Phalanx Echo
PhalanxEcho.jpg
Biographical information

Species:

Taken

Faction:

Counterfeit Taken

Rank:

Ultra

Class:

Taken Phalanx

Combat information

Mission:

Prophecy

Weapon(s):

Arc Taken Slug Rifle
Taken Energy Shield

Abilities:

Summon Taken
High Durability
Rapid Movement
Kinetic Shield Bash
Arc Shield Blast
Light/Darkness Pillar Immunity

 

The Phalanx Echo is a Taken Phalanx projection seen in the Prophecy Dungeon, where it is conjured by the Nine and summoned by the Kell Echo to bar the way deeper into the expansive realm of the Nine. It is encountered as the first boss of Prophecy dungeon.

GameplayEdit

The Phalanx Echo will appear out of a rift upon the encounter's start alongside several Taken Psions and Taken Knights. The Phalanx Echo will be invulnerable to all damage until the platforms above it are all extinguished. The platforms will be radiating either Blight or Light, with blight requiring Dark Mote to extinguish and light requiring Light Mote to extinguish. To get these, one must defeat one of the Taken Knights around the arena while inside either shade for dark motes or in light for light motes. Each Taken Knight drops four motes and eight are required to gain the 'Light/Dark Motes Full' buff, where the possessor of this buff automatically begins carrying a large dark or light mote and can release its power through primary firing, but can still do a melee attack. Carry one of these motes to the one of the respective platforms and use it to extinguish it. Upon a platform's extinguishment, the rings around the arena will move and shift where the shade and light spots are.

Once all platforms are extinguished, the Phalanx Echo's shield will collapse and damage phase will begin. During damage phase all Taken Knights and Taken Psions disappear and instead Taken Goblins will appear and have the sole priority of shielding the Phalanx Echo. If one is already shielding it, the others will go on the offense until a new shield is required. During this time the Phalanx Echo will go on the defensive and attempt to get distance from its attackers and often will put up its shield for protection. The damage phase will last for thirty seconds until either the Phalanx Echo's shield reforms and the cycle restarts, or the echo is felled and the fireteam can continue onwards.

During this fight due to how close quarters and small the area is; swords, glaives, shotguns, and machine guns are recommended. While recoil damage weapons like rocket launchers or grenade launchers and long range weapons like snipers and scout rifles are ill-advised. A Nova Bomb with cataclysm, deadshot Golden Gun or a Hammer of Sol with sunspots can help easily thin the herds of Taken Psions and generate a lot of orbs of power. During damage phase a Shadowshot can be invaluable in not only buffing damage to the Phalanx Echo, but also suppressing the incoming Taken Goblins to prevent them from shielding the echo and attacking the Guardians. If they're defeated while suppressed the chain reactions may also generate plenty of orbs of power. Exotic weapons like Osteo Striga, Witherhoard, Malfeasance, and Necrochasm are extremely helpful for thinning herds and spreading out damage, but should be used carefully as they may kill a Taken Knight and cause it to drop a mote type that's not needed during the moment. The Lament and swords with whirlwind edge can be invaluable during damage phase as despite its best efforts, the Phalanx Echo does not move much and does not have a temporal shockwave attack. Due to this, powerful melee weapons like the previously mentioned can shred its healthbar and are the most commonly used ways to defeat it in one phase. Though other powerful weapons like Legend of Acrius, Parasite (so long as the user doesn't blow themselves up), or even several glaive build-focused Guardians can easily tear its healthbar apart.

TriviaEdit

GalleryEdit

List of appearancesEdit