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Posts
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Joined
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Second, most travel powers have a maximum speed, which is meaningless for TP. Does TP have a range cap? If yes, how many SOs does it take to hit that cap?
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I don't think it's capped, but I only have it 2 slotted, so I can't confirm this. With 6 even level SO range it would be 220 yards/teleport in the absence of a cap. If anyone reading this has 6 slotted teleport, could you try it out and let us know? -
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Know your zones! Know the fastest way to train stations and zone boundaries. Sometimes the fastest way from IP to Atlas isn't by going to the tran its by making one or two more ports to the entrance and then to the yellow line.
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Good point, I might take the time tonight to get some distance measurements in the various zones from Gate to Gate, Gate to tram, and (where applicable) Gate/Tram to Dance Party (which rocks as a way to quickly go between some zones).
Sure, such info would be useful for all travel powers, but us TPers are all about speed, so we need it more than the others. -
This appears to be bugged currently, one thing that does work is this:
/menu$$contextmenu 18
but that will leave you with the menu up on the screen.
Note that the badge window isn't even activated when issuing a /window_show badge. -
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Else, has someone made a list of the new commands?
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Here are some of them:
/ex [hero_name] -- invites hero_name to be your exemplar (reverse sidekick)
/unex -- ends an exemplar-aspirant relationship
/makeleader [hero_name] -- changes the leader of the team to hero_name
/sg_mode -- toggles supergroup mode
/hide -- prevents character from being visible on friends, supergroup, and search lists
/unhide -- turns off hide mode, making character once again visible
/tabtoggle -- toggles between the last two active chat tabs
/copychat [tab_name] -- copies the entire history of the tab named tab_name to the clipboard. Maximum 1000 lines. -
Anyone else have any tips? How about anecdotes about how this guide has changed your life?
Issue 2, with its cancellation of momentum has come to live since I posted this, so the tips regarding momentum can safely be ignored now. -
Control
shift+lbutton "powexec_name teleport"
control+lbutton "powexec_name teleport"
alt+lbutton "powexec_name teleport"
mbutton "powexec_name teleport"
shift+mbutton "+camrotate"
Autorun version:
R "tell $name, Activating auto-teleport$$bind_load_file c:\cohbinds\autoteleport_on.txt"
c:\cohbinds\autoteleport_on.txt
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R "tell $name, Deactivating auto-teleport$$bind_load_file c:\cohbinds\autoteleport_off.txt"
lbutton "powexec_name teleport"
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c:\cohbinds\autoteleport_off.txt
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R "tell $name, Activating auto-teleport$$bind_load_file c:\cohbinds\autoteleport_on.txt"
lbutton nop
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What this does is use the R key to toggle whether or not the left mouse button activates teleport in addition to its job as a selection tool. The "nop" makes the button act normally when you no longer want to be teleporting.
Line of Sight
<key> "++first"
<key> "camdist 100"
<key> "camdist 200"
<key> "camdist 300"
<key> "camdist 400"
<key> "camreset"
Facing
<key> "+lookup"
<key> "+lookdown"
Distractions
<key> ++disable2d
<key> "window_hide nav$$window_hide chat$$window_hide tray"
<key> "window_show nav$$window_show chat$$window_show tray"
<key> "say Yes"
<key> "say No"
<key> "say On my way"
<key> "say Can't talk, teleporting"
END
<key> "powexec_name toggle1$$powexec_name toggle2$$powexec_name toggle3$$powexec_name sprint$$powexec_unqueue"
My personal setup
1 "say Si"
2 "say No"
5 "say Hola"
8 "say Can't talk, teleporting"
R "+lookup"
F "+lookdown"
shift+numpadenter "powexec_name dark embrace$$powexec_name obsidian shield$$powexec_name quills$$powexec_name death shroud$$powexec_name cloak of darkness$$powexec_name sprint$$powexec_unqueue"
mbutton "powexec_name teleport"
shift+mbutton "+camrotate"
button4 "window_hide nav$$window_hide chat$$window_hide tray"
shift+button4 "window_show nav$$window_show chat$$window_show tray"
pause "camreset$$bind_load_file c:\cohbinds\cd1.txt"
c:\cohbinds\cd1.txt"
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button5 "camdist 100$$bind_load_file c:\cohbinds\cd2.txt"
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c:\cohbinds\cd2.txt"
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button5 "camdist 200$$bind_load_file c:\cohbinds\cd3.txt"
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c:\cohbinds\cd1.txt"
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button5 "camdist 300$$bind_load_file c:\cohbinds\cd4.txt"
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c:\cohbinds\cd1.txt"
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button5 "camdist 400$$bind_load_file c:\cohbinds\cd1.txt"
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Control
The worst way to teleport would be to click the power in your tray, then mouse over to your target and click again, repeat ad infinitum. You might as well put in an order now for your replacement wrists.
