Kell Echo

Revision as of 06:33, August 2, 2020 by Sinkento (talk | contribs) (→‎Trivia: I’m deleting because it’s wrong. It’s speculation that came from byf. Speculation ain’t fact. There is no actual evidence of this being true. The Kell Echo can be anything from Chelchis to Kell of Kells to Eramis. Not just Eramis)
Kell Echo
Kell Echo.jpg
Biographical information

Species:

Taken

Faction:

Nine's Taken

Rank:

Ultra

Class:

Taken Captain

Combat information

Mission:

Prophecy

Weapon(s):

Taken Shrapnel Launcher

Abilities:

High Durability
Ultra Slam
Teleport
Darkness Displacement
Dark Entropy
Summon Taken
Immunity
Light/Darkness Pillar Protection
Summon Knight Echo
Summon Devoured Ogre

 

The Kell Echo is a Taken projection of a Fallen Kell, conjured by the Nine, as a obstacle, to show The Guardian that by using the Dark and Light Motes, their aforementioned power are the means to survival in their battle against the Darkness. It is encountered as the final boss of Prophecy dungeon.

Gameplay

Main article: Prophecy

After a final approach with the Taken Probe, the Guardian(s)' nemesis, the Kell Echo, reveals itself and begins to engage its assailants, along with it's two squads of Taken Psions and two Knight Echoes. On all three sides of the room, a copy of the Kell Echo will stand in front of one of the paracausal founts. Like all other previous encounters, players should, once again, neutralize any frustrating add, position themselves out of harms way and kill a Knight Echo for their motes. After acquiring a total of 5 motes and dispersing the correct pillar of energy, the clone should attempt to escape to the center of the room, removing one threat from the room and giving the players a step closer to a damage phase. However, once the copy of the Kell Echo flees, a Devoured Ogre will spawn and begin to rapidly assail the Guardians, so it should be quickly disposed of before it proves to be too much of a threat. Once all three copies are forced to retreat and all adds are killed (it is recommended before moving on), players should meet in the center triangle in the room, where they should be pulled into the floor and brought to a strange tube before finally finding themselves within a massive fragmented hallway from where the Kell Echo should be seen directly ahead. Here, the Kell Echo brings new mechanics to the table: surrounding it is a protective field that prevents players from suffering the effects of Dark Entropy, which instantly kills a player once it stacks up to 10. The other feature of the Kell Echo is a modified Darkness Bolt ability that, instead of blinding players like it normally would, it teleports players a few platforms back from the carnage while exposing the Guardians to the Dark Entropy debuff, so it should be avoided at all costs. Death here severely mitigates the damage done to the boss, so the Guardians should always be on their toes, staying within the protective aura of the Kell Echo and avoiding its Shrapnel Launcher and it's Taken Hobgoblin sniper back-up. After a while, the Kell Echo will begin to retreat to a platform or two behind it before finally teleporting to the end platform, where it will briefly stay before finally retreating to the tetrahedral arena, thus ending the damage phase. The encounter ends once the Kell Echo itself is neutralized, where players will then be brought before the Emissary, be given the answer on the nature of the Darkness, as well as a neat reward and powerful gear once the Dungeon is finally complete.

Trivia

  • The Guardians using light motes and dark motes to defeat the Kell Echo could be a reference to the fact that in the upcoming fall expansion, Beyond Light, in which we will be using the Darkness and the Light to defeat our enemies.

Gallery

List of Appearances

References

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