Pt. 2 Dash's Ult. Guide To Heroic Opportunites! (Everquest 2 Players)
December 14th, 2006..okay…now that that fiasco is done and overwith, let us continue…
I would like to request that a Mod join this post at the end of my first portion to the guide to Heroic Opportunities.
Three Player Heroic Opportunites
Scout, Fighter, Mage
Trinity Divide (Common): Scout HO Initiator, Battle Horn, Bolt -> Fire, Mask, Battle Horn = Inflicts additional piercing damage and taunts all creatures in the encounter.
Soldier's Gambit (Uncommon): Scout HO Initiator, Battle Horn, Bolt -> Dagger, Sword, Bolt = Does 100% to 300% MORE magic damage.
Ancient's Embrace (Rare): Scout HO Initiator, battle Horn, Bolt -> Fire, Cloak, Flex Arm = Adds reactive Slash PROC for 3x Damage to all group members for 90 Sec.
Scout, Fighter, Preist
Verdant Trinity (Common): Scout HO Initiator, Boot, Chalice -> Chalice = Heals the group for 50% (Ed. note: VERY USEFUL, turns tides.)
Nature's Growth (Uncommon): Scout HO Initiator, Boot, Chalice -> Mask, Sword, Druidic Stones = 1x Group regeneration
Shield of Ancients (Rare): Scout HO Initiator, Boot, Chalice -> Bolt, Horn, Crescent Moon = Protects the party with a 15% damage mitigation buff for 90 seconds.
Fighter, Preist, Mage
Archaic Ruin (Common): Fighter HO Initiator, Hammer, Bolt -> Eye, Shield, Wand (ED. NOTE. Staves have a curl at the top of the stick, wands do not) = Does additional 1.2 x damage and lowers the target's Arcane and Slash mitigation.
Thunder Slash (Uncommon): Fighter HO Initiator, Hammer, Bolt -> Sword, Hammer, Bolt = Does additional .7 arcane/slash/divine damage.
Ancient Wrath (Rare): Fighter HO Initiator, Hammer, Bolt -> Fire, Fist, Hammer = Long duration stun on all encounter creatures, plus a PROC stun for 90 seconds.
Scout, Fighter, Preist, Mage
Strength in Unity (Common): Scout HO Initiator, Battle Horn, Crescent Moon, Bolt -> Chalice, Flex Arm = Enchances Party's STR, AGI, WIS, INT by 10 pts.
Ancient Demise (Uncommon): Scout HO Initiator, Battle Horn, Cresent Moon, Bolt -> Boot, Coin, Bolt, Hammer = Does additional area effect damage to all encounter creatures; reduces target's magic mitigation by 10% for 5 mins.
Past's Awakening (Rare): Scout HO INitiator, Battle Horn, Crescent Moon, Bolt -> Star, Fist, Cloak = Raises party's power and health; does additional 4x damage to ALL encounter creatures. (NOTE: In all the groups I have lead, and despite all the four player HO's I've accomplished. I have NEVER EVER seen this pop up.)
Section C: Optimizing Soloist Heroic Opportunities
Without exception, I always start every fight with an HO. HO is simple in the solo situation. It is your strongest and should be the most used sequence in your arsenal. MAKE SURE you have hit the opponent at least once. For some reason, using your HO Initiator skill BEFORE you inflict ANY damage will do NOTHING, and you will have to wait for that skill to cool down again.
If you have any skills that are a part of your HO chain that are short term De-buffs, use them. It will add damage to your attack, and hopefully your HO as well.
Not much more to this section. Just make sure you are aware of your skill cool-downs.
Section D: My Tried and True Method to Group Heroic Opportunities.
Pick a group leader off the bat. I'd suggest you, as you've read this whole guide, and have an in depth knoweldge of gameplay and HOs.
Things to remember when calling on party members.