So, what options do you have?
The default better way is to hit the number key corresponding to the tray slot containing teleport, then click on your destination. No more moving the cursor back and forth, which allows much easier chaining of teleports. If that isn't handy enough, bind "powexec_name teleport" to a more convenient key, which has the side benefit of freeing up a power slot in your tray.
Even better, take advantage of the fact that the left button always acts as a select click, no matter what you bind to it. To avoid the hassle of every click teleporting you, add a modifier key (shift, control, or alt) resulting in something like /bind shift+lbutton "powexec_name teleport". Then just hold down your modifier key and click where you want to teleport. Since you are bound to the left button, the selection of your destination occurs simultaneously with the activation of teleport, resulting in a teleport to where ever you happen to click (subject of course to range/red circle).
You can also set up a key which loads a bind file binding "powexec_name teleport" directly to the left button on one press, then disables that bind on the next. This would basically act as autorun for teleport. After pressing your setup key, you would just click away until you reach your destination, then press it again to make the left button act as normal.
Yet another way involves binding to the middle button of the mouse. It is easy to click both the middle and left buttons simultaneously, which simulates click and go teleporting. But, it gives you the option of bringing up the targeting cursor for pinpoint control. If you do this, be sure to bind +camrotate (the default action of mbutton) to something else so that you can still have that functionality (shift+mbutton works well). button4 or button5 would work, but they aren't quite as easy to hit simultaneously with the left button.
Line of Sight
The only line of sight that matters to a teleport is that from the camera to your target. If you can manipulate the camera such that you can place the targeting cursor somewhere, then you can teleport there. Your main tools for camera manipulation are mouselook and the mousewheel. However, those have limitations which can be overcome by dipping into the slash commands.
The maximum distance you can achieve with the mousewheel is 80 (feet I believe). With the /camdist command however, you can make the distance whatever you like, I have successfully set it up to 10000 (although that setting is not very useful). By setting the distance to around 400 (about the distance a one SO range enhanced teleport), you can then look down at your character and teleport up to the roof of buildings well above your head, without the need to teleport up into midair, then look down and teleport down. A similar technique of a largish camdist plus an overhead viewing angle makes getting up close and personal with snipers fairly easy. This works for non-teleporters too, especially useful at low levels to determine if it is worth climbing that building while hunting CoT.
Note that backing the camera off a significant amount will reduce your ability to see enemies, but they can still be targeted with the /target_enemy_(near|far|next|prev) commands. /camreset will set your camera distance back down to the default(10 feet), and will make the camera right behind you, but will not affect the up/down angle.
Some people have more success when teleporting in first person view, which can be entered/exited using the /++first command, or with the mousewheel (roll it all the way forward).
Facing
You can increase the speed at which your character turns, both with the mouse and with the keyboard. These settings are in the options menu. Mouselook can be set to 200% max, which still isn't hard to control, and keyboard turning can be increased to 1000%, which gets a bit silly. I set mine to 200% mouselook and 400% keyboard, which seems to be responsive, but controllable.
You might find it easier to control your facing with the keyboard rather than mouselook, the applicable slash commands are:
+turnleft (by default bound to Q), +turnright (by default bound to E), +lookup, +lookdown.
