenever it's up.
In this strategy, at the beginning of the fight all DPS are on the right arm. When the right arm dies, DPS uses AoE abilities to kill the spawning Rubble, then switches to Kologarn's body. Upon the right arm's respawn, all DPS switches back to the right arm.
General Tips
The raid should be spread around the semicircular platform in front of Kologarn with enough room for individual players to maneuver should they be targeted by Focused Eyebeam. Focused Eyebeam is not unlike the Sunwell boss Felmyst's laser in that the best way of avoiding it is for the targeted player to head in one direction while those in the oncoming player's/beam's path get out of the way.
Melee DPS should be positioned with the main tanks, in front of Kologarn's primary body. His three parts all share a hitbox, so melee can hit the Right Arm from their central position, and standing in front of Kologarn in melee range prevents the melee from being targeted by Focused Eyebeam.
Some enterprising guilds may wish to nullify Focused Eyebeam entirely by placing the entire raid within melee range of Kologarn's body, but this is a bad idea as Overhead Smash has an 8-second cast interruption effect upon players within melee range.
Tank Tips
The best tanks to use on Kologarn are Death Knights and Druids. The boss attacks slowly and for large amounts, particularly with Crunch Armor up. The combination of attack pattern and the nature of the debuff make Warriors and Paladins slightly inferior main tanks in a min/max context on this boss (but still usable).
Only 2 tanks are required to be on Kologarn. The second tank should taunt the boss when the first tank accumulates 2 Crunch Armor debuffs, and the first tank should taunt when his or her debuffs expire. If the next tank to taunt is Stone Gripped, the current active tank can choose to utilise survival cooldowns.
Any approach where one or both of the Arms will be killed requires an additional tank. As Rubble can be stunned, the tank best suited for this purpose is a Warrior due to Shockwave.
Heal Tips
Although Kologarn has an enrage timer, he is not an extreme DPS race and raid and tank damage are somewhat higher than on some other Ulduar fights. 6-7 healers may provide a good balance.
Melee Tips
Melee classes are somewhat disadvantaged on Kologarn as of 7 March 2009. Since the entire raid faces the boss, melee cannot get behind him (except perhaps by standing inside his model, which is likely unintended as it requires standing on the "bridge" formed when he dies) and are thus susceptible to being parried and losing DPS.
Ranged Tips
Kologarn has a spell interrupt (8 second lockout) in melee range, so ranged need to stay back.
