Wowwiki on the general mobs:
Tempest-Forge Patroller: Calls for help. Small ae knockback.
(Mechanical)
Tempest-Forge Destroyer: Charge Hands: charges fists up and then slams the ground 3-5x for 2k a slam.
(Mechanical)
Sunseeker Netherbinder: Summons two arcane servants, low hp adds that have a magic volley and hit hard.
(humanoid)
Bloodwarder Slayer: Whirlwinds and has a movement/attack speed debuff chilling touch.
(humanoid)
(pally I think, and humanoid)
Bloodwarder Physician: Sleeps closest non tank target, heals.
(humanoid)
Mechanar Driller: Drill armor, stacking debuff reduces 20% armor. Has a 50% movement speed debuff as well. Pound, blinding disorient (only on tank?)
(demon, and they disoriented me for sure, don't think they did anyone else)
Mechanar Wrecker: Pound, blinding disorient (only on tank?)
(demon)
Mechanar Tinkerer: Non elite. Spams Netherbomb, does about 500 ae magic damage.
(demon)
Mechanar Crusher: Disarms.
(demon)
Sunseeker Engineer: Shrink ray, Death ray.
(humanoid)
Sunseeker Astromage - These NPCs have a fire shield in this instance can be spellstolen by a mage, this makes dealing with these characters much easier and can be used against them (though not reccomended as highly, the aggro draw is quite high whith the ammount of damage dealt). The aura does about 500 fire damage /tick and is fully modified by +spell damage gear.
(humanoid, and very mean)
I pulled those above from Wowwiki, and added the race in parentheses on those I could remember. There were no undead, only demons, humanoids, and mechanicals, if I remember right.
You have 3 groups when you first walk in, set of 2 of the patrollers I think, but may be the destroyers, and then 2 packs of 3 each of the humanoids. We got a healer, mage, and warrior in our packs.
There are few single pulls in this instance, most come in packs of 2-5 with a mix of humaniod/demon.
We were sheeping the humanoids and banishing the demons. You will have sets of 4 demons at times, 2 little tinkers, and 2 big drillers, and then will have 4 packs of humanoids.
The gate keepers are nasty. You will come to Gate-Watcher Iron Hand first. This is pulled from Wowwiki:
* When his arms glow like show magic you should avoid him - It's the warning for jackhammer. Everyone including the tank should move out for a few seconds (he should be remain rooted in place while doing this). Other than that just DPS him hard.
(I was wondering what he was doing when he was standing still last night, now I know, lol

)
Attacks and Abilities
* Shadow Power: Enrages glowing red, 100% attackspeed increase
* Jack Hammer: Does an AoE centered on himself hitting for around 1000-1500 around 8 times in a short time. This is pretty unhealable, try to avoid
* Poison: Has a posion ability that reduces attack speed and armor by 35%. appears to be a frontal cone
I think the first boss is next, Mechano-Lord Capacitus, he is a cutie

Pulled this from Wowwiki:
He drops bombs (1500-3000 AE Arcane Damage) that can be easily spotted.
Move him around to avoid them and watch what color he is before attacking...
Attacks and Abilities
Head Crack : Stamina decreased by 200, Hits the tank only.
Nether Bomb: Spawns a small bomb that flies around. 1500-3000 AE Arcane Damage when it detonates (NOTE: He spams this entire time

