Solo Prophecy Dungeon In-Depth Guide
The Prophecy dungeon, a three player activity with raid-like mechanics, is one of the most challenging yet rewarding activities Destiny 2 has to offer. While completing the dungeon with a full fireteam is an accomplishment in itself, players who are up to the challenge can choose to take on Prophecy alone and without dying to earn some of the most unique cosmetic rewards in the game.
Warlocks are, in my opinion, the best class for solo content. If you are attempting the flawless solo on warlock, be sure to take advantage of their strong healing abilities. Healing rifts, well of radiance and healing grenades on middle tree dawnblade, and devour on bottom tree voidwalker are all excellent abilities that will help you stay alive in dicey situations. If you're struggling to do enough damage in a boss fight, nova bomb and chaos reach are powerful supers that can speed up a fight to minimize potentially run-ending errors in a prolonged boss encounter. Warlock also has a variety of exotic armor that can be useful throughout the dungeon. Transversive Steps are generally helpful because they allow you to stay on the move while reloading your weapons instead of leaving yourself vulnerable to damage while standing still. Phoenix Protocol allows you to use well of radiance liberally, as with a high intellect stat you can almost earn your entire super back before the first one runs out. Karnstein Armlets trigger aggressive health regeneration for a few seconds after a melee kill, which can help you recover from a nearly disastrous situation. Lunafaction boots allow for a faster weapon reload while in well of radiance or an empowering rift, which can help increase your DPS if you are struggling in that department.
Hunters are a solid option for the flawless solo. The invisibility capabilities of top and bottom tree nightstalker allow for you to move around the arenas with minimal risk, and can also work as a get out of jail free card if you mess up. Bottom tree golden gun has fantastic damage for bosses or other high-health targets. Hunters have great exotics as well; celestial Knighthawk makes Golden Gun one of the highest DPS abilities in the game, Wormhusk Crown regenerates health every time you dodge, The Dragon's Shadow can reload all of your weapons in a pinch, The Sixth Coyote grants an extra dodge charge, Fr0st-EE5 speed up ability regeneration, and Gemini Jester can disorient your enemies and buy you time to reposition or clear ads.
Titan is perhaps the weakest class for flawless solo attempts because they lack the survivability granted by rifts on warlocks and invisibility on hunters, but there are still a number of effective options. Barricades can be useful for blocking incoming damage in a tight situation, and the ward of dawn super on top tree sentinel can protect you from death and buff your damage to help with boss fights. Middle tree striker has a very strong super for boss damage, and making use of sunspots on bottom tree sunbreaker can help you survive if you find yourself overwhelmed by ads. One of the most useful titan exotics for solo Prophecy is Helm of Saint-14, which will grant you an overshield and blind enemies who pass through your bubble. Dunemarchers are generally a solid pick, as they will allow you to wipe out entire groups of ads with one melee. Finally, the Cuirass of the Falling Star makes thundercrash deal devastating damage to bosses and grants an over shield to the player after casting.
Some of the most effective weapons throughout Prophecy include:
- Breach loaded grenade launchers, especially with the perk "blinding grenades"
- Swords with the perk "whirlwind blade"
- Machine guns
- Submachine guns
- Snipers, particularly with perks "triple tap" or "vorpal weapon"
- Anarchy
- The Lament
- Witherhoard
- Thunderloard
- Xenophage
- Tractor Cannon
- Trinity Ghoul
- Riskrunner
- Izanagi's burden
- Rocket launchers
Building your character out with mods can immensely decrease the difficulty of Prophecy. Mods like Protective Light, Concussive Dampener, Solar Resistance, and Arc Resistance, and Warmind's Protection will save your life more times than you can count. Additionally, mods like High Energy Fire, Lucent Blade, Global Reach, Wrath of Rasputin, and Strength of Rasputin can help you deal damage or clear ads more effectively. I highly recommend making use of any combination of these mods, especially the ones that protect you from damage. Additionally, a high recovery stat can help you stay alive.
