Microcosm

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  1. Take Assassin's Shock for one thing. It's not like a blaster's snipe, you really shouldn't skip it; you can drop charged brawl for it. This is the biggest issue with your build. I'm curious have you taken it at all yet and decided you didn't like it?

    I altered your build while trying to keep things generally the same and avoiding purples as it seems you are.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sairento Raikou: Level 50 Natural Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(3), Sciroc-Acc/Rchg(7), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Dam%(11)
    Level 4: Ninja Reflexes -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(5), LkGmblr-Rchg+(7)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(43)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(13), GSFC-ToHit/EndRdx(19), GSFC-Build%(29)
    Level 10: Hurdle -- Empty(A)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(50)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(50), Zephyr-ResKB(50)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(17), Mrcl-Heal(19)
    Level 18: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(46)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
    Level 24: Kuji-In Rin -- RechRdx-I(A)
    Level 26: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 28: Danger Sense -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(31)
    Level 30: Boxing -- Empty(A)
    Level 32: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 35: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(36), CoPers-Conf/EndRdx(36), CoPers-Conf%(37), CoPers-Acc/Rchg(42)
    Level 38: Assassin's Shock -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
    Level 41: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 44: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Hibernate -- Dct'dW-Heal/Rchg(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination

    Key changes besides Assassin's Shock: Jumping changed to SS for hasten; Zephyr set in SS; extra LotG +Rech in Hide; Full set of Gaussian's in build up; Completed Coercive Persuasion set; Swapped Assault for Hibernate, which is extremely useful for defense based stalkers.

    I'll get back to you in a bit on play style for elec/nin.
  2. Hey U.P.,

    Normally I'd recommend skipping PB but I know you like that and work mainly with SO's or non-ueber sets so I will recommend something different:
    -Without extremely good recovery, hot feet and mud pots together aren't gonna be worth the drain. If you have great recovery somehow, keep mud pots if you plan to take on really tough single targets ever; those combined DoT's would be juicy.
    -Say "no" to hurl boulder except for concept. You can get -fly and better damage from other sources as someone said.
    -I have one build that has Stone Spears slotted fully, but it really just depends on the set bonus needs you have.

    Other than that you can trim from fire/ obviously. Cinders is arguably skippable while flashfire really isn't. Smoke is very skippable, though you can use it to build dom.
  3. Microcosm

    i16 level pact

    Heh, it was a while ago, which is why price is negotiable.
  4. Microcosm

    i16 level pact

    With i16 just around the corner, I'm going to be making a few new characters. Two of them are going to be thematic and will have the same power sets, so I'd like to level pact one of them to someone who will be getting a new lowbie to 50 and play the other one.

    Last time I did this I gave a guy ~100 mil inf to get the alt to 50 in about a month via pact (he delivered early actually). I'd like to do the same now, though price is negotiable. It would be on Freedumb, vil side. PM meh Oh and if ur recognizable to me on this forum I can pay all upfront, otherwise split payments. Thankyouhaveaniceday.
  5. Quote:
    Originally Posted by Spizzie View Post
    Or just up the damage of Stone Spears to fit better with the cast time.
    This
  6. Ya once you get to the point that you actually get the really high resistance, your health is so low a high wind that gets through your defense will kill ya. With softcapped characters I always try to either have a (preferred) heal with it or some high resistances.

    You should keep an insp tray full of heals and/or resists; I recommend checking the guide in my sig.
  7. It's always been like that for me on test, I just deal with it. I believe it's something to do with running vista and there's probably some file you can copy from the non-test version that is a mouse-fix. If you find out what it is let us know.
  8. Quote:
    Originally Posted by UnicyclePeon View Post
    I'm glad it has Power Boost. I personally prefer more layers of safety, even well into the range of overkill. Also, does Domination increase mez duration? You said it did but I never noticed.

    Anyway, I could live with build up but I'm happier with Power Boost. I like to be able to take my time.

    Lewis
    You're kidding right? From paragonwiki:
    "Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved."

    Power Boost is redundant unless you're worried about your debuff effects, which is why it is more appropriate in Icy Assault, or in combo with Ice or Earth control which actually have debuffs. Compare with Aim, Buildup, Fiery Embrace, and Drain Psyche, and well... For any other AT power boost is fine, but for a non-debuffing control AT that already has a much better way to improve its control, I'd rather have a damage boost or anything else.

