<Screenies to come>

Finally made it to 16 after what seemed like a very long time (I did all of the collection quests in westfall), so decided to head to DM. The traitor escort gave me quite a few issues as he seemed to pull all of moonbrook onto me, eventually I tried it and luckily someone had just cleared it out, so plain sailing there.

The group was all level 16 to start apart from the shaman who was 17, in half greens at most (the AH prices on this server are crazy). I think my tank had around 560 hp fully buffed.

I started off doin gthe undead quests, much easier now they aren't elite. Inside the instance my first elite pull ended up with a dead tank as I had runners, luckily I could res myself and carry on.

Instance Tip 1. Remember to repair before heading in.
My tanks weapon went red before I got to the first boss. I tried tanking him with a grey 2h sword that I'd picked up, but a mix of 0 sword skill and him hitting like a truck meant that I tried it twice and then decided to res my tank at the gy and repair her gear. She managed to die a couple more times on the way into the instance, she's not quite as tough without her back-up ensemble.

Rhahk'zor
So, got my 1h and shield back for another go at the boss.
I already knew that he does a stun and also that you need to pull him when he's away from the two defias or they will join in the fight. I decided to tank him away from my group as I wasn't sure if the stun was an aoe or not.
He hits bloody hard, but with my shaman healing, priest as back-up and pots/stone statues I managed to get him down.

No Miner Johnson and I didn't see him the second time I went either

Sneed + Shredder
Firstly the goblins, I seem to only be able to get 3 at a time for the first couple of pulls, I must be standing in the wrong place to get them. The do a cleave, so it's a good idea to tank them facing away from the raid. I sheeped one and managed more or less to tank the other two.

Again I tanked the boss away from the group. I cleared the whole room first as I know he can do an aoe fear, but he didn't use it either time I killed him. At 16 this is a really hard fight, still not easy at 18. First time I used everyones mana just killing the shredder, he's level 20, so prepare for quite a few resists with a lower level team. Sneed pops once the Shredder is dead, first time lack of mana killed me, second time I thought I'd have time to eat with my tank and so she was one around 30 hp when he spawned - not good.
Both times I wiped after killing the shredder and ran back in to fight Sneed (the shredder doesn't despawn luckily and I had enough time to run back, buff up and get to full mana before Sneed). Sneed himself is about the same as the shredder, quite high damage on the tank, but nothing terrible. Next time I'm going to try killing the shredder at the far end of the room and then running back before Sneed spawns, I'm hoping if I go far enough away he won't agro and I'll have time to drink up before killing him.

Defias Taskmasters - These mobs will run away from people in melee range, I found it easier to let the ranged nuke them down and heal with my paladin.
Goblin Craftsman - They do a move called Melt Ore which is a fire aoe, I tanked them away from the group to minimise healing needed (same with the evokers).
Goblin Engineer - Summon a little robot and shoot at you. I tried to LOS pull these, but in hindsight i might just be easier to nuke them down like the taskmasters, leaving my pala free to tank the robot.

Gilnid the Smelter
I pulled one of the goblins away from him when it walked far enough left, leaving me with Gilnid and one other goblin. I sheeped the add and focused on the boss, unfortunately my mage decided to attack her sheep (bad macros) and so the fight was messier than it could have been. The patrol after this boss has 3 mobs in it, I sheeped the evoker and ranged nuked the taskmasters.

After looting the Defias Gunpowder to blow the doors up an elite will spawn, I took my group into the little alcove where the barrel is and faced them looking ut in preparation for this. When you blow the cannon two mobs will run for the door, but if you're stood far enough back they won't agro.

Mr Smite
My favourite boss in the DM, he will agro as soon as you get in range of his stealthed guards at the bottom of the slope. He also stuns the group at certain % of his health so I find it easier to dps the adds down before the boss (or cc can break on the adds and you end up with a dead healer), I sheeped one add, killed the other and then killed the sheep. My tank was level 17 by this point, but it wasn't too hard to heal (with the priest acting as back-up if my pala dropped too low).

I went for Cookie next, again not too problematic, but I do remember having a bit of sdpike damage to contend with.

I was going to head up to try Captain Greenskin (didn't think I'd have a chance on VC at that level), but my silly mace decided to break again so I had to hs out. I did find that my toons had quite a large agro range and I managed to pull some adds from the upper platform, luckily it was only 1-2 at a time so no wipes here.

Summary for DM:
Trash is fairly easy if you adapt to the mobs (aoe away from group, don't chase the ones that run from melee) and the pulls are small, max 3 mobs if you're careful.
Remember the patrols that spawn after each boss, there is also a patrol of two mobs that will wander around if you wipe too much (I assume it's time based, maybe linked to a boss).
The bosses hit rather hard at lower levels (and lower gear levels) so I'd suggest having a back-up healer.

Notes to self for next time:
1. Try running away after the Shredder dies.
2. Change priest macros to a smaller heal when the shaman heals and a big heal instead of a nuke (to conserve mana).

I can't wait to try stockades and BFD, but as I've not managed to get any useful gear in DM yet I'm happy doing more runs through that (plus getting the last two bosses down). I'd like to go to SFK because of the rewards, but I'm worried about the long walk through contested territory aswell as the mobs that silence and shield against magic.