The first encounter of Prophecy introduces the player to the core mechanic of the dungeon: collecting and depositing motes of light and dark. After you take the portal and enter the dungeon, you must kill the knights on the righthand side of the room, collect the motes that they drop, and once you have a stack of 5, bring them to the lamps at the far side of the room to dunk them and open the door. Kill the knights while standing in shadow to make them drop dark motes, and while standing in the light to make them drop light motes.
While this encounter is relatively straightforward, there are a few things to keep in mind. The difficulty lay with the challenge of positioning yourself so that you can maintain line of sight with the knights while standing in the correct lighting so that they will drop the motes that you need upon being killed. The best strategy is to clear out the thrall and then quickly kill one or two knights, grab your motes, and head to the end of the hallway to dunk the light or dark motes into their corresponding lamp. Keep in mind that the knights do massive damage and will spam AOE attacks relentlessly, so the faster you kill them the better.
The first boss fight in Prophecy is one of the most challenging sections of the dungeon to solo, but with the correct approach, it can be cleared on any class. At the beginning of the fight the boss will be immune. You will have to kill knights and then collect and dunk the motes that they drop in order to remove his immune shield and do damage. There are a wide variety of viable loadouts for this encounter, but the most effective are swords (excellent boss damage, useful for movement, blocking can protect you) and grenade launchers (excellent ad clear and solid boss damage), especially ones with blinding grenades. Witherhoard, Anarchy, and any other weapons with AOE and DOT attacks are also very effective. Don't forget to rally before starting!
By far the best weapon for damage on Phalanx Echo is a sword with whirlwind blade, especially the Falling Guillotine. The exotic sword The Lament is also a solid option. You can pair your sword with the Witherhoard, allowing for an even greater damage output as it does passive damage over time. If you are on a warlock, I recommend using well of radiance. Drop it on the boss as soon as the damage phase begins, shoot him once with Witherhoard, and begin hacking away, refreshing Witherhoard when needed. Well of radiance is very effective because it buffs your damage, shields you, and will allow you to completely ignore the goblin shields (damage you do in well counts as super damage, and all supers ignore shields as a general rule). Using this strategy, it is extremely easy to kill the boss in one damage phase. On titan you can employ a similar strategy using ward of dawn, however you will not be able to bypass the goblin shields this way, so keep that in mind. Helm of Saint-14 will make this even more effective. On a hunter, you can use tether to a similar effect. This time you will be able to ignore the goblin shields, however you will not have any protection from the boss's attacks. Try using Worm Husk Crown to dodge and regain your health before continuing to damage. While this strategy is very viable on all classes, the one phase will only be easily achieved on warlock, so keep that in mind. If you do not have a sword, any rocket launcher or grenade launcher will be suitable for damage, especially weapons like Anarchy or Witherhoard. In this case, damage from a safe distance, making use of any damage buffs available to you.
After you defeat the Phalanx Echo and enter the portal in the center of the room, you will find yourself in HEAVEN / HELL. This section of the dungeon is the most relaxed and simple encounter, but if you aren't careful it can turn into a very frustrating wipe. When you spawn in, pull out your sparrow and travel around the space until you find three taken blights. You will need to clear out the blights and the enemies that spawn with them. After all the ads and blights are down, hop on your sparrow and search for the next set of blights. There are three sets of blights in total. Be careful; taken minotaur mini-bosses roam around the room, and while you don't need to kill them to advance, they will harass you while you clear out the blights, so you might want to kill one if it's shooting at you.
Any class or loadout will do the trick for this encounter, but if you have Anarchy, sticking one bolt to a blight will break it after a few seconds, which makes the whole encounter go by much quicker. Be sure to play cautiously to avoid any unnecessary deaths. When you defeat the third set of blights, a text indicator in the bottom left of the screen will say "the way is open." Look for a large rectangular structure on the edge of the map. There are two of them, but the one you need to enter will have a glowing light in front of it. Enter through the door and advance to the Hexahedron.