    I don't like it in Energy Assault either, since it does nothing for Energy's knockbacks anymore, but it's already in the set so I doubt they'll change it; I'm worried it will stay in Earth till live and then never be switched out.
  9. I checked the first couple levels of it last night and looked at the numbers.

    Excited about this set, but really disappointed power boost is still in there; was hoping that it would have been changed to aim/buildup/anythingelse before it hit open, though I know some people like it.

    Also seems like fissure's damage might be a little too low? I dunno, was hoping that would be higher too.

    I'm making a Fire/Earth (for concept believe it or not) and a Plant/Earth (also concept) when this hits live. Whoever it was that was talking about their upper-level Fire/Earth, was it doable end-wise with the patron recovery power? and did hot feet and mud pots work together at all?
  10. Quote:
    Originally Posted by Adeon_Hawkwood View Post
    Interesting, I did a quick forum search and couldn't find anything. Does anyone else have a link to this?
    Thinking about it more, I believe I remember it was with some state of the game or anniversary announcement he made around i13. Every time I try to find those things I get a forum not found thing, so disregard my comment I suppose as I can't support it
  11. Posi said in a pretty recent post (can't remember but you could probly find it easily) that they have let this unintended aspect of HO's "become a feature." As Posi has named it a "feature" it is no longer considered an exploit. That's how I read it anyway.
  12. pffft. Power Boost. Can we get aim or buildup or something useful instead?
  13. Microcosm

    Dm question

    Thanks, Werner. I don't suppose also putting in the armageddon proc in Shadow Maul would make up any extra ground (that adds like 11-12 dps in Shadow Maul right?). If I could squeeze out any dps over the normal chain using it, I'd do that and switch back to the normal chain when I got hit. Oh well, I'm just being damage greedy
  14. Microcosm

    Dm question

    I am curious as to how adding the pvp pbaoe io with chance for -res to shadow maul would increase its utility. I don't know how to calculate its long term effects, so can anyone tell me if shadow maul would be worth slipping into a single target chain with that proc added? I'm guessing it still isn't.

    Or I suppose I could swap the slotting with soul drain since I use that anyway
  15. Microcosm

    Chain Induction?

    All that was fixed. It does still have a problem that if you slot a proc IO it it takes the proc's chance of going off as its chance to jump. (Instead of jumping pretty much all the time it might jump twenty-something percent of the time depending on the proc). As long as you don't put a proc in it, it's a good power over all.
  16. Microcosm

    PvP Enhancements

    well, since they are lvl 10-50, i'd try in that range instead of lvl 1. also your enemy has to be within a certain lvl range of you, I think less than 3 lvls below.
  17. [ QUOTE ]
    Why is there no macro for creating Awakens?

    Those are what I combine for most often of all.

    [/ QUOTE ]

    There isn't really a need for making them in the middle of a fight; once you are defeated you can right-click and combine at your leisure. If you realllllllly want them:

    /macro SAw "inspcombine insight awaken$$inspcombine enrage awaken$$inspcombine luck awaken$$inspcombine catch_a_breath awaken$$inspcombine respite awaken$$inspcombine sturdy awaken$$inspcombine break_free awaken"

    /macro MAw "inspcombine focused_rage bounce_back$$inspcombine keen_insight bounce_back$$inspcombine good_luck bounce_back$$inspcombine take_a_breather bounce_back$$inspcombine rugged bounce_back$$inspcombine emerge bounce_back" (with no room for [inspcombine dramatic_improvement bounce_back])

    /macro LAw "inspcombine righteous_rage restoration$$inspcombine uncanny_insight restoration$$inspcombine phenomenal_luck restoration$$inspcombine second_wind restoration$$inspcombine robust restoration$$inspcombine escape restoration" (with no room for [inspcombine resurgence restoration])

    /bind u "inspexecname restoration$$inspexecname bounce_back$$inspexecname awaken"
  18. [ QUOTE ]
    [ QUOTE ]

    Power names and inspiration names must match exactly.


    [/ QUOTE ]

    This is not quite true. My version of these binds uses underscores instead of spaces for all inspiration names, and it works fine.

