Mm... yeah, you generally save the prides for after you've gone back west and cleared that stuff out, as well as whatever side dungeons you can manage in the east. Lead up to the end, basically. The opening rooms to pretty much all the prides can be pretty damn brutal. Also the necromancer/elementalist pair is probably best saved for after the (generally much less painful) wyrmic one, with the fighter one last. Tinker with the order, basically, to make things a bit more manageable. It'll still be pretty rough -- these are basically the next-to-last zones in the game -- but you can do a lot to make things easier.
You... might be able to teleport out, or at least movement-infusion through the door to give yourself some better room to play with? I've always just kinda' killed them all (barring an occasional splat to the fighter pride one, which is the worst of the lot by a fair margin), so I've never actually tried to just dip out of that initial entryway.
And yeah, corruptor's primarily blight, with some acid/nature and darkness. Little bit of fire (mainly via fearscape, but there's a little bit of other, too). Blowing them up immediately really is your best option, with disabling coming a close second.
E: Oooh, merchant just gave my ogre sunpa warmaking/dispersal (plus some other junk) gauntlets. +20/17% phys/spellcrit and disperse magic, yes, thank you. Physcrit is now at... 73, spell at 89. Not 100%, but it's verra' nice anyway.