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Seat of the Triumvirate

4 Bosses • Mac'Aree, Argus • A draenei sacred city corrupted by the Void. Featuring void pool management, extensive dispel requirements, Void Tendrils, and L'ura as one of the most punishing final bosses in the rotation.

⚔ Trash Pull Notes

📶 Priority Targets
  • Shadowguard Voidtouched — Void Bolt Storm hits the entire party. Kill or interrupt before touching anything else in the pull.
  • Shadowguard Nethermancer — drains the healer's mana with Mana Void. Kill immediately; a drained healer loses the pull.
  • Void Tendril — pulses AoE shadow damage to all players every second while alive. Kill on sight.
  • Dark Aberration — fixates on a random party member. Tank establishes aggro immediately; DPS kills before fixate runs its full duration.
⚡ Must Kick
  • Void Bolt Storm (Shadowguard Voidtouched) — party-wide shadow burst. Highest interrupt priority throughout the dungeon.
  • Mana Void (Shadowguard Nethermancer) — drains the healer to empty. Kick immediately; missing this can end the pull.
  • Shadow Word: Agony (void casters) — stacking damage on a single player. Rotate DPS kicks.
  • Void Cascade (Dark Aberration) — shadow chain that bounces between nearby players. Interrupt to cut the chain.
🔒 CC Targets
  • Shadowguard Voidtouched — Polymorph (humanoid), Hex. CC the second one when pulling multiple casters.
  • Shadowguard Nethermancers — Polymorph is the top CC priority. If no Mage, use Hex (Shaman/Evoker).
  • Dark Aberrations — Imprison (Demon Hunter), Hex. CC to prevent fixate on the healer.
  • Void Tendrils — cannot be CC'd; must be killed.
🔮 Purge / Soothe
  • Void Shield (void creature absorb buff) — Spellsteal (Mage), Purge (Shaman), Devour Magic (Warlock), Naturalize (Evoker). Strip before spending DPS on a shielded target.
  • Shadowguard Empowerment (Nethermancer self-buff) — Purge or Spellsteal removes the caster's damage increase.
Boss 1 of 4

Zuraal the Ascended

Void pools expand and cover the floor over time. Interrupt Shadow Word: Agony or it stacks damage on a random player. Zuraal goes untargetable during Void Ascendance — kill adds quickly.

🛡 Tank
  • Face Zuraal away from the raid — Void Slash cleaves anyone directly behind the target.
  • When Zuraal Ascends (void form), he becomes untargetable — hold position and wait for his return.
  • Position near room center to avoid Void Pulse knockback into wall hazards.
  • Void Corruption stacks on you with no swap in M+ — use a major defensive at 3 stacks and call for an external cooldown (Blessing of Protection, Ironbark, etc.) if stacks approach 5.
✚ Healer
  • Void Pulse deals AoE shadow damage to all players — steady throughput throughout the fight.
  • During Void Ascendance, the fight briefly calms — use this window to top everyone off.
  • Void Tendrils root random players — dispel them immediately; rooted players take amplified damage.
  • Cooldowns for Phase 2 when Zuraal combines Ascendance timing with Void Pulse overlaps.
⚔ DPS
  • Kick: Shadow Word: Agony every cast — uninterrupted, it stacks heavy damage on a single player. Rotate all 3 DPS; set the order before the pull.
  • During Void Ascendance, kill void adds in this order: Void Tendril → Darkened Void → Zuraal's Echo.
  • Avoid Void Pool puddles — they expand over time and eventually eliminate most of the room.
  • Burst Zuraal hard after Ascendance ends — he has a brief vulnerability window on reappearance.
Boss 2 of 4

Saprish

Saprish shadowsteps if you move too far — keep him close. His shadow hound Darkfang fixates on the tank. Kill Shadow Hound adds or they fixate on the healer.

