User:Nakabeast/The Voodoo Engine

Currently Under Construction; Part of the Fall of the Zandalari raid concept

The Voodoo Engine is the fourteenth boss encounter of Fall of the Zandalari.

Phase One: Primary Defenses
Five enchanted pillars protect the Voodoo Engine from harm.
 * Only two of the five pillars will activate at a time, creating a Defense Aura around them and allowing them to cast spells. Players within this aura deal 100% extra damage to the pillar in question, but receive a stack of Sway of the Voodoo every three seconds while in the aura.  After y seconds, the two pillars will transfer their power to two other random pillars, deactivating themselves, but activating the other pillars.
 * The influence of the voodoo clouds the players' vision, stacking every three seconds to all players within a Defense Aura. When a player reaches x stacks, they will become Voodoo Converts for the duration of the encounter.  Stacks can be reset completely by entering another pillar's Defense Aura.
 * Players who have suffered total corruption by the voodoo become converts, turning on their allies and losing control of their actions for the duration of the encounter.
 * If there aren't at least x players in a Defense Aura, the pillar releases its power, dealing y magic damage to the entire raid every second.
 * The defensive pillars are imbued with ancient magic, reducing all damage recieved outside of Defense Auras by 90%.

Pillar of Shadows

 * The Pillar of Voo'rogg hexes random players, turning them into frogs and making them unable to act for x seconds.
 * The Pillar of Voo'rogg explodes its hexed players after x seconds, dealing y damage in a z yard radius around the player.
 * The Pillar of Voo'rogg corrupts random players, dealing x Shadow damage over y seconds.
 * The Pillar of Voo'rogg makes random players the beacons of shadows, dealing x Shadow damage every second to any players within a y yard radius of them for z seconds.

Pillar of Deceit

 * The Pillar of Ja'alia creates a cloud of foul smoke, dealing x damage every second to all players caught within it and rendering them untargettable.
 * The Pillar of Ja'alie summons five shadows to protect it around the edges of its Defense Aura. The shadows cannot be targeted.
 * A Dread Shadow targets a random player and mutilates them, dealing x damage split among y players within z yards of the attacked player. Inflicts Blood Spillage.
 * Deals x damage every three seconds to every player hit by Rending Blow. The damage over time is split between all players as well.

Pillar of Magic

 * The Pillar of Riijon summons frost to rain from the sky in a clockwise motion, dealing x Frost damage and slowing movement speed by 30%.
 * The Pillar of Riijon burns the heart of random players, dealing x Fire damage every three seconds.  After y seconds, they players will explode, sealing z Fire damage to all players within v yards of them.
 * The Pillar of Riijon casts an arcane strike at a random player, dealing x Arcane damage.
 * If the spell is interrupted, the pillar overloads and deals x Arcane damage to all players within its Defense Aura.

Pillar of the Wild

 * The Pillar of Izha summons an army spectral beasts, dealing x damage to anyone caught in the melee.
 * The Pillar of Izha places potent fruit around the battlefield, slowly growing in size.
 * If a potent fruit grows to full size, it will increase the damage of the Pillar of Izha's Beam Ward attack by x% until it's destroyed.
 * If a potent fruit is destroyed before growing to full size, it will explode, dealing x Nature damage to all players in a y yard radius, and leaving a pool of the toxin on the floor.
 * The Pillar of Izha heals another active pillar, restoring x damage and an additional y damage over z seconds.
 * If Reconstruct is interrupted, the Pillar of Izha will instantly heal itself for x damage.

Pillar of the Prophet

 * The Pillar of Zul summons multiple Serpent Wards, which attack nearby players within a x yard radius of them until destroyed.
 * The Pillar of Zul heals another pillar, restoring x damage to it and an additional y damage to every other pillar.
 * The Pillar of Zul creates a spike of negative energy beneath random players' locations, dealing x Shadow damage in a y yard radius.
 * The Pillar of Zul consumes an area with furious pride, pinning down players caught in it and dealing x damage every second until the ego is destroyed.

Phase Two: Secondary Defenses
When three of the five pillars have been destroyed, all the primary defenses shut down, activating the Voodoo Engine's secondary defenses and two massive Engine Guardians.
 * The Voodoo Engine is vulnerable to damage.
 * The Voodoo Engine fires five beams out to each corner of the room and slowly moves in a clockwise motion, dealing x Arcane damage every second if struck. Periodically, they will switch direction and move in a counter-clockwise motion.
 * The Voodoo Engine pulses with voodoo energy, dealing x Shadow damage within a y yard radius of the pillar.

Engine Guardian

 * The Engine Guardian is bound to the Voodoo Engine, crumbling to dust once the secondary defenses are eliminated.
 * The Engine Guardian releases a deadly nova if killed by the players, dealing x Shadow damage to the entire raid.
 * The Engine Guardian enters a state of fury once seeing another Engine Guardian fall, increasing attack speed by x%.
 * Both Engine Guardians leap to each other's respective targets, dealing x damage in a radius of y yards.
 * The Engine Guardian deteriorates its target's flesh, dealing x Shadow damage and an additional y Shadow damage over five seconds.
 * The Engine Guardian throws a pile of noxious ooze at a random player's location, dealing x Shadow damage every second.

Engine Voodootech

 * The Voodootechs repair the Voodoo Engine, repairing x damage every three seconds until killed.

Phase Three: Heart of the Engine
Once the Voodoo Engine's secondary defenses has been destroyed, the heart of the Engine is exposed: the loa Hakkar.