    Scrap

    [/ QUOTE ]

    Thanks _Granny_ and Scrap . Scrap, all my versions for these binds have used underscores between the parts of the inspirations names as that is the only way it works. If you saw my commands as having spaces instead (which I think someone else mentioned the same thing in the first thread), then that was some sort of error. With spaces instead of underscores, the game reads the "/inspcombine enrage break free" as three different inspirations instead of two; I think it says "you gave three args when two were required" or something. I don't really know how all the coding and reading stuff works, I just adapted these from my rudimentary understanding of binds and macros. But you and _Granny_ I believe are referring to the same thing. The multi-name inspirations in the game code are apparently listed with underscores, and you have to use their listed names exactly.

    Nova, that's what I thought too before I saw it in action in i12 beta, and I agree it would have been more useful, especially for characters that don't eat through the insps that fast, to combine into larger enhancements.

    Another note: the choice for inspirations I left out at the end when the commands were too long was completely arbitrary. In order to waste less time when writing these, I just used all the inspirations in order from a list. So as you can see the "wakie" version is often left out of the longer commands since it was last on the list. In my personal commands I would always swap that out for something more useful, maybe leaving out the lucks or respites, whatever it is I could actually use often enough.

    I didn't do that for these commands because the choice is yours as to what you'd rather leave out, and newer players that just copy paste this stuff I figured would need the extra "wakies" anyway.
  19. 1. That's true in most cases and it gave me a lot of problems when I was first messing with the break free ones, because the command for the break free's will not work without the underscore (dunno why). using breakfree instead of break_free does nothing; using break free with a space messes up the command because it's read as another part. Weird right? I never use the underscores for my regular binds because I don't want to waste the space.

    2. Yep, tried that to see if I could save space when I did this the first time. Nope, doesn't work; at least not for the ones I tested.

    Anybody know something I am missing here? Because Zombie_Man should be right about number 1 at least, but, every time I've tested it, the underscore is required.
  20. The Inspiration Maker's Guide

    Search for #1 to go straight to binds and macros, #2 to go to movement versions of the binds, #3 to go to straight to multi-command POPMENUS, and #4 to go straight to consolidated POPMENUS

    I made a short guide soon after the i12 launch for kheldians about using the then new inspiration changing system to help with status effect issues of the AT. It included macros and binds to turn available inspirations into break free's. Some people rather less short-sighted than I mentioned that the guide had potential for all the AT's, not just kheldians; so I decided to make a more comprehensive and (hopefully) helpful guide for anyone who finds he or she has a unique inspiration need for any character. If you have a tanker, for instance, that you find has no need of break free's or catch a breath's (purple and blue "pills"), but only really ever needs accuracy or damage inspirations, then this will give you the ability to turn those useless inspirations into something useful for you on the fly. (Mid-battle if I need a certain inspiration, I find it takes too long to right-click the excess inspirations, go down the list to what I need and maybe even accidentally clicking on the wrong thing).

    Here, then, is a list of macros and binds to help you with your unique inspiration needs. They are divided into sections based on type, each getting three macros (for small, medium and large versions of the inspiration) and a bind you can use to execute the inspirations after you have made them.

    Notes: If you are not used to making macros or binds, the following might make your head spin a little. Don't worry; all you have to do is
    1 find the one you want based on the sections,
    2 highlight the parts from /macro to the second " you see after it,
    3 hit [Control+C] on your keyboard,
    4 go into the game and click on your chat bar,
    5 hit [Control+V] and hit enter.
    A nifty little grey button will appear in your power tray which you can now click to make your inspirations.
    • --The binds will work from smallest to largest, so each time you use the bind the smallest version available of the inspiration will be executed until there are none left, at which point it will start to execute the next size inspiration (one execution per use of a bind; so if I wanted to use my bind for two damage inspirations, I would have to hit the bind twice).

      The macro commands work once per click per inspiration type, but on all different inspiration types available. (I can convert a group of small reds, a group of small yellows, a group of small blues into break free's all at once, but not two groups of small reds into two break free's with the same use of the macro; it must be used twice for that)

      For the added movement binds or POPMENU commands, scroll past these. I recommend using the movement binds as the most efficient method of combining.

      All my binds here are bound to the letter "u" (as in "use"), but they can be bound to different keys, such as the ESC key, especially appropriate for the use of break free's (thanks to _Granny_ for that )
      Example: /bind ESC "inspexecname escape$$inspexecname emerge$$inspexecname break_free"

      Unfortunately, consolidated commands are too long, so I cannot combine the three sizes of macros into one macro.

