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Maisara Caverns

3 Bosses • Zul'Aman • Vilebranch trolls sacrifice captives to power necromantic rituals binding Rak'tul in the depths. The most mechanically complex and interrupt-heavy dungeon of Season 1.

⚔ Trash Pull Notes

📶 Priority Targets
  • Vilebranch Shadowcaster — backline caster nuking the whole party. Kill before anything else.
  • Necrotic Channeler — empowers all nearby undead by 50% damage. Kill or interrupt on sight.
  • Rak'tul's Bound Shades — fixate on the healer if not taunted. Tank picks them up immediately; DPS burns them fast.
  • Vilebranch Witch Doctor — self-heals and heals nearby allies. Kill before healers become unkillable.
⚡ Must Kick
  • Shadowbolt Volley (Shadowcaster) — party-wide shadow blast. Top interrupt priority.
  • Necrotic Surge (Necrotic Channeler) — empowers all nearby mobs; a missed kick snowballs immediately.
  • Troll Regeneration (Witch Doctor) — heals the Witch Doctor and nearby allies for large amounts.
  • Hex (Vilebranch Hexer) — CC's a random party member. Interrupt to prevent losing a DPS mid-pull.
🔒 CC Targets
  • Vilebranch Hexers — Polymorph, Hex, Imprison (humanoid). CC before the pull if pulling multiple.
  • Vilebranch Shadowcasters — Polymorph or Sheep them while burning the Witch Doctor first.
  • Necrotic Channelers — CC if you can't kill them immediately; note they break on AoE damage.
🔮 Purge / Soothe
  • Berserking (Vilebranch Warriors) — Soothe (Druid) or Naturalize (Evoker) removes this enrage.
  • Spirit Shield (Witch Doctor) — Purge (Shaman), Spellsteal (Mage), or Devour Magic (Warlock) strips the absorb shield.
Boss 1 of 3

Muro'jin & Nekraxx

Duo encounter. They do not share health. Kill order and timing decide whether this is easy or catastrophic.

🛡 Tank
  • You are the only tank — have a DPS CC one add at the pull (Polymorph on Muro'jin works; Hex if no Mage) so you only actively fight one at a time.
  • If Nekraxx dies last: it gains a 20% damage increase every 4 seconds — burn it immediately after Muro'jin falls.
  • If Muro'jin is last: you have 10 seconds to kill him before Revive Pet resurrects Nekraxx at 35% HP — call this window loudly.
  • Rotate defensives for whichever add is in combat — each has separate hard-hitting abilities that spike at high keys.
✚ Healer
  • Dual damage streams run simultaneously — use cooldowns earlier rather than later.
  • When one boss dies, the other accelerates rapidly — be prepared for a sudden healing spike.
  • Prioritize tank healing during Nekraxx's stacking damage window if it is left last.
  • Dispel bleed or poison effects promptly — troll encounters typically have sustained DoTs that compound.
⚔ DPS
  • Keep damage roughly even between both bosses to maintain flexibility on kill order.
  • If Muro'jin is last: burn him within the 10-second Revive Pet window — kick Revive Pet immediately when it casts.
  • If Nekraxx is last: all-out immediately — the stacking damage amp will kill the tank if you hesitate.
  • Kick: Revive Pet (all 3 DPS rotate) — any interrupt works. CC: Polymorph (Mage) or Hex (Shaman/Evoker) on the off-target at pull.
Boss 2 of 3

Rak'tul

The bound dire troll. An enrage encounter — the longer he lives the harder he hits. Phase 2 is a survival and DPS race.

🛡 Tank
  • Position Rak'tul away from walls — Rampaging Crush chains against surfaces and amplifies damage.
  • Pick up summoned Bound Spirit adds immediately; they fixate on healers if not taunted.
  • Use your defensive rotation for Rampaging Crush — it hits exceptionally hard at higher key levels.
  • Phase 2 kite mechanic: maintain distance between yourself and the group while being chased.
✚ Healer
  • Heavy AoE damage during Bound Spirit phases — top the raid before each wave arrives.
  • Watch for Carnage Slam on a non-tank player — emergency-heal them the moment the cast resolves.
  • Cooldowns for Phase 2 Rampage when the boss gains a massive damage amplification.
  • Stay away from walls — Rampaging Crush chain geometry can clip you through wall surfaces.
⚔ DPS
  • Kill Bound Spirits the instant they spawn — they fixate on healers and apply bleeds if uncontrolled.
  • Kick: Troll Hex is priority — one uninterrupted cast CC's a random party member for several seconds. Rotate all 3 DPS for this. Soothe: if your Druid or Evoker has Soothe/Naturalize, use it on Rak'tul's Phase 2 Rampage to remove the enrage.
  • Void Stomp: move perpendicular, not backward — backward movement is too slow to outpace it.
  • Phase 2 vulnerability window: the boss briefly takes increased damage — use all major burst cooldowns here.
Boss 3 of 3 — Final

Vordaza

Phantom collision mechanics define this fight. Unstable Phantoms must collide with each other — never let them reach the boss.

🛡 Tank
  • Create clear corridors across the arena so DPS can guide Unstable Phantom collisions.
  • Position Vordaza in a corner or along an edge to maximize phantom travel distance.
  • When Final Pursuit is cast, move away from the raid — it applies a stacking DoT on impact.
  • Vordaza resets aggro at Phase 2 entry — taunt immediately to prevent healer threat pulls.
✚ Healer
  • Unstable Phantom collisions deal AoE nature damage to nearby players — keep the group spread.
  • Final Pursuit deals heavy damage on impact — emergency-heal the targeted player immediately.
  • Sustained poison damage throughout the fight — keep Purify/Cleanse on steady rotation.
  • Phase 2: damage ramps as more Phantoms are consumed — have a major cooldown ready for the escalation.
⚔ DPS
  • Guide Unstable Phantoms into each other by running between them from opposite directions — both are destroyed on collision.
  • Never let a Phantom reach Vordaza — each consumed phantom permanently empowers the boss.
  • Two DPS bait the phantom pair; the third stays on the boss — one bait per phantom from opposite sides to force the collision.
  • Kick: Vordaza's Soul Leech channel — it heals her and deals heavy party damage simultaneously. This is a top-priority interrupt; rotate all 3 DPS so no one is locked out.