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
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