His Go Away ability is not just a straightforward knockback. He throws the targeted player on top of one of the high pillars around the room. Each and every time he tossed my warrior it was to the top of a different pillar. Fortunately, lock agro hard and high and keep it locked and he will simply summon you back immediately. Key is clearing the trash from the tops of the pillars so they don't agro between summons and chase you down. Choooo choooo.
Flight Master does some nasty things which can bring you in trouble very fast. But with the right strat it is no biggy, only a longer fight.
He casts a single target knockback type spell which kicks as far as the other end of the cave and additionally drops you down with another spell. That means happy adds. You can avoid that like on Sokokar Matron, if you pull him to the cave wall and fight him straight from the front without exception (our Rogue got kicked on the other side while once backstabbing him). But the most simple thing is Pet Tanking. All Pets on the guy, rest is caster DoTs/Nukes and Heals. Very safe to drop him, esp. if a Mage pet is present.
Group meanwhile has a mix of TBM/EoK T1/T2 gear. Gearing up before doing progression stuff any further and this is a good recipe to prepare for some missions.
Red con, like all T2 nameds. One of the easier Chardok mobs, just find a corner or crevice and have everyone back up in it to avoid the knockback. I box with war/druid, and doesn't give me much problem, except of course, it IS a long fight for me. Has never dropped armor for me (2 bows, 4 piercers) so not a good farm mob.