Protheon, Modular Mind: Difference between revisions
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===Stage One=== | ===Stage One=== | ||
Protheon will roam around the arena and open fire with its [[Torch Hammer]] while summoning Vex reinforcements. Its Torch Hammer deals high damage with its explosive Void bolts. In order to get to another point immediately, it will teleport to continue its attack. The player must be aware of where it will teleport to so that they may take cover and put enough distance between them and Protheon. After enough damage is dealt, the floor will dissipate and all [[Guardian]]s will fall to another arena, thus beginning stage two. Note that Protheon will be fully immune between each stage. | Protheon will roam around the arena and open fire with its [[Torch Hammer]] while summoning Vex reinforcements. Its Torch Hammer deals high damage with its explosive Void bolts. In order to get to another point immediately, it will teleport to continue its attack. The player must be aware of where it will teleport to so that they may take cover and put enough distance between them and Protheon. Distance is crucial, as getting too close will result in Protheon stomping the ground to create a temporal shockwave, which will instantly kill the player. After enough damage is dealt, the floor will dissipate and all [[Guardian]]s will fall to another arena, thus beginning stage two. Note that Protheon will be fully immune between each stage. | ||
===Stage Two=== | ===Stage Two=== | ||
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===Stage Three=== | ===Stage Three=== | ||
Protheon will be at its most dangerous state here. For the first half of this stage, it will remain in a Vex radiolarian field, which [[Fanatic]]s will be able to carry over to the main platform for area denial, and pick off the Guardians from a distance with its chaingun and its railgun, the latter of which creates a blinding effect upon detonation similar to a flashbang grenade, disorienting players and decreasing awareness. Additionally, any player that enters the field will suffer a damage-over-time effect until they get back on the main platform. As time progresses, Protheon will become more aggressive and enter a berserker rage, rapidly charging down on the player to | Protheon will be at its most dangerous state here. For the first half of this stage, it will remain in a Vex radiolarian field, which [[Fanatic]]s will be able to carry over to the main platform for area denial, and pick off the Guardians from a distance with its chaingun and its railgun, the latter of which creates a blinding effect upon detonation similar to a flashbang grenade, disorienting players and decreasing their awareness. Additionally, any player that enters the field will suffer a damage-over-time effect until they get back on the main platform, which is the safest possible spot at this stage. As time progresses, Protheon will become more aggressive and enter a berserker rage, rapidly charging down on the player to generate more temporal shockwaves. It will remain in this stage until it is killed. | ||
==Trivia== | ==Trivia== |
Revision as of 12:25, May 19, 2017
Protheon, Modular Mind | |
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Biographical information | |
Species: |
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Class: |
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Combat information | |
Mission: |
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Weapon(s): |
Torch Hammer |
Abilities: |
Teleportation |
Protheon, Modular Mind is a Vex Minotaur and is the main boss of The Inverted Spire Strike. He was unearthed by the Red Legion following their occupation of Nessus.
Overview
At some point, the Red Legion established massive drills, managing to drill into Vex ruins that housed Protheon deep within Nessus.
Gameplay
Protheon's encounter is split up into three stages.
Stage One
Protheon will roam around the arena and open fire with its Torch Hammer while summoning Vex reinforcements. Its Torch Hammer deals high damage with its explosive Void bolts. In order to get to another point immediately, it will teleport to continue its attack. The player must be aware of where it will teleport to so that they may take cover and put enough distance between them and Protheon. Distance is crucial, as getting too close will result in Protheon stomping the ground to create a temporal shockwave, which will instantly kill the player. After enough damage is dealt, the floor will dissipate and all Guardians will fall to another arena, thus beginning stage two. Note that Protheon will be fully immune between each stage.
Stage Two
Protheon will remain stationary and in the center of the arena. However, its weapon system will have switched to an Arc chaingun that fires a stream of energy bolts in rapid succession, thus allowing for easy suppressive fire. In addition, it will occasionally slam the ground with its fist to blanket the floor in fire. This blanket of fire will rapidly eat away at the player's health so long as they remain on the ground. Once another health threshold has passed, Protheon will dissipate the floor once again, thus beginning stage three.
Stage Three
Protheon will be at its most dangerous state here. For the first half of this stage, it will remain in a Vex radiolarian field, which Fanatics will be able to carry over to the main platform for area denial, and pick off the Guardians from a distance with its chaingun and its railgun, the latter of which creates a blinding effect upon detonation similar to a flashbang grenade, disorienting players and decreasing their awareness. Additionally, any player that enters the field will suffer a damage-over-time effect until they get back on the main platform, which is the safest possible spot at this stage. As time progresses, Protheon will become more aggressive and enter a berserker rage, rapidly charging down on the player to generate more temporal shockwaves. It will remain in this stage until it is killed.
Trivia
- Protheon bears a strong resemblance to Atheon, Time's Conflux.