Archived from groups: alt.games.everquest (
More info?)
"Wolfie" <dbgbdwolf@gte.net> wrote in news:Bw3qd.74983$8G4.49722
@tornado.tampabay.rr.com:
> David S. wrote:
>> "Lizard" <lizard@mrlizard.com> wrote in message
>> news:i7meq054gojet6bnkp7n4l4l4n52mpa4h2@4ax.com...
>>
>>> My main bitch is that pulling off group HOs means I can't use my own
>>> specials as much as I'd like, but I think with better coordination
>>> and practice, that will change. I would be more useful if I was able
>>> to do my full damage dealing, as I do when I'm solo.
>>
>> Noob question time: What's an "HO"?
>
> H(eroic) O(pportunity)
>
> Short version: every class can trigger them by a special skill/spell.
> They can then complete them by casting/using required spells/skills
> (shown by both icon and flashing "spell gems"). Competing them
> gives extra damage or other benefits.
>
> For example: a newbie priest (after he gets the trigger ability)
> can use his own -- that equates to Trigger, Nuke, Nuke. It
> gives extra damage *power free* roughly about a nuke and
> a half. Same idea for other classes although the things involved
> and reward will be different.
>
> Same thing for a group -- except then it will involve the group
> members acting with teamwork to complete one. The HO
> would require completion by multiple players.
>
> Any break in the chain -- ie, if it asks for a nuke, you can't
> debuff, etc -- means the HO is lost. In groups, if it wants
> a mage nuke, any other player can't use their special attacks.
>
> Scout classes can change the HO and steer it to better rewards.
> IOW, the HO being completed may result in extra damage.
> They can use their ability to change it to one which results in
> group-wide HP and power-regen.
>
> It's VERY useful when soloing. And VERY hard-to-do in
> groups, at least at lower levels when fights are slow and
> people tend to do thier own thing more...
I'm struggling with this one. I use HO's as much as possible when
soloing, but when I group, I find that it's nearly impossible to complete
one. It seems I always have to resist the urge to pipe up with, "Hasn't
anyone here ever heard of heroic opportunities?!" or some other shout of
exasperation. I normally chalk it up to the fact that we're still in the
low levels of the game and it's not all that necessary just yet.
I guess I'm just always trying to fight as efficiently as possible. It's
often not required at this stage of the game, but that first time
everyone has to share the xp debt because someone died, it does become an
issue.
A couple of questions, though. Are there HO's that I can execute myself
while in a group that aren't affected by what anyone else is doing?
HO's in a group setting seem like they would actually lessen the group's
effectiveness, as everyone would have to interrupt their typical attack
sequences to ensure that each step is executed in an uninterrupted
manner. How the heck does everyone in the group know who is trying to
execute each step and when? For instance, if the HO calls for a nuke,
then a melee attack, and two casters see the nuke icon pop up and both
cast (likely one slightly before the other), won't that first nuke land,
causing the HO to move to the next step (melee attack) just as the second
nuke lands, at that point being the incorrect action to further the HO
and cancelling it?
I'm sure there has to be a proper way of executing an HO, and that I am
just missing something here.
--
Rumble
"The floggings will continue until morale improves."
-- Blackbeard