A) Health and Power
B) Responsiveness to your previous callings
Health is your first priority as group leader. If things go sour, you call the retreat, and YOU stay behind to take the fall. It is FAR better for ONE to die, and it to be you, than for your WHOLE GROUP to die because you were too pigheaded to run.
Healing always superscedes the Heroic Opportunity. If a player drops below half health, your priest ought to be allowed to make the call to heal regardless of where you are in the HO chain. However, if you catch it early enough, remember your group heal HO's, and you can kill two birds with one stone.
How to Organize It
You call the shots, you are the group leader. As such, before rushing into battle, make the following clear.
Everyone in your group will be assigned a letter, and that letter corresponds to the first letter of their name.
Instance: Drizzt Do'Urden will always be addressed as D, Elminster will always be addressed as E…etc etc.
Let us say Conan the fighter, Drizzt, and Elminster are grouped. You are Helm, the preist.
You are engauged, and think you want to pull off the 4-person HO. As leader, you'd call out the following.
/Gsay D C H E
What does this mean?
It calls for Drizzt to use the HO Initiator skill
Then for Conan to follow up with his skill
Then for Helm (you) to follow Conan with your skill
Then for Elminster to finish of the chain.
D C H E
This format should be kept in mind for ALL HO's. A group of Green adventurers can get through HO's easilly when this is laid out.
Things to Make Clear
You are the GROUP LEADER (I cannot stress this enough.). You have TWO modes of fighting. FFA (Free for all. All group members enguage at will, as they please.), and HO.
You call which one you want when you want it. When you call out HO mode, you must wait a few seconds so that all skills being used can finish. While the group is in HO mode, the ONLY person who should have permission to break it should be the preist, for emergency healing. Make sure your group understands that. You must also make clear which mode of attack you want to be the default (for my groups, it is HO…I call out FFA toward the end of fights. Generally though, they know that going into each fight means they must stay skill-less till either they are called, or until the final chain opens up (in which case they cannot screw up anything by using skills))
Make sure your group also understands the dynamics of Heroic Opportunities. MANY pick up groups I've been a part of don't know this. Tell every member that EVEN THOUGH their hotkeys may flash when it is not their turn, they MUST NOT use any skill untill it IS their turn. Otherwise, the wrong HO will be used.
Also, remember that sometimes you may have to be more specific. For instance. The four person HO, and the Scout Fighter Preist HO have the same first two users…The difference is WHICH icon the Fighter uses. So MAKE SURE that if you want to go for the FOUR person HO combo (I.E. Four names are called out), to use the Battle Horn, and if THREE names are called out (fighter being the second in line) to use the boot.
As you adventure more you get better with this, just remember. You're the leader. If you call a retreat, you stay behind, if you see health getting lower, use the group heal HO's before your preist has to break your flow.
As your group gets more adjusted to eachother, you'll be able to call out the NEXT HO line while still finishing the previous HO chain.
A never ending line of HOs is impressive indeed. Ever since I took reigns as group leader, no one walks away upset, everyone has fun, and we all enjoy the HOs.
Section E: Troubleshooting
If anyone has questions send me a personal message, I'll attempt to update this with common questions. Here are a few reminder examples.
Q: I keep calling HO sequences, but they never get past the starter chain…
A: Someone in your group is using either A: a skill out of sequence or B: Trying to start a chain of their own. It will negate the starter chain to nothing. Make sure to go over the dynamics of HOs with your group again (Unless of course it is your healer keeping everyone alive.)
Q: My group isn't listening to me.
A: Make sure you aren't being an ass about it. Honestly, I've seen horrible group leaders. If someone screws up a chain, don't yell, don't blame. Just be like "It's cool, we'll get the next one up." and adjust. Things happen, calling out your troops mistakes make things even worse. If it's a scenario where the player is genuinely being ignorant, it's your call as the leader to decide if you want his presence in your group. Your group members may agree with your senses, send tells to them and ask them if it's just your perception being off, or if that player really isn't a team player.
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