      A macro, according to my testing, will not both change inspirations into another type and execute that inspiration at the same time.

      Sometimes there isn't enough room for all the inspiration names given the macro limits; so the ones that do not fit at the end are set off with brackets so you can swap them for others at your discretion. (The POPMENU version of these commands at the bottom is apparently not bound by this constraint, so they can fit in all inspiration types)

      I have not included macros for making "wakies" because if you are defeated, using the normal inspiration changing method is fine, and hopefully you do not need to make several awakens all the time on the fly.

      For the very longest macro commands, replacing (for example) [inspcombine escape phenomenal_luck] with [inspcombine restoration phenomenal_luck] may not work because the length of the word "restoration" (as opposed to the shorter "escape") makes the command go over the macro limits.

      For those of you who will be replacing some command names, I highly recommend copying the command to a word processor to make the changes and then copy from there to the game, as it can be difficult to edit these things in-game.


    OK, here we go.


    #1:Binds and Macros

    ACC (Accuracy)

    /macro SAcc "inspcombine enrage insight$$inspcombine luck insight$$inspcombine catch_a_breath insight$$inspcombine respite insight$$inspcombine sturdy insight$$inspcombine break_free insight$$inspcombine awaken insight"

    /macro MAcc "inspcombine focused_rage keen_insight$$inspcombine good_luck keen_insight$$inspcombine take_a_breather keen_insight$$inspcombine dramatic_improvement keen_insight$$inspcombine rugged keen_insight$$inspcombine emerge keen_insight" (not enough room for [inspcombine bounce_back keen_insight])

    /macro LAcc "inspcombine righteous_rage uncanny_insight$$inspcombine phenomenal_luck uncanny_insight$$inspcombine second_wind uncanny_insight$$inspcombine resurgence uncanny_insight$$inspcombine robust uncanny_insight$$inspcombine escape uncanny_insight" (not enough room for [inspcombine restoration uncanny_insight])

    /bind u "inspexecname uncanny_insight$$inspexecname keen_insight$$inspexecname insight"


    DAM (Damage)

    /macro SDam "inspcombine insight enrage$$inspcombine luck enrage$$inspcombine catch_a_breath enrage$$inspcombine respite enrage$$inspcombine sturdy enrage$$inspcombine break_free enrage$$inspcombine awaken enrage"

    /macro MDam "inspcombine keen_insight focused_rage$$inspcombine good_luck focused_rage$$inspcombine take_a_breather focused_rage$$inspcombine dramatic_improvement focused_rage$$inspcombine rugged focused_rage$$inspcombine emerge focused_rage" (not enough room for [inspcombine bounce_back focused_rage])

    /macro LDam "inspcombine uncanny_insight righteous_rage$$inspcombine phenomenal_luck righteous_rage$$inspcombine second_wind righteous_rage$$inspcombine resurgence righteous_rage$$inspcombine robust righteous_rage$$inspcombine escape righteous_rage" (not enough room for [inspcombine restoration righteous_rage])

    /bind u "inspexecname righteous_rage$$inspexecname focused_rage$$inspexecname enrage"


    DEF (Defense)

    /macro SDef "inspcombine insight luck$$inspcombine enrage luck$$inspcombine catch_a_breath luck$$inspcombine respite luck$$inspcombine sturdy luck$$inspcombine break_free luck$$inspcombine awaken luck"

    /macro MDef "inspcombine focused_rage good_luck$$inspcombine keen_insight good_luck$$inspcombine take_a_breather good_luck$$inspcombine dramatic_improvement good_luck$$inspcombine rugged good_luck$$inspcombine emerge good_luck" (not enough room for [inspcombine bounce_back good_luck])

    /macro LDef "inspcombine righteous_rage phenomenal_luck$$inspcombine uncanny_insight phenomenal_luck$$inspcombine second_wind phenomenal_luck$$inspcombine resurgence phenomenal_luck$$inspcombine robust phenomenal_luck$$inspcombine escape phenomenal_luck" (not enough room for [inspcombine restoration phenomenal_luck])

    /bind u "inspexecname phenomenal_luck$$inspexecname good_luck$$inspexecname luck"


    END (Endurance)

