After the latest tuning buffs, the Patch 10.1.5 Megadungeon is pretty hard and has raid-like mechanics. If you liked 10 man raid content, you will probably like the current tuning of this dungeon which feels like 5 man progression raid content. Here's a preview of the first 4 encounters.
Introduction and General ThoughtsIn this week's Patch 10.1.5 PTR build, the Dawn of the Infinites dungeon received some massive tuning buffs, increasing the health and damage of all bosses. As mentioned in the For Azeroth interview, Blizzard is baking the Hard Modes right into the base encounters, which meant that these tuning buffs needed to happen in order to make the dungeon now a complete face roll. From personal experience, with the exception of a couple overtuned abilities, this dungeon had a feeling similar to old 10 man raiding — small group progression content, and the encounters felt incredibly well tuned for 425 item level. The PTR scales all players to 425 item level, but I believe that most players will be ~440 item level on live making the throughput checks much easier. That being said, each of the bosses has mechanics that you can't really ignore and while more dps/hps will help, not doing the mechanics will still wipe you. The bosses themselves have some very «raid-like» mechanics requiring movement as a group, long phases and general communication mechanics making this a really enjoyable experience! Below I'll provide a preview of the first four encounters post-buff, with some personal opinions on each encounter.
1st Boss — ChronikarThis boss is a great intro to the difficulty of the raid. It has simple mechanics, but ignoring the mechanics will wipe the party. One of the main mechanics is Sand Stomp which deals
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