Thanks to Kantharis, WolfHerz, and all beta testers who originally contributed to
this compendium. It has since been updated (5/16/05) to include all
known HOs. -Ethec
Jump to the Heroic Opportunities list
Simple Guidelines:
* Examine all of your
combat arts/spell.
-
Open your Knowledge book and right
click examine each and everyone of them. -
Many of them will have a 2nd icon
in the Examine Panel. This Icon corresponds to the symbol names used
here (Sword, Hammer, Lighting etc.) -
Note that all of these 2nd icons
have a colored background. Each color corresponds to an archetype-
Fighter (blue)
-
Priest (yellow)
-
Scout (green)
-
Mage (red)
-
* Heroic Opportunities are opened with a specific Ability,
which doesn't cost power, is instant and has 10 sec recast time:
- Fighting Chance (Fighter)
- Divine Providence (Priest)
- Lucky Break (Scout)
- Arcane Augur (Mage)
* Heroic Opportunities come in 2 phases:
1) Starter Chain
- in the center of the starter chain window is the previous step of
the chain - around it are all the possible branches, displayed thru icons,
which correspond to various spells (see above) - if a combat art/spell is successfully executed the starter chain
advances - if a wrong combat art/spell is successfully executed the starter
chain is interrupted !
2) Combat Wheel
- can be ordered (big clockwise arrow in center) then combat
arts/spells must be executed clockwise beginning with the top icon - can be unordered (arrows pointing in all directions) combat
arts/spells can be executed in any order. - Please note that the person that executes the last combat
art/spell will not only get the credit but also any single buffs ! For
instance you want Crippling Shroud being cast on the tank so make sure
to execute the Horn after the Moon ! - has a 30 sec timer as indicated by blue bar on the other rim; if
time runs out arrows in the center turn red.
* Scouts have the unique ability to re-roll an Heroic
Opportunity with Coin as long as the Heroic Opportunity hasn't
started yet.
Heroic Opportunities Listing
Fighter Initiated: Fighting Chance +
- Sword (solo)
- Sky Cleave - Horn = (common) Single-target slashing dmg (66%
of moderate DD) - Crushing Anvil - Horn = (uncommon) Encounter crushing AE.
- Hero's Armor - Horn = (rare) 15% AC increase
- Sky Cleave - Horn = (common) Single-target slashing dmg (66%
- Chalice (with priest)
- Divine Blade - unordered - Hammer + Sword = divine DD
- Crippling Shroud - unordered - Horn + Moon = reactive brief
10% slow on mob - Chalice of Life - Chalice = doubles effect of special heals
(reactive, ward, HoT) for 90 sec -
NEW! Divine Nobility
- Chalice + Sword = Heal over time to a group member
- Coin (with scout)
- Luck's Bite - unordered - Cloak + Boot = piercing DD, 50% to
250% extra dmg - Swindler's Gift - ordered - Cloak + Flexed Arm = Group
accuracy buff for 2 levels - Raging Sword - ordered - Cloak -> Horn = attack speed inc
for 90s, and 4 times melee damage and taunt -
NEW! Ardent Challenge
- Sword + Dagger = group +10 STR and AGI buff
- Luck's Bite - unordered - Cloak + Boot = piercing DD, 50% to
- Lightning (with mage)
- Scholar's Insight - ordered - Horn -> Lightning = +2 lvls
knowledge for mage, DD for 70% of moderate DD - Storm of Ancients - unordered - Sword + Lightning = DD +
slows mob - Soldier's Instinct - unordered - Flame + Arm = 20% attack
speed buff for 90 sec. -
NEW! Arcane Aegis -
Fist + Star = Crushing / Magic mitigation increase
- Scholar's Insight - ordered - Horn -> Lightning = +2 lvls
- Hammer (with priest and mage)
- Lightning
- Thunder Slash - unordered - Hammer + Lightning + Sword =
Divine + Magic + Slashing Damage (3 hits) - Archaic Ruin - ordered - Eye -> Flexed Arm -> Flame
= 70% bonus to arcane/slash/divine dmg - Ancient Wrath - ordered - Flame -> Fist -> Hammer =
massive DD, maybe AE -
NEW! Arcane
Salvation - Star + Arm + Chalice = Increased in-combat group power
regeneration