    /macro SEnd "inspcombine insight catch_a_breath$$inspcombine luck catch_a_breath$$inspcombine enrage catch_a_breath$$inspcombine respite catch_a_breath$$inspcombine sturdy catch_a_breath$$inspcombine break_free catch_a_breath" (not enough room for [inspcombine awaken catch_a_breath])

    /macro MEnd "inspcombine focused_rage take_a_breather$$inspcombine keen_insight take_a_breather$$inspcombine good_luck take_a_breather$$inspcombine dramatic_improvement take_a_breather$$inspcombine rugged take_a_breather" (not enough room for [inspcombine emerge take_a_breather] OR [inspcombine bounce_back take_a_breather])

    /macro LEnd "inspcombine righteous_rage second_wind$$inspcombine phenomenal_luck second_wind$$inspcombine uncanny_insight second_wind$$inspcombine resurgence second_wind$$inspcombine robust second_wind$$inspcombine escape second_wind" (not enough room for [inspcombine restoration second_wind])

    /bind u "inspexecname second_wind$$inspexecname take_a_breather$$inspexecname catch_a_breath"


    HTH (Heal)

    /macro SHth "inspcombine insight respite$$inspcombine luck respite$$inspcombine catch_a_breath respite$$inspcombine enrage respite$$inspcombine sturdy respite$$inspcombine break_free respite$$inspcombine awaken respite"

    /macro MHth "inspcombine focused_rage dramatic_improvement$$inspcombine keen_insight dramatic_improvement$$inspcombine take_a_breather dramatic_improvement$$inspcombine good_luck dramatic_improvement$$inspcombine rugged dramatic_improvement" (not enough room for [inspcombine emerge dramatic_improvement] OR [inspcombine bounce_back dramatic_improvement])

    /macro LHth "inspcombine righteous_rage resurgence$$inspcombine phenomenal_luck resurgence$$inspcombine second_wind resurgence$$inspcombine uncanny_insight resurgence$$inspcombine robust resurgence$$inspcombine escape resurgence" (not enough room for [inspcombine restoration resurgence])

    /bind u "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite"


    RES (Resistance)

    /macro SRes "inspcombine insight sturdy$$inspcombine luck sturdy$$inspcombine catch_a_breath sturdy$$inspcombine respite sturdy$$inspcombine enrage sturdy$$inspcombine break_free sturdy$$inspcombine awaken sturdy"

    /macro MRes "inspcombine focused_rage rugged$$inspcombine keen_insight rugged$$inspcombine take_a_breather rugged$$inspcombine dramatic_improvement rugged$$inspcombine good_luck rugged$$inspcombine emerge rugged$$inspcombine bounce_back rugged"

    /macro LRes "inspcombine righteous_rage robust$$inspcombine phenomenal_luck robust$$inspcombine second_wind robust$$inspcombine resurgence robust$$inspcombine uncanny_insight robust$$inspcombine escape robust$$inspcombine restoration robust"

    /bind u "inspexecname robust$$inspexecname rugged$$inspexecname sturdy"


    BF (Anti-status effects)

    /macro SBf "inspcombine insight break_free$$inspcombine luck break_free$$inspcombine catch_a_breath break_free$$inspcombine respite break_free$$inspcombine sturdy break_free$$inspcombine enrage break_free$$inspcombine awaken break_free"

    /macro MBf "inspcombine focused_rage emerge$$inspcombine keen_insight emerge$$inspcombine take_a_breather emerge$$inspcombine dramatic_improvement emerge$$inspcombine rugged emerge$$inspcombine good_luck emerge$$inspcombine bounce_back emerge"

    /macro LBf "inspcombine righteous_rage escape$$inspcombine phenomenal_luck escape$$inspcombine second_wind escape$$inspcombine resurgence escape$$inspcombine robust escape$$inspcombine uncanny_insight escape$$inspcombine restoration escape"

    /bind u "inspexecname escape$$inspexecname emerge$$inspexecname break_free"


    Update: Movement binds
    The following is possibly the most efficient way to make inspirations as you go, because it uses the movement keys to do the combining while you move. Credit is due to Stratos for this brilliant idea I swapped Stratos's binds around, made them for all inspiration types, and made mousechord (clicking with both left and right mouse buttons) the way to use your inspiration. Also, you can add "powexecname hasten" to every command for going forward, which is a frequently used tactic for freeing up your autoexec command (of which you can only use one). (If you don't have hasten, don't worry about it; I took it out of the commands because I got tired of seeing "recharging" above my character's head every time I pressed or released w). With these, other than just moving normally, no extra button pushing or clicking is involved other than using mousechord to execute an inspiration.

