Prophecy dungeon guide – Destiny 2
A complete Prophecy dungeon guide, including a walkthrough of each meet, for Destiny 2 ‘s latest end-game activeness added with Season of Arrivals .
Reading: Prophecy dungeon guide – Destiny 2
The Prophecy keep was introduced to Destiny 2 with Season of Arrivals. This latest keep has players seeking the Nine in order to gain cognition on the at hand threat of the Darkness. In this Prophecy dungeon guide, we ’ ll be outlining each confrontation equally well as the best strategies for the bos fights, including preferred weapon loadouts .
Prophecy dungeon guide
The Prophecy dungeon takes target in the spinal column of Drifter ’ s ship. The idea of the Prophecy keep is that the Guardians are seeking the Nine in a bid to ask them a question about the incoming Darkness that is awakening around the universe .
There are a few main encounters in Prophecy and, for the most part, they all utilize the like core mechanics. Use the under links to jump to the allow section :
The Prophecy dungeon has a commend power of 1040. This is the Power of the enemies at the very begin of the keep with the difficulty ramping to 1060 in the concluding find. Before you begin, make sure you ’ re at least approaching the soap Power level in Destiny 2 for the season unless you want to struggle and, while you ’ re at it, ensure you know how to start the Prophecy dungeon. You can get by one terribly under-leveled Guardian, but obviously this keep becomes easier as you near and surpass 1,060 Power .
Prophecy dungeon weapons and builds
Destiny 2 in its current form has a fortune of room for personal preference. In the case of the Prophecy keep, provided you ’ rhenium gamey adequate Power, any weapon will get you through the find. however, we have some suggestions to consider if you ‘re not sure where to begin .
- Falling Guillotine
- The Mountaintop
Divinity was an unexpected blessing during the Phalanx Echo contend. Despite one actor basically unable to deal maximal damage, the yellowish brown from Divinity ensured the early two players were dealing huge amounts of damage .
On acme of Divinity, Falling Guillotine ( the sword from the Season of Arrivals season pass ), is one of the highest displaced person weapons at the consequence. When paired with Weapons of Light, Shadowshot, Divinity, or Opressive Darkness ( Season of Arrivals artifact mod ) it can dish out unprecedented damage .
finally, The Mountaintop was able to make short work of Hobgoblins and Knight Echoes. This weapon is rather difficult for the fooling player to chase, so if you don ’ t have it however, it ’ s likely not worth the clock investing in getting it just for the keep. A actually good alternative ( specially for cursorily taking wish of Knight Echoes ) is Xenophage. One or two shots and the job is done .
last, Witherhoard is bang-up because it can provide a wall between yourself and rushing enemies, or be fired from cover and allow you to duck away. This is particularly dependable if you ‘re under-leveled and ca n’t stay alive. Fire a Witherhoard blast, then duck into cover and stay alive. merely remember to be careful of killing Knight Echoes as you move in and out of the light .
You cannot use a Light Mote charge to cleanse a Dark plate and vice versa.
The first hallway in the Prophecy keep introduces you to the estimate of Light Motes and Dark Motes, and how to acquire them. This is the foundation on which all following encounters are built .
- Stand in the dark and kill an Knight Echo to get a dark mote
- Collect 5 Dark Motes to get a charge
- Strong attack with the charge on the Dark smoke to cleanse it
- Stand in the light and kill an Knight Echo to get a light mote
- Collect 5 Light Motes to get a charge
- Strong attack with the charge on a Light smoke to clense it
- Do this in each section of the hallway
Knight Echoes are the only enemies that dribble motes. To get a Dark Mote, defeat a Knight Echo when standing in the shadows. To get a Light Mote, be standing in the light when killing an Echo .
It ‘s important to note that the type of atom dropped by a Knight Echo depends on where you are standing when it dies. If you fire a shoot while standing in the light, then move to the shadows as the Knight Echo falls, it will be Dark Motes that dangle. guarantee you ‘re standing in the unhorse when the Knight Echo dies if you want luminosity Motes, and in the shadows when it dies if you want night Motes .
Collect five motes of the lapp type to receive a charge. This cathexis must be used on the smoky plate of the like color. therefore if you get a Light Mote Max charge, it must be used on the Light plate. Hope onto the plate and crush R2/RT if you ‘re using a accountant, and LMB if you ‘re using a keyboard and sneak .
Stand in the shadow and kill a Knight Echo to get a Dark Mote. Stand in the light and kill a Knight Echo to get a Light Mote.
The Light and Dark Motes last for 30 seconds when collecting them and when the commit is full. When collecting the motes, be careful not to collect a atom of a different component or else it will change your type and reset your advancement .
Each atom you pick up will refresh the 30-second timer. If you are carrying two motes from a smokestack of three dropped by a Knight Echo, you can pick the third one up a few seconds by and by to top off your timer and make life a little easier .