- Thunder Slash - unordered - Hammer + Lightning + Sword =
- Lightning
Priest Initiated: Divine Providence +
- Hammer
- Divine Judgement - Hammer = single target divine direct
damage (for 100% moderate priest nuke) - Inspiring Piety - Hammer = priest knowledge inc 2 levels,
plus Divine Judgment nuke - Blessing of Faith - Chalice = instantly restores some power,
inc power production 10% for 90s
- Divine Judgement - Hammer = single target divine direct
- Coin (with scout)
- Piercing Faith - unordered - Cloak + Moon = Piercing DD
(cloak needs to finish HO) and -5 AGI on mob - Divine Trickery - ordered - Hammer -> Cloak = Divine DD +
pierce/divine resistance lowered on mob 5% - Faith's Bulwark - ordered - Chalice -> Coin= AC inc by
20% for 90s
- Piercing Faith - unordered - Cloak + Moon = Piercing DD
Scout Initiated: Lucky Break +
- Coin
- Ringing Blow - Dagger - 2 lvl accuracy increase
- Swindler's Luck - Dagger - Short duration stun (not broken on
hit, but short!) - Bravo's Dance - Dagger - 20% haste for 90 sec
- Boot (with fighter and priest)
- Chalice
- Verdant Trinity - Chalice = 50% group heal
- Nature's Growth - unordered - Mask + Sword + Druidic
Stones = Group regeneration - Shield of Ancients - Lightning + Horn + Moon = absorbs
15% dmg for 90s -
NEW! Capricious
Strike - Hammer + Dagger + Sword = single-target DD
- Chalice
- Horn (with fighter and mage)
- Lightning
- Trinity Divide - unordered - Star + Mask + Horn = Addt'l
piercing dmg + increases hate on fighter by all mobs in group - Soldier's Gambit - unordered - Dagger + Sword + Lightning
= bonus nuke dmg 100%-300% - Ancient's Embrace - ordered - Lightning -> Cloak ->
Flexed Arm = Chance to "riposte" slash dmg for group when hit for 90s -
NEW! Resonating
Cascade - Mask + Dagger + Lightning = Increased in-combat group power
regeneration -
NEW! Grand
Proclamation - Lightning + Mask + Arm = Increased power pool for the
group
- Trinity Divide - unordered - Star + Mask + Horn = Addt'l
- Lightning
- Chalice (with priest and mage)
- Lightning
- Breaking Faith - unordered - Lightning + Eye = Doubles
dmg of last hit, reduces arcane, divine, and lightning resistance by 5% - Archaic Shackle - Does addt'l dmg, roots briefly and
slows by 5% - Crucible of Life - ordered - Lightning -> Coin ->
Chalice = Full power & health to group plus 10% heal on hit
- Breaking Faith - unordered - Lightning + Eye = Doubles
- Lightning
- Moon (with fighter, priest, and mage)
- Fire
- Strength in Unity - unordered - Flexed Arm + Chalice -
Increases str, wis, int and agility of the party by 10 pts - Ancient Demise - ordered - Boot -> Coin ->
Lightning + Hammer = Great AE DD + lowers arcane resist on mob 10% for
5 min. - Past's Awakening - ordered - Fist -> Star -> Cloak
- Buffs power and health bars, does 4x dmg to all encounter mobs -
NEW! Tears of
Luclin - Boot + Dagger + Lightning = Increased damage on mage DD
- Strength in Unity - unordered - Flexed Arm + Chalice -
- Fire
Mage Initiated: Arcane Augur +
- Lightning (solo)
- Arcane Fury - Lightning - Arcane DD equal to one mage nuke
- Arcane Storm - Star - Same as above but AE
- Arcane Inspiration - Flame - Restores 20% power, plus 20%
power regen and 50% of hits taken convert to power
- Hammer (with priest)
- Suffocating Wrath - unordered - Hammer + Lightning = Halves
all mobs arcane spell dmg for 36s - Arcane Chalice - ordered - Flame -> Chalice= Restores 10%
power and major group heal - Ancient Crusible - Moon = Instantly restores 33% of health
and power, +25% regen on both for 24s
- Suffocating Wrath - unordered - Hammer + Lightning = Halves
- Coin (with scout)
- Arcane Trickery - unordered - Lightning + Dagger = addt'l 75%
dmg, 5% arcane debuff on mob - Trickster's Grasp - ordered - Flame -> Mask= Additional
4-tick 150% arcane DoT - Rain of Daggers - unordered - Lightning + Dagger = High dmg
proc for 90s
- Arcane Trickery - unordered - Lightning + Dagger = addt'l 75%
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