    Make bindfiles for the following sets of commands and put them in your bind folder. Copy/paste the commands instead of retyping them to avoid errors.

    #2:Movement binds

    accuracy.txt
    w "+forward$$inspcombine enrage insight$$inspcombine luck insight$$inspcombine catch_a_breath insight$$inspcombine respite insight$$inspcombine sturdy insight$$inspcombine break_free insight$$inspcombine awaken insight"
    a "+left$$inspcombine focused_rage keen_insight$$inspcombine good_luck keen_insight$$inspcombine take_a_breather keen_insight$$inspcombine dramatic_improvement keen_insight$$inspcombine rugged keen_insight$$inspcombine emerge keen_insight"
    d "+right$$inspcombine righteous_rage uncanny_insight$$inspcombine phenomenal_luck uncanny_insight$$inspcombine second_wind uncanny_insight$$inspcombine resurgence uncanny_insight$$inspcombine robust uncanny_insight$$inspcombine escape uncanny_insight"
    space "+up$$inspcombine bounce_back keen_insight$$inspcombine restoration_uncanny insight"
    mousechord "inspexecname uncanny_insight$$inspexecname keen_insight$$inspexecname insight"

    damage.txt
    w "+forward$$inspcombine insight enrage$$inspcombine luck enrage$$inspcombine catch_a_breath enrage$$inspcombine respite enrage$$inspcombine sturdy enrage$$inspcombine break_free enrage$$inspcombine awaken enrage"
    a "+left$$inspcombine keen_insight focused_rage$$inspcombine good_luck focused_rage$$inspcombine take_a_breather focused_rage$$inspcombine dramatic_improvement focused_rage$$inspcombine rugged focused_rage$$inspcombine emerge focused_rage"
    d "+right$$inspcombine uncanny_insight righteous_rage$$inspcombine phenomenal_luck righteous_rage$$inspcombine second_wind righteous_rage$$inspcombine resurgence righteous_rage$$inspcombine robust righteous_rage$$inspcombine escape righteous_rage"
    space "+up$$inspcombine bounce_back focused_rage$$inspcombine restoration righteous_rage"
    mousechord "inspexecname righteous_rage$$inspexecname focused_rage$$inspexecname enrage"

    defense.txt
    w "+forward$$inspcombine insight luck$$inspcombine enrage luck$$inspcombine catch_a_breath luck$$inspcombine respite luck$$inspcombine sturdy luck$$inspcombine break_free luck$$inspcombine awaken luck"
    a "+left$$inspcombine focused_rage good_luck$$inspcombine keen_insight good_luck$$inspcombine take_a_breather good_luck$$inspcombine dramatic_improvement good_luck$$inspcombine rugged good_luck$$inspcombine emerge good_luck"
    d "+right$$inspcombine righteous_rage phenomenal_luck$$inspcombine uncanny_insight phenomenal_luck$$inspcombine second_wind phenomenal_luck$$inspcombine resurgence phenomenal_luck$$inspcombine robust phenomenal_luck$$inspcombine escape phenomenal_luck"
    space "+up$$inspcombine bounce_back good_luck$$inspcombine restoration phenomenal_luck"
    mousechord "inspexecname phenomenal_luck$$inspexecname good_luck$$inspexecname luck"

    endurance.txt
    w "+forward$$inspcombine insight catch_a_breath$$inspcombine luck catch_a_breath$$inspcombine enrage catch_a_breath$$inspcombine respite catch_a_breath$$inspcombine sturdy catch_a_breath$$inspcombine break_free catch_a_breath"
    a "+left$$inspcombine focused_rage take_a_breather$$inspcombine keen_insight take_a_breather$$inspcombine good_luck take_a_breather$$inspcombine dramatic_improvement take_a_breather$$inspcombine rugged take_a_breather"
    d "+right$$inspcombine righteous_rage second_wind$$inspcombine phenomenal_luck second_wind$$inspcombine uncanny_insight second_wind$$inspcombine resurgence second_wind$$inspcombine robust second_wind$$inspcombine escape second_wind"
    space "+up$$inspcombine awaken catch_a_breath$$inspcombine emerge take_a_breather$$inspcombine bounce_back take_a_breather$$inspcombine restoration second_wind"
    mousechord "inspexecname second_wind$$inspexecname take_a_breather$$inspexecname catch_a_breath"