There ’ s no time restrict in this first section. Simply defeat Knight Echoes and cleanse the plates to move down the hallway. When you get to the end, climb up the debris into the beginning boss sphere .
Phalanx Echo boss fight
The Phalanx Echo is the first bos contend in the Prophecy keep. For this crusade, players will need to cleanse the four plates before being able to deal damage to the Phalanx Echo .
- Collect Light Mote and Dark Mote charges
- Cleanse all four smoke plates
- Damage the Phalanx Echo boss
- Repeat the steps
much like the tunnels before the meeting, the fight relies on the collection of Light and Dark Motes to cleanse the plates. Because the arena is sol belittled, it will be a conflict to simply stand in the correct topographic point to get the compensate atom without getting downed. Use the out structures as traverse and, do n’t be afraid to place a Whitherhoard shot behind you to cover your six .
Coordinate with your team on what mote type to focus on first.
The best peak here is to coordinate with your teammates to get the lapp atom charge first. This way, there is no risk of unintentionally resetting a charge. My group designated the highest power Guardian as the atom collector since they were able to take more damage and stay alive .
When all four plates have been cleansed, focus on dealing damage to the Phalanx Echo. Depending on your Power level and fireteam loadouts, it ’ s possible to take of a considerable sum of the boss ’ health in a single rotation. It ‘s very accomplishable for three Guardians to “ one-phase ” this crusade. Have a Warlock drop a Well of Radiance and then beat the hell out of Phalanx Echo with the Falling Guillotine. If you ‘ve got a build that utilizes the Oppressive Darkness mod for Void grenades, hit the foreman with it as you begin to do wrong .
As the Phalanx Echo becomes immune, shift back to a defensive mode and focus on cleansing the plates again. Repeat this process until the party boss is defeated .
To move to the future meet, all fireteam members must stand in the center on the arenaceous plate.
Wasteland – Navigate the expanse
The Wasteland is a large open distance filled with debris of areas players have seen in other locations. For this section, players will need to hunt down Taken enemies and clear the sphere of Taken Blights. It ’ s quite straightforward. Just use your Sparrow to get around cursorily and group up to clear the Taken. If you get stuck, look for Toland, as he ‘s normally a dependable reference when it comes to where you should go .
Escape the Wasteland by finding the large pit build with a slender capture. This is a close burrow full of pink light that leads to the Hexahedron .
Look for the white wisp, which is often called Toland. It will be floating above the side you need to cleanse.
The run into in the Hexahedron tasks players with following the Toland light eyeball around the sides of the board. This is accomplished by “ flipping ” the environment by picking the discipline Light or Dark denture to cleanse. This lights up one english of the cube floating in mid-air. To pick the correct side, find where the Toland light orb is and cleanse the plate below it. If Toland is at the top center of the room on the “roof”, cleanse the plate which corresponds with the side of the cube that is not lit. In total you will flip the room six times, with the concluding meet not requiring any Light or Dark Motes, merely that your team kill two bosses, neither of which are at all difficult. In the event you flip the area the wrong steering, you will just need to continue collecting the decline motes to shift the environment to the adjust english .
Defeating a Hobgoblin will cause a Knight Echo to spawn.
This competitiveness should look something like this for you :
- Encounter begins (this applies to any of the six phases)
- Clean the adds (60-second respawn timer)
- Kill two Hobgoblines
- Acquire the Light or Dark Motes based on Toland’s position
- Cleanse the appropriate plate
- Hobgoblins and Knight Echoes will despawn
- Clean the next wave of adds
- Collect ammo and reload weapons
- Stand on the plate in the middle to progress forward
- Repeat until done
Throughout this fight, the biggest challenge will be avoiding getting killed by the Hobgoblins while managing the Knight Echoes. Whenever you kill a Hobgoblin, a Knight Echo will spawn. Use this to your advantage. Remember that Mountaintop and Xenophage are reasonably great hera .
You must reach the Toland orb six times, basically lighting up all six sides of the cube that is suspended in the center of the arena. When you flip the room the final time, you will need to fight two Taken Centurions. These are a pushover and can be promptly dispatched with Power weapons or Supers. At the end of the meet, revert to the Wasteland by finding the cheeseparing opening in the wall .
Wasteland – Follow the Kell Echo
When you return to the Wasteland, follow the Kell Echo to the next area.
once back in the Wasteland, plainly follow the Kell Echo all the way to the reverse side. Use your sparrow to make the process immediate .
Singularity – Deadsea
The Singularity area of the Prophecy dungeon has players cross the ribbons and diamonds to reach the identical bottom. You can either use your Sparrow or run through the area. The last rhombus before the huge baseball diamond in the distance contains a secret hebdomadally chest. When you reach the final diamond before the huge one, go to the correct as you enter and neglect into the hole. Follow the way and jump across the gap. It ‘s here that you ‘ll find that hidden breast. Backtrack into the main part of the rhombus .
