Be aware that since the patch, perk-bonuses now attribute towards triggering rage of a FP.
Furthermore, there is also another trigger for rage, which is line of site duration. If the FP has not used an attack for an extended amount of time, then he will rage.
Some tactics you could employ:
1) Need katana + xbow:
Xbow first from as large a distance as you can manage. Yes he will rage. Yes he will come for you. If you can get one or two, preferably headshots in before he gets too close, then you are golden.
Ideally: 1 headshot to make him rage, 1 headshot during the rage.
The aim is to have him leave rage before he makes it to you. If you find that you have mistimed this completely, throw a grenade between the two of you. He will spaz out trying not to run into the grenade. While he is re-routing, you should be building distance.
Now the situation is either:
a) Risk more headshots if you can for-sure decap him without getting hurt.
b) Engage him with the katana (medic or berserker only).
The classes movement speed increase will enable you to successfully kite his normal melee attacks (preventing rage), and the alt-fire from the katana every 3 or so seconds will ensure a proper safety net for making him not rage.
More on this tactic summed up below
2) Use another weapon, such as an LAR that you can fire into his head and not rage him. Take pot shots (this will require some experimenting to master) quick enough to chip away his health, but not enough to make him rage.
The controlled damage flow will leave you 1) more able to defend against random specimens interrupting your flow of events, and 2) be easier to handle under stressful situations, because if you feel in too much danger, you can always turn tail and run before he gets with in a rage distance, and continue the process.
You also can lend yourself into a short-cut form of method 1), where you chip at him until comfortable, take 2 xbow shots (remember, it isn't a forced reload, fire- switch wep- switch back- fire). Throw the grenade to leave you some room for gap against the rage. And then katana.
Now the katana playstyle for this is very important. You will be backpedaling. You will be timing your attacks on him. BUT, the window will allow you some time while you wait for his damage tick to reset.
1) Lead the battle. Tunnel Vision is the enemy in this case. If you can afford the room, curve the path he takes to you, so you can effectively change the view of the battle, to keep yourself more aware of mobs heading your direction.
Take quick turns left or right to see about awaiting groups. Remember, don't leave your best friend without attacking you for too long (slip in his attack range, usually fire a shot and back off while he swings) so that he doesn't rage.
2) Deal with the other specimens. This would be completely useless (after a fashion) if you weren't able to deal with other crap teaming you at the same time. Leading the battle will let no surprises fool you. In the midst of attacking him, asses the next threat. That siren standing in your backpedal path: Slip in FP attack range, cause him to fire, and while back pedaling do a quick 180 pulling out the xbow, destroy her head, switch back to the katana and readdress the fp.
Any gorefast / clot / stalker that try and interrupt your spree are dealt with you leading the battle so that they end up in front of you attempting to nestle next to the fp. Simply angle your path, primary fire or 2 the mob and move back.
Bloats - 9mm fire the head. If you can do it effectively with the xbow, then you can do it effectively with the 9mm. WATCH YOUR Reload though. 9mm is forced wait reload, you will walk slower during this period. Bad if timed wrong.
Crawlers - either time it like the bloats with the 9, or if a group of 1's and 2's come handle it like most other. Two options, time the swing to kill it mid jump (takes more practice than the next option to master), or bait the jump, take a quick step back and look down, and primary. Resume attention to FP.
Situations with 2 FPs or more require more finesse. The goal I have had the most success with is make sure they aren't together.
2 of them spawned next to eachother?
Rule 1: Cardio. Put some distance between those two.
Kill off any groups you see to be a challenge to above kill styles.
Then rage one of them (IE method 1).
Just 1 mind you. He will then put distance from the two of you, this buys you some time to space out the death threats.
IF done right, you shouldn't have to heal during your fight, and shouldn't be in danger of dying. However, stuff gets hairy sometimes. If necessary pop the syringe and toss ONE grenade to cut off his path, and book it out of there.
Keep in mind. I don't attempt to hurt the FP's with the grenade, just buy me some valuable running distance. Do this enough to start the process over, with full health and more threats (like husks) eliminated.
Lastly, this was all for by yourself tactics. Once a teammate is introduced, the dynamics make this task easier (provided they are on the same wavelength as you).
Control his raging, and you win. Use it to your advantage in whatever scenario you are in. So with that if you are going to rage him, and you can line him up with a few ZEDs out in front, let them become casualties while it doesn't effect your style at all.
Sorry for the long read,
Hope it helps : )