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HO Course: Part 4 + 5


Course IV - Communication
This course will help your group know what your intentions are, and what they should do to help.
You will also know common miscues that occur.

Section A
Macros

Before you start a HO, you should let your group know what you are attempting, and indicate when it's going to happen. Without doing this, others in your group may break your chain, or take the chain in the wrong direction. This is very common when priests are trying to heal, tanks are trying to taunt or when they are using their kick ability regularly. It also happens when players get greedy and steal the wheel for their own ability. So let your group know exactly what you want, and with luck, they'll listen.

The first line of your macro should tell your group that you are attempting a HO, and possibly describe which one you hope to get. For instance, a fighter could call **attempting buff**, and try for the fighter/scout HO. In that set, you are very likely to get a buff. Others may be **attempting direct damage **, and so forth. You can also try for a specific HO from the set, such as resonating cascade. Letting your scouts know what you are looking for gives them the ability to flip it if you don't get it, and informs them not to flip it if you do. It also obviates to your group what is going on.

The next lines of your macro should be direct commands of what needs to be done, or common mistakes that need to be avoided. If a priest's healing will cause a miscue, then tell them to not use heals for moment. Be clear (I say /gs DONT USE -heal- DONT USE). If you want a fighter to advance the chain with a taunt, say so (I say /gs USE -taunt- USE).

Don't put /useability Heroic in the macro because you won't give your group time to react. Plus this allows you to prompt your group before the mob gets there or while another HO finishes, for rapid progression. Wait about three seconds after you hit the macro until you use the heroic starter. This gives your priests a chance to stop healing/smiting, your fighters to stop kicking/taunting or scouts/mages from doing any coin/lightning abilities.

If you are a mage, and your group is using the four person HO, you may want to create a macro for when you are starting to activate the flame as the last step in the starter chain. After the flame is cast, the 10 second timer starts ticking away, so letting your fighters and scouts know when you're actually about to cast let's them be prepared to start those long ordered sequences.

Section B
Multiple scouts

When you're using duo's involving scouts, the coin icon will always activate it. This can create a miscue if both or multiple scouts are all trying to use coin at the same time. What happens is that the first one who hits coin will activate the HO successfully, but the second one will waste the coin flip immediately.

You should designate who's going to activate the duo's, and who's going to do the flipping.

Course V - Bonus
This course lists the rare heroic opportunities.

(F)ighterHero's Armor ac buff
(S)cout Bravo's Dance haste
(P)riest Blessing of Faith power pool buff + power regen
(M)age Arcane Enlightenmentpower pool buff + reactive (?) + power regen
 
FS Raging Sword haste + direct damage + taunt
FP Chalice of Life doubles heals, wards, and regens
FM Soldier's Instinct haste
PS Faith's Bulwark haste
MS Shower of Daggersdd proc
MP Ancient's Cruciblehp + power pool buff, hp + power regen
 
SFP Shield of Ancientsgroup mitigation buff
SFM Ancient's Embracereactive direct damage proc
FPM Ancient Wrath group stun + proc stun
SPM Crucible of Life hp + power heal, reactive heal
 
SFPM Past's Awakening hp + power heal, group direct damage

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June 5, 2006