When you ’ rhenium cook, go up into the large diamond by standing on the platform .
Kell Echo boss fight
The Kell Echo arena has three plates that must be cleansed.
The Kell Echo foreman competitiveness in the Prophecy keep is rather simple, although the enemies are quite sturdy. When in the chief room, there will be three plates that must be cleansed. Collect the decline motes and remove the Light or Dark effect. This board will have three versions of the Kell Echo shooting you from the corners, Knight Echoes, vitamin a well as Ogres you need to fight. here ‘s a dislocation of how you should approach the fight :
- Approach the Toland wisp to begin the encounter
- Three Kell Echo bosses spawn
- Identify what type of motes you need
- Kill two Knight Echoes, ensuring they drop the motes you need
- Collect the motes and cleanse the first plate
- Kill the Ogre that spawns at that plate
- You will need to cleanse the other two plates using the same method, ensuring you kill the ogres
- The enemies will despawn, collect ammo and move to the center
- Chase the Kell Echo down the hallway, killing Hobgoblins and dodging its attacks
- Damage the Kell Echo as you chase it and consider dropping damage on it at the very start and end
- Repeat the steps until the Kell Echo is defeated
Keep in mind that adds are on a 60-second respawn timekeeper. When you clear the three Kell Echo bosses, do an ammunition race and reload before initiating the damage phase. It ‘s besides smart to move your fireteam to the empty side of the room after you cleanse the first plate and kill the Ogre, as there will no longer be a boss there shooting at you. This part of the encounter gets easier as you progress. When the room is clear, everyone will need to meet in the center to be taken to the emboss damage area .
The long hallway is where you will be dealing damage to the Kell Echo.
The boss room is a hanker hallway with platforms stretching the distance. The Kell Echo will have an area of consequence you need to stand in to avoid getting a Dark Entropy debuff. At a count of 10 Dark Entropy, you will die. The Kell Echo besides has a large attack that teleports you to the start of the hallway. This attack can often clip through cover, even if you think you ‘re condom, so use extra caution .
Chase the Kell Echo down the length of the hallway, avoiding its attacks and dealing with the Hobgoblins that spawn. When you reach the very end platform, the Kell Echo will remain there for approximately 20 seconds. It ’ randomness at this point you want to unleash everything you ’ ve got. You can damage the Kell Echo as you push down the hallway, but save your independent assault for the end. You can besides deal a fortune of damage at the begin of the hallway, as it stays there for a becoming sum of time .
Players that fought Aksis in Destiny will remember this strategy. Drop a Titan’s Ward of Dawn and use Swords to stagger the Kell Echo.
When the Kell Echo is at the last break, Titan ’ second should drop a Ward of Dawn for the Weapons of Light or Warlock ’ s should use a Well of Radiance or Chaos Reach. Utilize your Power weapons to promptly smash through its health. During Season of Arrivals, the Falling Guillotine is a monster at DPS .
If you ‘re struggling using Swords because you keep getting stomped away, consider using a different Power weapon, like Xenophage or a Grenade Launcher. A good tip if you want to use a Sword is have one player ( preferably your Titan or Warlock with their Supers ) go in and use the Sword until the emboss stomps. Once the foreman stomps, sink the Ward of Dawn or Well of Radiance and then everyone can jump in. The Sword attacks will keep you glued to the emboss while those Supers should keep you from dying .
Do n’t forget the damage buffs that Tractor Cannon and Divinity can afford your teammates. These can be a beneficial idea for those players that want to dip in and out of the emboss ‘ attack range .
After 20 seconds, the Kell Echo will become immune and you will need to go bet on to the main room by standing in the triangle of backbone. Repeat the integral process until the Kell Echo is defeated. When the foreman does drop, you can continue to the treasure room where the Emissary of the Nine awaits, along with a thorax with Pinnacle gear.
The Prophecy keep is one of the unretentive dungeons in Destiny 2. The Pit of Heresy feels more complex while the Shattered Throne is undeniably the biggest. however, the experience is tight with some challenging mechanics and batch of add see. Make indisputable you utilize this Prophecy guidebook as you and your fireteam learn the ropes. For more end-game articles, check out the Shacknews Destiny 2 scout .
Hailing from the bring down under, Sam Chandler brings a spot of the southerly hemisphere dash to his bring. After bouncing round a few universities, securing a bachelor degree, and entering the video recording plot industry, he ‘s found his fresh family here at Shacknews as a Guides Editor. There ‘s nothing he loves more than crafting a usher that will help person. If you need help with a steer, or notice something not quite right, you can Tweet him : @ SamuelChandler