Reflective Damage Shield: ( RED GLOW ) - Inflicts 950 damage on melee attackers.
Reflective Magic Shield : ( GREEN GLOW ) - 100% chance to reflect spells to the caster.
Strategies
Keep him far away from the group - this is primarily a ranged fight.
Your tank should be prepared to move him from side to side to avoid the bombs. Ranged attackes should be vigilant of bombs approaching them and move accordingly.
The bombs themselves spawn and then move around slightly before pulsing two or three times then exploding. They are easy enough to spot and very easy to avoid if everyone keeps their distance.
Another good strategy is to clear the whole front of the instance and kite the boss around in a huge circle from where he is to the front of the instance and back.
Also, if your group wipes other than a hunter, the hunter can kite him around the instance (if he is good at it) until the rest of the group can zone back in and continue killing him.
Another strategy is to have the tank stay at the bottom of the stairs, with the boss's back to the steps. The bombs don't seem to go past the 2nd step(allowing any bombs to only hit melee). So any melee classes should stay back and range during this fight.
* Note: When your tank is bringing him back towards the bridge, if Capacitus is pulled slowly around the pillar and stopped in just the right spot by one of the pillar corners most/all of the bombs will bounce off the pillar and go behind him turning the battle into a simple and easy tank'n'spank. (My group has only done this once, I'll make a diagram tomorrow to show the positioning we used, not sure how easy this is to accomplish.)
Another strategy is to bring a warlock with you and when your one pull away from the boss. A lock can enslave a drill master when you have a drill master enslaved it does a debuff that stacks on the boss reducing its armor by 100%. The boss goes down alot faster with this method.
I just tanked him against the wall on the right, and the others in the group avoided the bombs. He did the magic reflective shield about 4 times during the fight.
You will clear more trash and then come to the second gate keeper, Gatewatcher Gyro-Kill, he is quite ugly. Wowwiki says:
Attacks and Abilities
* Shadow Power: Enrages glowing red, 100% attackspeed increase
* Sawblade: Throws a sawblade at random target 1500dmg and a tic for 500
* Poison: Does a frontal cone poison that reduces attack speed and armor by 35%
Strategy
* Straight forward tank and spank. Much easier than the other side twin due to the fact you dont have to move. Healers need to pay attention to the Sawblade target, although with the amount of stamina people have, it shouldn't be too much of a problem.
More trash and then the second boss, Nethermancer Sepethrea who set me ablaze, lol. Wowwiki says:
She spawns two Fire Elementals ("Raging Flames") as soon as you aggro her (three in Heroic Mode), which cannot be banished or feared.
The adds have random aggro and a lot of life, but are very slow. So just kite them around. In normal mode, these adds change aggro after each hellfire. In heroic mode, the adds keep aggro on the same target for the length of the fight.
It is suggested to clear the entire room before pulling, as kiting the fire elementals generally requires a fair amount of space.
The adds leave a trail of fire that hurts (think Tron light cycles).
Abilities
* Dragon's Breath: A fire spell that hits for 600 and is accompanied by some kind of punt that deaggros the MT. The Dragon's Breath debuff is a dispellable magic effect that disorients for ~10s.
* Frost Attack: 700 damage and a nondispellable debuff that reduces attack speed.
* Arcane Blast: 500 damage
* Melee: About 1000 per hit
In this fight, everyone must be prepared to move as necessary to avoid or kite the elementals. For the initial pull, spread your group out as far as they can go and send the MT in to tank her on the spot. You will immediately know which party members have aggro from the Elementals. Ensure that those party members move across the room to the other side with the elementals in tow.
When the elementals change target, they stand still and "pulse" so be prepared to arrange for those targets to kite. They can also aggro onto hunter pets.
The first go at her, I charged up the platform and tried tanking her there, however, the 2 fire elementals she spawns stayed put and promptly had me and my pigtails go up in a huge ball of fire, so on the second go, I ranged pulled her, let the elementals go on their merry way to be kited by our fearless group, and then I moved her to a wall and tanked her there until she did her Dragonbreath and frost attack, seemingly at the same time, as I was turned blue, punted, shed aggro, and slowed, so it was difficult getting back to her to get aggro. She did this 2 or 3 times during the fight. Watch the hellfire from the elementals, as it hurts. When they stand still, they are fixing to cast it, so run away. We ended up having to kite her at the end, cause poor Anita got toasted I believe, and I couldn't take damage without heals, so we ran her around the room and Adam finished her off with his uber ranged dps, there by himself at the end
After this boss, there is a hallway to the right. Do not go into it until you are ready for 3 waves of mobs. There were 4 humaniods standing in the alcove. When you kill the last one, it spawns the waves, which had 3 or 4 humanoids in the first wave, then a destroyer, then 4 humanoids, with one of those Astromages I believe.
We were able to do the event. Then you move down the hall a bit more and it starts another 3 part wave event, and the Astromage did us in on that one. They are particularly mean. Need to cc them or kill them quick.
Aggro was very touchie for me in here on the mechanicals. Be sure to let the tank get some sunders on before digging on the dps on these as they hit clothies hard. For the gate watchers and bosses, I would recommend 5 sunders before digging in. It is very important to manage your aggro in here. I was slept, disoriented, and aggro shed punted in here.