I enjoyed the dungeon for what it was. It certainly felt more about story experience than anything though, given how long some of the no-mobs areas were, even in a simple two pack pull. However, given it was meant to be reused for storytelling experience, and how well it was done, I'm quite satisfied with that overall.
That said, as someone with a lot of conditional AoEs, the size of the mobs combined with model collision is a bit annoying. My main AoE rotation as a RDM is target based, my melee part of AoE burst is conal, the follow-up is target based, and my finisher is a straight line. If my tank doesn't bother to cluster the mobs (looking at you, first "boss" ), or they decide to splay out in a weird, non circular cluster, I'm missing stuff. Some of that is player error because you can almost always reposition, but if the mobs weren't so large, it wouldn't be as annoying of a problem.
Beyond that though, enjoyable experience. The cluster issues doesn't sour it too much, but I hope it's not a prevailing theme for the rest of the expansion. My main is already low enough on the DPS totem pole to begin with (not even mentioning the tank buffs), I don't need design situations making my contribution to the team even harder to provide.
