Heroic Opportunities Guide

by on Nov 16, 2004

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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 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
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 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

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 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

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
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
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 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

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 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

Last Updated: Mar 13, 2016