Since the teleport itself will adjust your facing, any side to side mouselook or turnleft/turnright after selecting the destination will be undone. Vertical facing change (up/down mouselook or lookup/lookdown) will be retained. If you know that you will need to look up or down, start doing it as soon as you select your destination, while the animation is running.
The amount of facing change made by the teleport depends on two factors, how close to the edge of the screen you click, and how far back your camera is pulled. In general, the further back you pull your camera, the more you will be able to turn with a teleport. The following table gives the amount of turn provided by clicking on the edge of the screen at a few different levels of camdist:
Camdist --- Degrees of turn
0 --------- 33.74 (first person)
10 -------- 34.47 (distance set by camreset)
100 ------- 42.04
200 ------- 51.19
400 ------- 70.51
Distractions
The various windows on the screen can interfere with clicking on a destination. You can get rid of everything by using the ++disable2d command. But that has a significant drawback in that it also hides the waypoint marker. So, what I use is a command that hides the three main windows "window_hide nav$$window_hide chat$$window_hide tray", and for after teleporting its opposite "window_show nav$$window_show chat$$window_show tray". With the chat window hidden, you still get a notification sound when you receive a message.
One thing that you absolutely can not do while teleporting is carry on a conversation. Trying to do so is an almost sure way to start falling. Binding common responses (yes/no/on my way) to keys can help you minimally respond. Another one that I find useful to avoid rudeness is "say Can't talk, teleporting", which is bound to a key for a quick polite response to a more complex question directed my way.
END
Teleport self is one of the hungriest powers in the game when it comes to END. Crossing zones with teleport will frequently involve some END management. Always keep an eye on your END bar when doing long range travel. If you are getting low and are teleporting through the air, head for a rooftop to regain some END. Over time, you will get a feel for just how far you can go on a tank of END.
If you run out of endurance while teleporting, it will give you an insufficient END message, and then when you have regenerated enough END, it will teleport you to where you originally clicked. This happens whether or not you fall in the meantime, so be careful, since you definitely won't have enough END to make a second teleport.
Never attempt to use an END inspiration to extend your teleport chain. You won't be able to activate your next teleport during the inspiration animation, which will outlast your auto-hover, resulting in a fall.
Shut off your toggle powers, every little bit counts. Of course if you are using Hover to supplement your teleport autohover, then you can leave that on. And if you are in a higher level zone and need to run a stealth power to avoid death, do so, you'll just need to remember that you won't go as far as if you were teleporting naked. A bind which does powexec_name of all your toggle powers (including sprint) followed by powexec_unqueue will make sure that everything is off.
Wait as long as possible between teleports in a chain, get to know exactly how much time you hover before starting to fall. This allows you to recover a bit of END while traveling, although it slightly reduces your teleporting speed.
Slot END reducers before slotting Range enhancers, you'll get more out of them, especially at lower levels. That first slot you get with the power should definitely go towards END. Like most things, what is acceptable to one person might not be to another, so I'm not going to get into recommending slotting levels here. Be conservative, especially before you are using SO END reduction. Slot one at a time until you are happy with your range. If you are planning to take Stamina, you'll want to be even more conservative with your slotting, you'll be able to teleport a nice long way without running low once SO END recovery enhancements become available, even with only one END Reduce slot.
Lag
Lag for any of the other travel powers is a minor inconvenience. For teleporters, it plain sucks. If you lag while teleporting, most likely you will start falling. If you continue to lag, you won't be able to gracefully recover, so will end up on the ground, which is a real pain if you are now surrounded by tall buildings, or worse, purple baddies.
Graphics lag is probably the most common type that you will experience. Shutting off toggles helps here, as does going to first person mode or pulling the camera way back. If you experience lag frequently, you might try turning down your graphic detail. Unfortunately there are no slash commands for this, so it isn't something that can quickly be turned down to teleport and back up once you arrive.
Loading the neighborhood music also will sometimes cause lagging. If you notice that it happens when new music starts up, you can try turning the music all the way down, which turns it off.
