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Heroic Opportunity (HO)

Heroic Opportunity are special moves that requires the coordination of the group members. When completed successful they cast a spell which effect depends on the sequences that has been triggered. They can be damages to the mobs, buffs, or debuffs. The more complex the HO the more rewarding it is.

Any class can start an HO. This Spell/Combat Art is gained at level five. When this Spell/Combat Art is used, a set of icons appears on your screen. Here's what they are for each class:


Fighters

  •  Fighting Chance... makes this set of icons appears  


Priest

  •  Divine Providence... makes this set of icons appears  


Scouts

  •  Lucky Break... makes this set of icons appears  


Mages

  •  Arcane Augur... makes this set of icons appears  


These icons represent what Spells/Combat Arts need to be cast to advance the HO. Examine your Spells/Combat Arts to see which icons are associate to them. As an example here's a Mage Spell examine window and a Scout Combat Art:


Note the second icon is the one that correspond to the HO. There are six different icons for each class. So they are easy to learn.

Many combinaisons are possibles and there are a lot of random results as to what the HO will be. Let's say that the Scout has cast the Cheap Shot ability, the following will appear on your screen.


At this point the HO needs to be completed, again by the scout since it is one of his icon that is required. If the scout cast the following Combat Art, the HO will be completed and the Spell Ringing Blow will take effect.

This example shows the most simple HO, this is one that the scout could do from beginning to end without the help from anyone. There are more complex HO that requires the coordination of many class and these are the most powerful HO. As you can see there are six slots for icons in the wheel.

When there are many icons in the wheel, often they can be cast in any order. But many HO require that they are cast in a specific order. The arrow indicates the direction of that order. In every case the icon that needs to be cast first is blinking. The Spells/Combat Arts in your Hot Bars that correspond to them will be blinking too. Unfortunately, sometimes they will not blink in your Hot Bars, so it is always better to learn which one is which.

They are color coded too. The color of the icons correspond to a class.

  • Blue for the fighters
  • Yellow for the priests
  • Green for the scouts
  • Red for the mages


The Masters of HO: Scouts

Scouts have a special control over the wheel. As you can see on the graphic, the Coin outside the wheel is a Scout's icon. When the coin is displayed, the Scouts have the ability to reset the wheel when they cast a Combat Art that has this coin as a symbol.

It is useful when the wheel is near ending, it can be reset so it starts over again. But when the wheel is reset, there's a chance that the spell will be changed because the selection of the spell is random. So if the spell isn't the one the group wants, it can be reset and have a chance to get a better spell.

This can be done once for each HO.


Charts of the possible spells that can be achieved

Here's a link where you will find these charts.

Fighter's Chart

Priest's Chart

Mage's Chart

Scout's Chart