Heroic Opportunities

Introduction
Heroic Opportunities allow unique spells and abilities to be cast simultaneously with normal spells for no additional cost, and these abilities can be increased in power and difficulty of execution as the group grows in number.

Use
The Heroic Opportunity is triggered by Lucky Break for Scout archetype classes, Fighting Chance for Fighter archetype classes, Arcane Augur for Mage archetype classes and Divine Providence for Priest archetype classes. The order listed is also the order of number of opportunities available in groups: Scouts have all four icons available after they trigger their opportunity, meaning that any archetype class can begin the chain; Fighters are second with Scout, Fighter, Mage and Priest symbols available; Mages are third with Scout, Mage and Priest icons available; and Priests are last, with only Scout and their own symbol available. Opportunities can be triggered while alone, and are worth triggering for free effects even then, but have more potential as the number of group members increases.

Opportunities consist of triggering spells and combat arts of a particular kind and sometimes in a particular order. The opportunity system uses symbols/icons which can be found in most spell and combat art examination windows as the second icon down on the right side. When the opportunity ring flashes a particular symbol it means that a spell or combat art that is represented by that symbol can be used to advance the chain. Each opportunity begins with a Starter Chain that helps determine what ability will be available as an opportunity, and progresses to a Finishing Chain that triggers an ability.

Starter Chain
Once the Opportunity is triggered, a clear wheel appears with 4 icons flashing, showing that a Starter chain has begun. The starter abilities are usually one target direct damage attacks. The Starter chain determines how many people are involved in the Heroic Opportunity. The Starter chains are as follows:

Finishing Chains
Once a starter has been used, the main Opportunity begins and the wheel appears with a randomly chosen ability that can be triggered by using the symbols shown on the wheel; if the wheel has a clockwise-traveling arrow in the center the abilities must be triggered in clockwise order, otherwise there will be arrows pointing at every wheel space and the abilities can be triggered in any order. Players who can use abilities will see some of their hotbar icons flashing; these are abilities that have the proper symbols to advance the Opportunity, and using them in the normal manner will also fill the Opportunity's requirements, making the icon stop flashing. Take note that the abilities still fire normally while doing an Opportunity. A certain amount of time is available before the Opportunity expires; the outer circle has blue-filled portions that count down the remaining time. Once all the required ability symbols have been fired, the ability listed at the bottom of the wheel will trigger, at no cost. Firing abilities that are not filling the wheel will not disrupt the Finishing Chain.

Scouts can "flip" the Opportunity by using a Coin-symbol ability. This is the same as finishing the starter chain again; the ability to be triggered is rolled again. Each Opportunity triggered can only be flipped once; the Coin symbol in the lower right of the wheel will disappear once it has been flipped. Flipping is useful when you want to try for a different Opportunity or when you will be unable to finish the Opportunity and want to start over before it times out.