Dash's Ultimate Guide To Heroic Opportunites& You! (EQ2 Ogaming)
November 11th, 2006Welcome to "Heroic Opportunities or, How I Learned to Stop Worrying and Trust the Nuke."
This guide is meant accomplish the following.
A: What are Heroic Opportunities, Why should I use them, and How do I use them? (I.E. the tutorial)
B: Give you complete knowledge of all my known Heroic Opportunities, and their effects.
C: A guide to optimizing Heroic Opportunities in a solo situation.
D: The Tried and True method to Organizing group Heroic Opportunities.
E: Troubleshooting Heroic Opportunities
So let's get to it!
Section A: The Tutorial
What are Heroic Opportunities?
Heroic Opportunities are Everquest's answer to creating combo attacks. When engauged in an encounter, a player who uses these sets of combos will find themselves on the advantage much easier. There are two parts to completing a Heroic Opportunity: A Starter Chain, and an Ending Chain.
What can they do for me?
Heroic Opportunities can do anything from adding damage to the attack, de-buffing, buffing, healing, increasing stats…They can do a great many things that even I have not discovered all the facets of yet.
How do I use Heroic Opportunities?
Ever player type has a skill that initiates a Heroic Opportunity. For Mages, it is Arcane Augur. For Scouts, Lucky Strike. Fighters have Last Stance. Preists have Divine Providence. This is the initiator skill. From here, a flashing, disconnected wheel will pop up with various icons around them. Once you have used this Heroic Opportunity initiator skill, you must follow up with one of the skills on the screen.
For example. As a Mage, you use Arcane Augur. It brings up a cube in the Center, and various icons float around the cube. One of those Icon's is a bolt of lightning. Well, as a mage you happen to have a spell that matches this icon, it will MOST LIKELY flash in your hotkey bar (NOTE: I have currently found that SOME chalice spells WILL NOT FLASH despite being prompted in the Heroic Opportunity chain. The reason is unknown, but it is able to be used…keep this in mind preists.) So you'd use Arcane Augur, then you'd follow up with your Lightning Spell.
Make sure you cast the correct spell! Casting the wrong spell during the starter chain will either:
A) Lead it off into a differently desired Heroic Opportunity
B) Negate the whole sequence entirely, and you must wait for the cool-down of your Heroic Opportunity initiator skill.
Congratulations! You have just completed your Heroic Opportunity Starter Chain!
So, the mage has just completed the Starter Chain (Arcane Augur, followed with Lightning). You will notice a MUCH MORE clear, defined, solid wheel will pop up. In the wheel are several slots for circles, and a blue line around the outside of it. Up at the 12 O'clock heading is a skill icon, it is flashing.
This is the Ending Chain of your Heroic Opportunity. During the Ending Chain, ANY SKILL MAY BE USED FREELY AGAIN, as during this section you cannot negate the whole process much like you could with the Starter Chain.
You will notice the blue line that outlines the circle is depleting itself. As you may assume, once it reaches the end, your Heroic Opportunity ends with absolutely no payoff.
You scouts will also notice a small coin in the bottom-right corner of the Heroic Opportunity Wheel. We will cover that later.
Now all you have to do is use the correct skill related to the icon in the HO Wheel. Once you do, you've completed the HO, and will notice the effect! Congrats!
If you wish to find out what icon each skill corresponds too, right click on the skill icon, then click on examine. It will bring up a window with a description of the ability/skill/spell, along with both the Hotkey Icon, and the Heroic Opportunity Icon.
Test this now.
Fighters: Taunt -> Battle Horn
Preists: Minor Heal -> Chalice
Mages: Lightning -> Lightning Bolt
Scouts: Quick Strike -> Dagger
Once you have located these icons in the descriptions, it will be the same for every description. KNOW YOUR ICONS!
Scouts, listen up!
You have the ability to change the Heroic Opportunity ONCE when you reach the Ending Chain phase. You may accomplish this by using a skill that corresponds with the Coin Icon. As far as I know, the Heroic Opportunity it changes too is random. I rarely have ever done this, or seen it done, so my knowledge here is lacking unfortunately.
Section B: Known Heroic Opportunities and their Effects
For every Starter Chain (See Tutorial) there are exactly three Ending Chains. The difference is the effect it has, and the commonality of that Ending Chain.
Name (Commonality): Starting Chain (by Icon) -> Ending Chain (by Icon) = Effect of Heroic Opportunity
Soloist Heroic Opportunities
Fighter
Sky Cleave (Common): HO Initiator, Sword -> Battle Horn = Extra Slashing attack for 2/3rds the damage.