Heavily populated areas, like trainers and tram stations are especially likely to cause lag. Take this into consideration when approaching them. You can land on a building close by, or on the ground a ways out from them and run the rest of the way. -
Getting to your destination
Aimless wandering is not the best usage of teleport. Having a specific destination in mind before you start teleporting is essential for a good teleportation experience. Select your waypoint from the map before starting. If you are going somewhere without a waypoint, put a thumbtack at your destination. The essential thing is to have a clear indication of where you are going, and how far away it is.
Now that you have your destination, consider the terrain between here and there. Most of the time there will be buildings between you and your destination. The easiest way past the buildings is to go over them. The best way to go over them is to ascend at a 45 degree or less angle, so that you are making forward progress at the same time as gaining height. Plus ascending more gradually limits the amount of camera angle adjustments you need to perform. If a building is too close to you for you to ascend gradually in the direction of your destination, go in the direction closest to the path to your destination which allows you to make your ascent, turning towards your destination once you clear the buildings.
You don't have to go directly in a line from your current location to your destination. Given enough distance, you can do all the turning you need by targeting the sides of your screen (see below for turning capabilities) rather than rotating the camera and targeting the center. It is better to make a nice leisurely turn safely than attempt a tight turn and end up falling.
Learn to use the nav bar and the waypoint indicator, they are your best friends when teleporting.
From time to time, despite planning, you might still end up face to face with a building (perhaps it jumped in your way, or maybe you are just in Dark Astoria). Given the time available for turning, a fall seems inevitable. In this case, the best course of action is probably to attempt to land on a ledge of the building right in front of you rather than trying to turn away from it. If you are close enough, just push forward, and when the hover ends, you will fall onto the next ledge. If you aren't quite that close, target a ledge right in front of you and teleport onto it. After perching on the ledge, you can turn and plot a new path at your leisure. -
How the power works
Teleportation is a two stage process. First you activate the power, which brings up a targeting cursor. Then you left-click with the targeting cursor on the location to which you want to travel. The targeting cursor will be flashing white when the destination is valid, and red when it is not. Note that this selection of location takes place in the game world, and not on the map. After you select your destination, the animation starts, there's a big flash of light and sound, and you appear at your destination, where you hover for 2 seconds unable to move.
When you teleport, your facing will be changed to align with the direction in which you teleported, the up/down angle of your facing will be unchanged.
The unenhanced range of teleport is 100 yards. You can target a location in mid-air at this range, but no closer. This enables traveling through the air to your final destination by chaining teleports together (which is the reason for that 2 second hover).
You can target almost any flat surface within range that you can see with the camera. This means that if you can arrange the camera such that you can see over a wall, or a building, you can teleport through that wall/building, no line of sight from your character to the destination is required.
If you have teleported into mid-air, and do not teleport again before the hover period runs its course, you will begin falling. This falling is not interrupted by the hover after subsequent teleports. If you are falling and hit a slope during the hover period, you will pick up sideways momentum which will also be carried into subsequent teleports(*).
Dealing with falling
Sooner or later with teleport, you will find yourself plummetting to the ground. This can happen in a number of ways, be it running out of endurance, hitting a lag spike and not getting the next teleport off in time, feeling the need to respond to a chat message in mid-air, having a building jump in your way, or even on purpose to test out your regenerative abilities. The key thing to remember is "Don't Panic".
You can't be defeated by a fall, the most it can do is take you down to one point of health. Of course, if you end up in a pile of villains, you could be in trouble, but despite the hyperbole of teleport detractors, the truth is that villains do not cover every square foot of any of the zones. Most of the time, if you fall to the ground, you'll take damage, brush yourself off, and be on your way again.
With that in mind, there are a few things that you can do(*):
<ul type="square">[*]If the rate of descent isn't that large, you can simply ignore it and continue on your way, with perhaps a slight elevation of your targeting cursor. At medium rates of descent, you will be in effect teleporting diagonally upwards, which will hurt your travel speed.[*]You can find a convenient rooftop or ledge close to your direction of travel, and teleport on top of it to kill your downward momentum.[*]You can look straight down and teleport to the ground.[/list]
If you get the teleport animation started before you hit the ground, you will arrest your fall and not take any damage. Practice is required to get the timing on this correct. Hitting a sloped surface is likely to start you sliding sideways(*). In this case, you can attempt to teleport such that a wall blocks the sideways motion and kills the momentum.
