User:Nakabeast/Sparknozzle Boomblasters

Currently Under Construction; Part of the Forge of Goblinium raid concept

The Sparknozzle Boomblasters is the first required boss encounter of Forge of Goblinium. Their destruction is necessary to progress passed the first wing into the central forge area.

Dungeon Journal
''An invention of the Trade Queen’s engineering department, the Sparknozzle Boomblasters act as the forge’s unstable defense system. Perched just before the forge’s gates, a towering Boomblaster 4000 is accompanied by two smaller Boomblaster 2000s. Manned by a force of extremely expendable mechanics, the Boomblasters contain enough firepower to incinerate an entire army.''

Description
While it’s the only required boss in the first wing, the Sparknozzle Boomblasters is designed to be more difficult than the other two optional encounters to make those other bosses more enticing for newer raiders. The “boss” is made up of three separate gun turrets, two of which can be eventually taken over and used by the players. The smaller turrets are used to break down the shields of the main, large turret, which is attacked directly by the raid in the second phase. In addition to seizing control of the smaller turrets, managing adds and avoiding void zones are the other challenges of the first phase, while the second phase is more of a positioning challenge, with mobility reducing as the final turret takes more damage.

Stage One: Break the Plate

 * Two Boomblaster 2000s fire at the players on the west and east side of the arena. Once the operator has been killed, a player can board the Boomblaster for themselves and use its abilities.  After x seconds, a replacement operator will throw the player off.
 * The Booomblaster 2000s are equipped with a defensive shield, reducing damage suffered from all sourced by 100%. Only by destroying their corresponding Shieldbearers will the fields be removed.  A new field will be generated once a new operator assumes control of the Boomblaster.
 * The Boomblaster 2000s launch electric bombs laced with frost, dealing x Frost damage and freezing any targets for y seconds in a z yard radius. The Boomblasters generate x Kablooie Power for every target struck.
 * The Boomblaster 2000s launch electric bombs laced with fire, dealing x Fire damage and leaving a circle of flames that deal y damage every two seconds in a z yard radius. The Boomblasters generate x Kablooie Power for every target struck.
 * The Boomblaster 2000s launch electric bombs laced with poison, dealing x Nature damage and afflicting the targets with Toxic Lungs in a y yard radius. The Boomblasters generate x Kablooie Power for every target struck.
 * Dealing x Nature damage every y seconds.
 * Once the Boomblaster 2000 acquires 100 Kablooie Power, it can fire a overwhelmingly powerful laser, dealing x damage and weakening Blacksteel Plating. This ability can only be used by player-controlled Boomblasters.
 * The Boomblasters' operators will fire close-range attacks at any player attempting to board their turret.
 * A single massive Boomblaster 4000 will fire at the players from the north side of the arena.
 * Experimental armor protects the Boomblaster 4000 from all damage...except certain highly-powered laser beams. Six of those, and the armor will be destroyed.
 * The Boomblaster 4000 will launch an army of slow-moving Cannonbots down the bridge towards the players. If they reach the center arena, they will detonate, dealing x damage to all players.  The cannonbots are especially susceptible to certain electric bombs...
 * The Boomblaster 4000 unleashes multiple tiny missiles onto the players, dealing x damage in a y yard radius for each missile.
 * The Boomblaster 40000 fires an electric-charged net onto random players' locations, trapping and dealing x Nature damage over y seconds all players caught in a z yard radius.
 * Once its Blacksteel Plating has been removed, the Boomblaster 4000 unleashes a single unstable massive laser down the central third of the arena, dealing x damage to all players caught in it.
 * A team of expendable goblin "volunteers" make up the Boomguard. They will relentlessly assault the players.
 * Two small personal vehicles power each of the Boomblaster 2000s' shields. Destroying them will remove them.
 * Spark knights arm themselves with electric-powered melee weapons.
 * The Spark Knight leaps at a random player and slices with its weapon, dealing x damage to any nearby players and dealing an additional y damage over z seconds.
 * Heavy-weapons guys play only with the biggest and baddest guns.
 * The heavy fires a blind barrage of bullets, dealing x damage every second in a frontal cone.

Stage Two: The Boomblaster 4000
Stage two begins once the Boomblaster 4000's Blacksteel Plating is destroyed, leaving it vulnerable to attack. The Boomblaster 4000 will shift into a defensive mode, retaining none of its existing abilities, but gaining a slew of new ones. Additional operators will stop retaking the Booomblaster 2000s. Spark Knights and Heavies will continue to assault the players.
 * The Boomblaster 4000 creates two additional cockpits for additional gunners. If there are no targets in melee range of either gunner, they will shoot at random players.
 * The Boomblaster 4000 discharges a massive amount of electric energy at three players' locations, dealing x Nature damage.
 * The Boomblaster 4000 launches a gigantic rocket missile at the far end of the arena that slowly propels itself toward the players. If not destroyed before it reaches the center, it will explode, dealing x damage to all players.
 * At 25% health remaining, the Boomblaster 4000 will begin to explode at various parts of its base. Every four seconds, a different part of the base will explode, dealing x damage to any player near it.
 * At 10% health remaining, the Boomblaster 4000's missile reserve will start to misfire, launching a missile every four seconds at random locations across the battlefield, dealing x damage in a y yard radius.