Crushing Anvil (Uncommon): HO Initiator, Sword -> Battle Horn = An Additional 2/3rds crushing damage to ALL opponents in the encounter.
Hero's Armor (Rare): HO Initiator, Sword -> Battle Horn = Boosts Armor Class by 15%
Scout
Swindler's Luck (Common): HO Initiator, Coin -> Dagger = Raises Accuracy by two levels.
Ringing Blow (Uncommon): HO Initiator, Coin -> Dagger = Short Duration Stun
Bravo's Dance (Rare): HO Initiator, Coin -> Dagger = 20% Attack Speed increase for 90 seconds.
Mage
Arcane Fury (Common): HO Initiator, Bolt -> Bolt = Does additional direct damage equivalent to one nuke.
Arcane Storm (Uncommon): HO Initiator, bolt -> Star = Does additional damage equal to one nuke to ALL creatures in the encounter.
Arcane Enlightenment (Rare): HO Initiator, Bolt -> Fire = Grants 20% power instantly, 50% of all damage taken translates into power (I.E. When you get damaged, you recieve power.)
Preist
Divine Judgement (Common): HO Initiator, Hammer -> Hammer = Does additional direct damage equal to one nuke.
Inspiring Piety (Uncommon): HO Initiator, Hammer -> Hammer = Raises Preist Knowledge 2 levels, Does additional direct damage equal to one nuke.
Blessing of Faith (Rare): HO Initiator, Hammer -> Chalice = Instantly restores some Power; Boosts power regen by 10% for 90 seconds.
Two Player Heroic Opportunities
Fighter, Scout
Luck's Bite (Common): Fighter HO Initiator, Coin -> Boot, Cloak = Does additional 50% to 250% damage
Swindler's Gift (Uncommon): Fighter HO Initiator, Coin -> Lock, Flexing Arm = Raises Group's accuracy by 2 levels.
Raging Sword (Rare): Fighter HO Initiator, coin -> Lock, Battle Horn = Boosts attack speed 10% for 90 seconds; 4 times the damage of the last hit; added hate to fighter.
Fighter, Preist
Divine Blade (Common): Fighter HO Initiator, Chalice -> Hammer, Battle Horn = 120% Divine Direct Damage
Crippling Shield (Uncommon): Fighter HO Initiator, Chalice -> Battle Horn, Crescent Moon = 10% Slow with a 36-second duration
Chalice of Life (Rare): Fighter HO Initiator, Chalice -> Chalice = Double's party's wards, regens, and instant heals for 90 seconds
Preist, Scout
Piercing Faith (Common): Preist HO Initiator, Coin -> Crescent Moon, Cloak = Does additional piercing damage and lowers the target's agility by 5.
Divine Trickery (Common): Preist HO Initiator, Coin -> Hammer, Cloak = Does additional direct damage; lowers the target's Divine and Piercing resistance by 15% for 5 Minutes
Faith's Bulwark (Rare): Preist HO Initiator, Coin -> Chalice, Coin = Raises party's armor class by 20% for 90 seconds.
Mage, Preist
Suffocating Wrath (Common): Mage HO Initiator, Hammer -> Hammer, Lightning = Area-effect .5 arcane stifle for 36 seconds.
Arcane Chalice (Uncommon): Mage HO Initiator, Hammer -> Fire, Chalice = Restores 10% of power and heals everyone in the party.
Ancient's Crucible (Rare): Mage HO Initiator, Hammer -> Crescent Moon = Instant heal 33% HP and PP; Boosts health and power regeneration by 25% for 24 seconds.
Mage, Scout
Arcane Trickery (Common): Mage HO Initiator, Coin -> Fire, Dagger = Does additional 75% damage; reduces targets magic and piercing resistance by 5% for 5 minutes.
Trickster's Grasp (Uncommon): Mage HO Initiator, Coin -> Fire, Mask = Does an additional 150% magic damage over time.
Shower of Daggers (Rare): Mage HO Initiator, Coin -> Dagger, Bolt = Grants a high damage PROC for 90 seconds (What the hell is a PROC?)
This is the first segment of the guide. I will finish it later today. For now I have two things to accomplish.
A: I must close my Low Level, Easy cash, Artisan thread, as it has been changed.
B: Start a petition thread in the Artisan forum regarding the stopping of selling player made items to the NPC merchants.
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