3 Bosses • Eversong Woods • The criminal underbelly of Silvermoon City — a district of rogues, assassins, void cultists, and crime syndicates operating in the shadows of the elven capital during the Midnight invasion.
⚔ Trash Pull Notes
📶 Priority Targets
Void Cultist Invoker — backline caster firing Void Bolt Volley at the whole party. Kill before melee mobs.
Row Lieutenant — buffs all nearby allies with Syndicate Tactics (+30% damage). Kill immediately or the entire pull becomes lethal.
Silkblade Enforcer — stealths and reappears attacking a random party member. Can be stunned mid-stealth with AoE stuns; kill fast.
Void Hound — fixates on the healer. Tank picks up immediately; DPS burns on priority.
⚡ Must Kick
Void Bolt Volley (Void Cultist Invoker) — party-wide shadow burst. Top interrupt priority every pull.
Syndicate Tactics (Row Lieutenant) — 30% damage increase to all allies in range. Kick or the whole pull goes lethal.
Vanishing Poison (Silkblade Rogue) — applies a stacking lethal DoT to a random player. Interrupt every cast.
Dark Mending (Void Cultist) — heals the caster and nearby allies. Interrupt before it undoes progress.
🔒 CC Targets
Silkblade Rogues — Sap (Rogue, must be out of combat) is the cleanest option. Polymorph or Hex also work.
Void Cultist Invokers — Polymorph (humanoid). CC the second one when pulling double-caster packs.
Row Lookouts — can be Sapped before combat by a Rogue. Imprison (DH), Ring of Frost (Mage) otherwise.
Silkblade Assassins — Polymorph, Imprison, Hex. High CC priority when pulling groups of three or more.
🔮 Purge / Soothe
Syndicate Empowerment (Row Lieutenant buff on allies) — Purge (Shaman), Spellsteal (Mage), Devour Magic (Warlock). Strip it off the buffed mobs immediately.
Void Frenzy (Void Hound enrage) — Soothe (Druid) or Naturalize (Evoker) removes this before the tank spikes.
Boss 1 of 3
Silkblade Syndicate
A coordinated trio of Silvermoon's finest criminal operatives. Each brings a different toolkit — control, damage, and disruption. Clear kill order is mandatory.
🛡 Tank
You are the only tank — have DPS CC at least two operators at pull (Sap the rogue before combat, Polymorph the caster, Hex the third) so you only face one at a time.
Watch for Blind from the rogue operator — call it out immediately; you cannot hold threat while blinded. A DPS can taunt as an emergency.
The spellcaster operator will periodically teleport — re-establish threat immediately after each port.
Kick: Syndicate Leader's self-heal every cast. CC: Sap (Rogue) is best used pre-combat on the rogue operator. Polymorph (Mage) on the caster. Hex or Imprison for the third.
✚ Healer
Dispel priority: CC effects from the rogue and mage operators hit at unpredictable timing.
Expect to be a CC target — communicate immediately when you are incapacitated so others react.
Maintain group health through consistent sustained damage from all three operators.
Cooldowns when two or more operators overlap high-damage abilities simultaneously.
⚔ DPS
Kill order: caster first (interrupt risk), rogue second (CC risk), leader last. Keep unkilled operators CC'd throughout.
Kick: every self-heal and empowerment cast — rotate all 3 DPS. Set the order before the pull.
CC: Polymorph (Mage), Hex (Shaman/Evoker), Imprison (Demon Hunter), Freezing Trap (Hunter), Repentance (Paladin) — use whatever your group has on each unkilled operator.
Do not AoE carelessly — breaking CC on an untouched operator resets your kill order and can wipe the group.
Boss 2 of 3
Voidseer Rhan'dara
A void cultist who has made Murder Row's deeper dens her sanctuary. She fights through Void constructs and punishes players who clump or stand in wrong zones.
🛡 Tank
Position Rhan'dara facing away from the group — Void Bolt volleys arc in the frontal cone.
When she summons Void Constructs, briefly kite them into a corner while maintaining boss threat.
Defensives for Void Surge — she channels amplified damage on the active tank during peak energy.
At 50% HP she gains Void Ascendance briefly — pop a major defensive and call it out for healers.
✚ Healer
Void zones spread across the floor — keep the group moving and avoid stationary healing positions.
Interrupt Void Regeneration on Rhan'dara — it is a self-heal with no cooldown.
Sustained shadow damage throughout from Void aura — consistent throughput is required.
Cooldowns for Void Ascendance at 50% HP when her damage output surges.
⚔ DPS
Kill Void Constructs immediately on spawn — they fixate on random players and apply stacking Void corruption.
Kick: Void Regeneration every cast — 2 DPS rotate this while the third maintains boss pressure. She has no cooldown on it.
Spread positioning to prevent Void Bolt chains from jumping between clustered players.
Void Ascendance at 50%: maximum burst window — she briefly takes amplified damage during the transition.
Boss 3 of 3 — Final
Lord Cutthroat Vayne
The kingpin of Murder Row. A meticulous assassin who calls in debts, controls the arena, and punishes any player not paying attention to their positioning.
🛡 Tank
Vayne repositions constantly via Shadowstep — reacquire and reposition after every teleport.
When he activates Marked for Death on the tank, call it out — heavy burst incoming.
Adds (enforcers) spawn on a timer — pick them up immediately before they reach the healer.
Defensive rotation must account for Vayne's empowerment windows — his damage spikes significantly at high energy.
✚ Healer
Poison Nova is a party-wide DoT on a short cooldown — Purify/Cleanse on rotation throughout.
Marked for Death on the tank is a heavy burst window — immediate top-up required.
Enforcer adds create additional damage streams — maintain group health between waves.
Cooldowns for the final Lethal Decree phase when Vayne enters his execute window and all abilities intensify.
⚔ DPS
Interrupt Vanishing Blade — it triggers a forced reposition and applies a bleed to whoever it hits.
Kill enforcer adds quickly when they spawn — do not let them stack bleeds on the healer.
Dodge Shadowstep ground AoE — the landing zone is telegraphed by a shadow briefly before impact.
Save Heroism/Lust for the final Lethal Decree phase when the fight's damage and urgency peak.