Forum

Heroic Opportunitie...
 
Notifications
Clear all

Heroic Opportunities in EQ2

Roebar
(@roebar)
Famed Member

Heroic Opportunities, or HO's for short:

First there are 2 different stages to the HO.

1. Starter Chain
The starter chain can be activated by any character level 5 and higher. At level 5 all characters recieve a special ability that is instantly cast, 0 power consumption that brings up the starter chain. You must be in locked combat for this ability to work. You can either open up with auto attack or you can open up with a spell or combat ability to start combat. Once in combat press your special abilitty to bring up the starter chain. Once the starter chain is up you will see a small icon with 2 or more icons surrounding it. These icons represent what type of ablity you need to perform to activate the combat wheel. Red icons = mage, blue = fighter, yellow = priest, green = scout. You can open your spell book (K) and examine your spells/combat abilities to see what icon is associated with what ability. Also on your hotbar if you have the appropriate ability hotkeyed, the spell or ability will flash letting you know which ability to perform next. If you use the proper ability you will bring advance your HO to the combat wheel. If you don't use the proper ability you will cancel your starter chain and you'll have to start over in 10 seconds when your special HO ability resets.

2. Combat Wheel
Once you have advanced through your starter chain the combat wheel will come up. This is a larger circular device that has one ore more smaller circles with ability icons in them. Once you bring up the combat wheel it cannot be cancelled by performing the wrong ability. The combat wheel does have a 30 second timer and will expire if you don't perform the required abilities. Again the required abilities will be flashing on the combat wheel as well as on your hotbar. When you bring up the combat wheel, under the wheel will be the title of the special HO that you are working toward. Once you become familar with doing HO's you will know which HO's are party buffs, monster damaging spells, or debuffs, etc. When you complete the required actions of the combat wheel you will gain the effect listed beneath it. (e.g. Priests can get a HO called 'crushing anvil' which is a nice damaging spell to aument their damage while soloing)

Soloing and HO's: When soloing each class has about 3 HO's that it can do on its own without the help of other classes. You perform these HO's by starting the starter chain yourself and advancing to the combat wheel by yourself. You will get one of the 3 HO's randomly while soloing.

Groups and HO's: In groups you can get special more powerful HO's by working together. The trick to performing cooperative HO's in a group is to have one class type start the starter chain, and a different class type advance to the combat wheel. This is tricky because everyone in the party wants to attack the monster as quick as they can with their special abilities thus most of the time canceling out the starter chain by performing the wrong spell/ability. Doing HO's in a group will yield greater experience rewards so it is preferable to do at least one cooperative HO. You can do this by having the tank/fighter open the encounter with a starter chain and have a scout advance it to the combat wheel. Usually people don't have the knowledge or skill to perform more than one coop HO an encounter unless it happens on accident. Also I play a mage and when I play with other mages I will time my special HO ability to land just before their spell lands thereby instantly advancing the starter chain to the combat wheel.

Scouts and HO's: Scout classes get the ability to change the outcome of the HO. Scouts get abilites with icons with a green coin. Attached to the combat wheel in the lower right hand corner will be a tab with a green coin symbol on it. Once the combat wheel is brought up a scout can perform an ability with the green coin to change the HO. Remember at the bottom of the HO is the title of the outcome effect. If what you want is a damage HO and a buff HO comes up a scout can change the combat wheel by performing the green coin abilities to get the intended damage HO. Remember this takes practice and remembering which named HO's are which effect.

Enjoy!

Adularia - Lucan Delere
17 Enchanter
17 Scholar

Interessante guide over het gebruik van HO's zowel solo als in groups

Quote
Topic starter Posted : 12/01/2006 2:52 pm
Lantern
(@lantern)
Illustrious Member Admin

Als je ze goed gebruikt 😉 dan helpt het zeker een stuk !

Vanavond maar eens in groep verband weer toepassen !

ReplyQuote
Posted : 12/01/2006 3:15 pm
Abib
 Abib
(@abib)
Noble Member

Lijkt me een goed plan! Maar hoezo 'weer'? Is het al eens gelukt?

Beschrijving ziet er goed uit. Misschien eerst eens solo oefenen....?

ReplyQuote
Posted : 12/01/2006 7:39 pm
Lantern
(@lantern)
Illustrious Member Admin

Als je het in een groep doet moet je goed opletten dat de persoon met juiste class de juiste skill indrukt, dit kan je zien door door de verschillende iconen binnen de heroic opportunity

ReplyQuote
Posted : 12/01/2006 8:20 pm