Taking advantage of the slide(*)
You keep any movement you have when you teleport, so you might as well use that to your advantage. Make your first teleport slightly above the ground, and pointed at your destination. Turn on autorun and sprint (and superspeed if you have it). When you start to fall, activate your next teleport. With practice, you will get the teleport activation started before you hit the ground, where you will start running before the animation completes, resulting in a slide which is in the direction of your destination, speeding up your journey.
If you are lucky enough to find a sloped surface which is pointed in the correct direction, you can fall onto it, starting your next teleport just before hitting.
(*)Note about momentum and Issue 2
In Issue 2 momentum is cancelled every time you teleport, so no sliding is possible. In this case, the best way to handle falling is simply to teleport again. -
Don't take it, it sucks, end of post...
Well, not really, that just seems to be all the "advice" that a lot of people are willing to give to the novice teleporter. In this thread I hope to give useful advice on making the best out of your teleportation ability.
Tips that I missed are welcome, complaints about teleport or suggestions for "fixing" it are not. Try to focus on how to make the best use of the power as it is currently. I am also only focusing on the level 14 self teleport power. Start a new thread to discuss the rest of the line.
Personally, I love teleport, it was the first travel power that I ever took. The character I made during the pre-order period is still my main, and I took teleport with that character as soon as possible, so I've been using it for a while now.
I hope that the following helps out players new to teleport. -
As a corollary to what Blue Volt has, I'd suggest doing it both ways, for example, I have largest first on my unmodified keys, but smallest first when I hold shift and hit those same keys.
To Macas
/bind R "++autorun$$++up"
To Psycho_Gene
Custom Bind Generator - haven't used it personally, but this is what you were looking for -
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Not to add more work for you, but could these files be made with a Visual Basic Program?
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Not that I'm an authority on VB or CoH's internal workings but I don't see how this'd work unless it's a completely separate app running in the background that somehow reworks the files on the fly. CoH, as I understand it, is designed specifically to prevent much in the way of scripting. Rebinding keys in this manner works but, since the devs want to prevennt unattended macroing there's just no way to force CoH to recognize any programming or scripting that I'm aware of.
Sure, this'd be easier but unfortunately the unattended macroing in other MMOs have killed this as a feature in CoH.
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The point of the VB program wasn't to do things on the fly, but rather to generate the horde of files required by this bind rather than require them to be entered by hand.
Oh, and WeaponX, I'd recommend skipping VB and just do it in Perl or Java. With something this simple the resulting code would run equally well in Linux or Windows.
And another question, did you see the example binds I did for this same problem? I'm just curious, you've obviously taken it much further than I did with my quick little example.
One thing I did differently was to use the arrow keys, right for what amounts to /target_team_next, left for _prev. Plus I made up go to the last member of the team, and down go to the first. I did have the team size setting, but not the position in team. Not having a healer at the time, I never actually used my binds, and my example only went up to a team size of 4. -
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I don't think the updater would overwrite your files, but I'm not at all sure.
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I keep all my binds in the same directory as my COH install, and I've never had the updater overwrite them. Now, if you name your binds file cityofheroes.exe, you might have it be overwritten.
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Ihave question may answer. Do you know ho i could do a bind key that to select one after one the different member of my group. I mean without having to directly select them with the lshift + number key. a kind of "group member browser" bind ?
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The only way I know of to do this would be to do a toggle bind. Make files for ts1-ts8, then in each you would have something like (from ts2.txt):
<key> "team_select 2$$bind_load_file ts3.txt"
and in ts8:
<key> "team_select 8$$bind_load_file ts1.txt"
I have a more detailed version in my "Post your /bind's here" thread (not using my normal browser, so I don't have the URL available). -
And the number two thing:
Buffs from Inspirations stack!
So, for those really big fights, use more than one of the same type to get the really big bonuses.
