User:GoldenYak/World's Heart/The Faded Lords of Azj'Aqir

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Background
The twin lords of Azj'Aqir are monstrous, powerful aqir beings who escaped the destruction of the insect kingdom by fleeing into the Void. Now they have returned, hideously twisted and stronger than ever.

Overview
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Void Prism Abilities
When the Faded Lords are reduced to 66% and 33% health, Void Prisms will manifest in the battle area.

Void Breach
The Void Breach is a colossal tear between the material dimension and the darkest depths of the Void. The Faded Lords assault the World's Heart through this tear, which becomes unstable after they pass through it. The Void Breach's instability starts at 0, and if it builds to 100 it will unleash an unstoppable horde of Void entities into the world. Heroes must venture into the Void Breach to prevent it from becoming opened completely, facing vicious monsters within it.



Strategy
The Faded Lords, Yurgozax and Shaggazi, attack the heroes at the entrance to the World's Heart itself. The two aqir monsters will tear open a massive Void Breach as they enter the area, which will become an element during the encounter. The Void Breach's instability must be managed throughout the encounter as the Faded Lords are engaged. Each Faded Lord has their own health, and if the difference between their health is too large, they will deal massive damage to the raid. They will also damage the raid if they are too close together

The two Faded Lords have the same abilities, which they will employ throughout the encounter. When the Faded Lords are engaged, the Void Breach becomes unstable. The Void Breach's instability starts at 0, and if it builds to 100 it will unleash an unstoppable horde of Void entities into the world. Heroes must periodically venture into the Void Breach, crossing over into the Void where dark entities are attemtping to increase the instability of the Breach. These entities must be slain to prevent the Breach reaching 100 instability.

Heroes can enter the Void Breach and leave again through Stable Rifts, which will manifest surrounding the Breach itself. Passing through a Stable Rift afflicts the hero with Void Sickness, which deals periodic damage and prevents them from passing through a Stable Rift for a short time. Heroes must be ready to counter waves of Void Entities that spawn within the Breach, which happens periodically throughout the encounter. Entities within the Breach will attempt to pass through the Breach and enter the chamber of the Faded Lords. Each entity that successfully passes through the Breach will increase its instability by 5 and manifest in the Faded Lords' chamber to attack those present. If the Void Breach ever reaches 100 instability, it will open permanently and any entities that spawn will instantly appear in the Faded Lords chamber.

When a Faded Lord's health is reduced to 66% and 33%, Void Prisms will spawn in the chamber and the Faded Lords will gain stacking buffs. When a Void Prism is destroyed, it will explode, and if the Faded Lord is caught in the explosion their buff will be removed.

Once a Faded Lord's health reaches 15%, they will gain the abilities Call the Flames and Call the Void. Each Faded Lord will alternate casting these abilities, and they will be cast at the same time periodically for the remainder of the encounter. Call the Void causes bands of Void energy to manifest far away from the Faded Lord and periodically contract inwards, while Call the Flames causes bands of fire to erupt at the Faded Lord's location and periodically expand outwards. Heroes hit by Call the Void will be pulled towards the caster, while those hit by Call the Flames will be knocked away. The encounter will end when both Faded Lords are slain.