🛡 Tank
  • Never move too far from Saprish — he shadowsteps and resets threat if you increase the distance too much.
  • Keep Saprish and Darkfang stacked for efficient cleave damage if your group can.
  • When Saprish vanishes via Shadow Stalk, face the direction of his reappearance indicator to taunt immediately.
  • Pick up all spawned Shadow Hound adds via AoE threat — they fixate on healers if not taunted.
✚ Healer
  • Voidtouched debuff drains healing received on the afflicted player — dispel it immediately.
  • Multiple Shadow Hound adds and boss simultaneously create a chaotic damage environment.
  • Saprish's Shadow Leap lands on a random player for heavy burst — pre-heal if you see the cast animating.
  • Cooldowns when Darkfang Phase activates — area-pulsing damage around the tank spikes their HP.
⚔ DPS
  • Kill Shadow Hound adds quickly — each uncontrolled hound fixates the healer and applies bleed stacks.
  • Kick: Void Leech on Saprish — it heals him and applies a healing debuff to the target. Purge: any buff Saprish gains via Void Ambush empowerment (Mage, Shaman, Evoker, Warlock).
  • Spread slightly to avoid Saprish's Void Ambush chain-triggering between clustered players.
  • Darkfang is a priority secondary target — cleave it with Saprish whenever your spec allows.
Boss 3 of 4

Viceroy Nezhar

Umbral Tentacles deal pulsing AoE while alive and cannot be ignored. Oblivion's Call is a party-wide stacking debuff — assign 2 interrupters on strict rotation.

🛡 Tank
  • Nezhar's Tentacle of the Old Gods fixates on the tank — drag it away from the main group.
  • Void Lash stacks on you with no swap in M+ — use a major defensive every 2–3 stacks. Brief kiting can allow stacks to drop if your healer needs a moment to catch up.
  • Pre-position near the room's edge so Tentacles spawn at predictable locations for DPS control.
  • Use defensives for Nezhar's Oblivion Bolt — it deals percentage-based HP damage regardless of armor.
✚ Healer
  • Echoes of Oblivion create null-healing zones where heals partially fail — reposition out of them immediately.
  • Oblivion's Call applies a stackable shadow debuff — dispel on any player above 2 stacks.
  • Umbral Tentacles deal AoE damage while alive — DPS must kill them but raid health will drop during the delay.
  • Save a cooldown for Phase 2 when Nezhar channels Void Submission — raid-wide shadow burst.
⚔ DPS
  • Kill Umbral Tentacles immediately when they spawn — pulsing AoE damage cannot be healed through long-term.
  • Kick: Oblivion's Call — uninterrupted, it applies a 3-stack debuff to the whole party simultaneously. All 3 DPS rotate; assign order before the pull.
  • Phase 2 vulnerability window: use all major cooldowns when Nezhar briefly takes amplified damage.
Boss 4 of 4 — Final

L'ura

A fallen Naaru. Surging Darkness is the primary cooldown-dump moment. Void Orbs float toward L'ura — intercept them by running through their path or she is healed. Void Madness can CC players mid-fight — dispel it fast.

🛡 Tank
  • Shadow Slash stacks on you with no swap in M+ — use a major defensive at 3 stacks and communicate the pressure to the healer. Externals (Ironbark, Blessing of Protection, Rallying Cry) are valuable here.
  • Position in the Path of the Void Surge when it spawns — this soak mechanic requires tank participation.
  • Face L'ura away from Void Surge paths when soaks are not active — her cleave pattern changes.
  • Stack defensives when Void Surge overlaps with high Shadow Slash stacks — this is the primary lethality window.
✚ Healer
  • Surging Darkness deals massive raid-wide shadow damage — pre-cast your healing setup before it hits.
  • Do not wait until Surging Darkness resolves to react — by then it is too late for the squishier players.
  • Void Madness applies a mind-control-style debuff — dispel before affected players act against the group.
  • Keep the raid above 75% entering each Surging Darkness — L'ura checks group health at detonation.
⚔ DPS
  • Naaru energy beam sweeps the arena in a rotating pattern — memorize the rotation direction, do not guess.
  • Kick: Void Madness — one uninterrupted cast mind-controls a player during a critical mechanic window. Any DPS with an interrupt should be on this. Dispel: if Void Madness lands, healers with a dispel (Purify, Dispel Magic, Nature's Cure) must clear it immediately before the affected player acts against the group.
  • Void Orbs float toward L'ura — intercept them by running through their path before they reach her.
  • Use Heroism/Lust after the first Surging Darkness resolves — do not save it for a late-fight emergency.