On Awaken: they do come in handy, especially when you are doing missions in Hazard Zones (no hospital in the zone). Remember that Mobs always go back to where they spawned, so if you get nuked there, it typically won't be safe to use an awaken. So always run when you get low. If the worst happens, the mobs won't end up standing over your unconscious body. -
Dyschord says
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/bind s powexec_name Sprint
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Ack! How do you move backwards?
[edit]corrected spelling of name -
Very nice Meraxes, I haven't had anyone with fly yet, but would adding something for ++down come in handy (so you can drop to the ground unlike a stone
)?
I especially like the status indication button, very handy. -
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delete "tell $name, HP$$inspexec_name respite$$inspexec_name Dramatic Improvement$$inspexec_name resurgence"
home "tell $name, DAM$$inspexec_name enrage$$inspexec_name focused rage$$inspexec_name righteous rage"
end "tell $name, END$$inspexec_name catch a breath$$inspexec_name take a breather"
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Does this mean you are attempting multiple inspiration execs when you use something like "Home"?
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Exactly, what ends up happening is that only one inspiration gets used, whichever one comes last in the bind. I've got mine ordered so that the big ones get used first.
I would have it set up this way for all the inspiration types, but I don't know the names of all the higher level inspirations. -
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Originally posted by Arzen535
/bind mbutton "powexec_slot 9"
I have hover in slot 9.
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Why wouldn't you just /bind mbutton "powexec_name Hover"? That way you could repurpose slot 9 for some other power, while still having ready access to Hover. -
To Ninja_Teletubbi
Yes, but where did you bind them? Part of the reason to do a thread like this is to be exposed to alternate setups that might be easier to use.
One thing you might watch out for with that setup is spamminess. It might get old for both you and your teammates to see those emotes every time you attack. One way around that is to have the primary key bound to the plain attack, and the attack + emote bound to lshift+<key> (or rshift,lalt,lctrl, etc). That way you can throw it in every once in a while without annoying anyone. -
It's for feedback. That way I know for sure that I hit the right button without looking for the buff.
-
A handy thread on the old beta board to complement the Unofficial Guide was one with a similar title to this. I didn't archive it, so I figured I'd start a new one.
When posting your binds, leave off the ones that are part of the defaults so as to avoid too much clutter.
I'll start it off with the ones that I use on my scrapper:
add "target_enemy_near"
decimal "follow"
numlock "powexec_abort"
divide "powexec_auto Barb Swipe"
multiply "target_enemy_prev"
subtract "target_enemy_next"
numpad1 "powexec_slot 1"
numpad2 "powexec_slot 2"
numpad3 "powexec_slot 3"
numpad4 "powexec_slot 4"
numpad5 "powexec_slot 5"
numpad6 "powexec_slot 6"
numpad7 "powexec_slot 7"
numpad8 "powexec_slot 8"
numpad9 "powexec_slot 9"
numpad0 "powexec_slot 10"
lalt+numpad1 "powexec_altslot 1"
lalt+numpad2 "powexec_altslot 2"
lalt+numpad3 "powexec_altslot 3"
lalt+numpad4 "powexec_altslot 4"
lalt+numpad5 "powexec_altslot 5"
lalt+numpad6 "powexec_altslot 6"
lalt+numpad7 "powexec_altslot 7"
lalt+numpad8 "powexec_altslot 8"
lalt+numpad9 "powexec_altslot 9"
lalt+numpad0 "powexec_altslot 10"
insert "tell $name, ACC$$inspexec_name insight"
delete "tell $name, HP$$inspexec_name respite$$inspexec_name Dramatic Improvement$$inspexec_name resurgence"
home "tell $name, DAM$$inspexec_name enrage$$inspexec_name focused rage$$inspexec_name righteous rage"
end "tell $name, END$$inspexec_name catch a breath$$inspexec_name take a breather"
pageup "tell $name, DEF$$inspexec_name luck"
pagedown "tell $name, DISCIPLINE$$inspexec_name discipline"
pause "camreset"
lshift+lbutton "powexec_name teleport"