The Hexahedron is a test of endurance. You will once again be killing knights, picking up the motes that they drop, and dunking them. There is one lamp on each side of the room. Upon beginning the encounter, the taken light will hover above the lamp that you need to extinguish, in the center of the circle on the wall above the lamp. There is a chance that the light will hover in the center of the ceiling, in which case you can extinguish any of the lamps to advance. After the lamp is extinguished, go stand on the circular platform in the center of the room, which will teleport you to a new room where you will do the same thing. You must repeat the process 6 times minimum, and if you extinguish the wrong lamp, you will have to do an extra round. Once you finish every round, you will face two taken phalanxes with boss-like health.
This jumping puzzle might look beautiful, but it can be lethal if you aren't careful. The best advice I can give is walk slowly, avoid using your sparrow, and do not have anything equipped that can kill you (grenade launcher, rocket launcher, etc.). Use a sniper, bow, or other ranged weapon to take care of the vandals that will shoot at you, and watch out for taken phalanxes that will try to knock you off. Use whatever jump you are comfortable with, along with a sword to save yourself if you over or undershoot a platform. If you take your time, you'll soon find yourself at the final boss of Prophecy: Kell Echo.
So you've made it to the final boss. If you're on a flawless run you're probably nervous, but try to relax. If you've made it this far, you can go all the way. You will be collecting and dunking motes one last time, extinguishing 3 lamps before advancing to the DPS phase in which you will be teleported to new space. Here you will fight Kell Echo. The boss will teleport away from you throughout the prolonged damage phase, and you must stay close to him or else you will accumulate stacks of Dark Entropy, 10 of which will kill you. He will also throw a shade attack that will teleport you far away from him and force Dark Entropy to build up.
This fight is not easy, but it plays very similar to the rest of the dungeon. In the first phase of the fight, 2 taken knights and 3 clusters of taken psions will spawn around the room. Additionally, there are 3 lamps, one in each corner of the room. Behind every lamp is a clone of the boss that will shoot at you relentlessly, making it extremely difficult to find cover in the beginning. As always, kill the psions and one of the knights quickly. There is little to no cover in the room at the beginning, so it will benefit you immensely to clear out any ads before they have a chance to move around, multiply, and surround you. The knights will spam fire attacks at you, so make sure you stay on the move. After the psions are dead, focus on taking out the knights. Collect their motes and dunk them as fast as you can. The boss clone will despawn, but a taken ogre will replace him. The ogre doesn't have a large amount of health, but his attacks will quickly disorient you if you aren't careful. Remember not to jump, as his eye beam will boop you across the room, forcing you out of cover and possibly killing you. I recommend using your heavy weapon to kill him as safely as possible. Additionally, watch out for the knights and psions that will respawn on a timer. Once the first ogre is dead, the fight becomes much easier because you have now opened up an entire section of the room to use for cover. The best strategy is to clear one lamp as fast as you can, because this will make the rest of the fight much, much easier. Repeat the process for the other two lamps, and once all 3 are extinguished you can head to the portal in the center of the room for DPS when you're ready. Use this time wisely; you do not have to take the portal until you want to. The psions will keep spawning on a timer, meaning you can easily use them for super energy, accumulating stacks of Charge With Light, or farming ammo. Only advance when you are entirely ready. You will most likely have to repeat this phase at least 3 times before the boss is dead, and each time will be in a slightly different room, but the fight will play out the same way regardless. If you focus on clearing one lamp as soon as you can each time, you can play slow and take your time for the remainder of the lamps.
Once you're in the portal, begin DPS immediately. For this fight, if you have Anarchy or Witherhoard, I highly recommend using one of them. The boss will spam attacks at you nonstop, and hobgoblins will spawn during DPS to shoot at you. When you combine this with the fact that you must constantly move up and mind your jumps, it can become extremely hectic, meaning that passive DPS weapons will make an enormous difference in your damage output since you can focusing on playing safe and managing ads while still doing damage. Anarchy or Witherhoard paired with snipers, grenade launchers, or rocket launchers (of course, only Witherhoard can be paired with a rocket) is the best DPS loadout. If you don't have any passive DPS weapons, use your highest damage weapons and take your time. Focus on damage for the first few seconds, but once the hobgoblins begin to spawn, divert your attention to them. Once you finish a damage phase, you will once again have downtime before you have to take the portal and repeat the first phase again. Use this time to build super or look for ammo.