Past the first name, almost all mobs have constant knockback. Try to put your back to a wall.
There are traps that look like root nodes in this dungeon. Disarm them from maximum range or they punt you upwards and often pull additional groups. Note that the disarm is temporary: the traps will reset themselves.
This is a persistent instance, however if you don't do certain things before you leave you cannot progress when you return. If you get the key and don't use it to go downstairs, you lose it. If you don't click the orb to open the door after the minotaur, the blocks stop moving and you cannot get up there.
Go to the locked gate at ( -143, -22, -127 ) /waypoint -142.71, -22.17, -126.51. Jump on the nearest moving stone then keep jumping on higher moving stones. Jump on to the building . Now jump on the fourth moving stone to jump on the next building. Click the Orb to open the second gate.
You might try standing on the big rock at ( -154, -20, -116 ) /waypoint -154.08, -20.43, -116.24 and jump from there directly to the third tile. It saves you a couple of hops.
Gorscha is located at ( -206, -12, -219 ) /waypoint -206, -12, -219.
Furdip is located at ( -238, -19, -284 ) /waypoint -238, -19, -284.
Furdip is invulnerable. Harvest a glob of congealed mess from the blood fountain in the center (click the bubbling areas), and put it on your hotbar. When Furdip says "Rest, rest and then your death!" use the congealed mess on him to make him vulnerable for ten seconds. DPS hard during this time.
Rinse and repeat the harvest/click/10 seconds of DPS.