    health.txt
    w "+forward$$inspcombine insight respite$$inspcombine luck respite$$inspcombine catch_a_breath respite$$inspcombine enrage respite$$inspcombine sturdy respite$$inspcombine break_free respite$$inspcombine awaken respite"
    a "+left$$inspcombine focused_rage dramatic_improvement$$inspcombine keen_insight dramatic_improvement$$inspcombine take_a_breather dramatic_improvement$$inspcombine good_luck dramatic_improvement$$inspcombine rugged dramatic_improvement"
    d "+right$$inspcombine righteous_rage resurgence$$inspcombine phenomenal_luck resurgence$$inspcombine second_wind resurgence$$inspcombine uncanny_insight resurgence$$inspcombine robust resurgence$$inspcombine escape resurgence"
    space "+up$$inspcombine emerge dramatic_improvement$$inspcombine bounce_back dramatic_improvement$$inspcombine restoration resurgence"
    mousechord "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite"

    resistance.txt
    w "+forward$$inspcombine insight sturdy$$inspcombine luck sturdy$$inspcombine catch_a_breath sturdy$$inspcombine respite sturdy$$inspcombine enrage sturdy$$inspcombine break_free sturdy$$inspcombine awaken sturdy"
    a "+left$$inspcombine focused_rage rugged$$inspcombine keen_insight rugged$$inspcombine take_a_breather rugged$$inspcombine dramatic_improvement rugged$$inspcombine good_luck rugged$$inspcombine emerge rugged$$inspcombine bounce_back rugged"
    d "+right$$inspcombine righteous_rage robust$$inspcombine phenomenal_luck robust$$inspcombine second_wind robust$$inspcombine resurgence robust$$inspcombine uncanny_insight robust$$inspcombine escape robust$$inspcombine restoration robust"
    mousechord "inspexecname robust$$inspexecname rugged$$inspexecname sturdy"

    breakfree.txt
    w "+forward$$inspcombine insight break_free$$inspcombine luck break_free$$inspcombine catch_a_breath break_free$$inspcombine respite break_free$$inspcombine sturdy break_free$$inspcombine enrage break_free$$inspcombine awaken break_free"
    a "+left$$inspcombine focused_rage emerge$$inspcombine keen_insight emerge$$inspcombine take_a_breather emerge$$inspcombine dramatic_improvement emerge$$inspcombine rugged emerge$$inspcombine good_luck emerge$$inspcombine bounce_back emerge"
    d "+right$$inspcombine righteous_rage escape$$inspcombine phenomenal_luck escape$$inspcombine second_wind escape$$inspcombine resurgence escape$$inspcombine robust escape$$inspcombine uncanny_insight escape$$inspcombine restoration escape"
    mousechord "inspexecname escape$$inspexecname emerge$$inspexecname break_free"

    These should all work, but feel free to test them and give me feedback.


    Update: POPMENU
    A POPMENU version of these binds appears, at least at the moment, to not be bound by the constraints of the binds; this means we can fit every inspiration type into our command without running out of room. For more information on how the POPMENU works, go here and here.
    After you understand how they work, make a POPMENU for each inspiration type, so you can load whatever you need for any given character by making a macro [/macro Def "popmenu defense"] or a bind [/bind mousechord "popmenu defense"]. There are two kinds of menus listed below, the first has each tier inspiration split up, and the second has all three tiers consolidated into one command. This has not been thoroughly tested, but results so far say that this will work. Obviously only pick one of the two options for your menus. Name each .mnu file the simple name put above the menus copied below for simplicity. In case you didn't pay attention in those other threads, you have to make sure your .mnu file is not saving as a .txt file, and they have to go in this file location even if you have to make these folders:
    City of Heroes > data > texts > English > Menus

    copy the part beginning with // up to the } and paste it into your .mnu file, which you are naming appropriately, right?


    #3:Menus with multiple commands

    Accuracy
    //Accuracy Inpsiration Combiner
    //
    Menu "Accuracy"
    {
    Title "Combining"
    Option "Insight &1" "inspcombine enrage insight$$inspcombine luck insight$$inspcombine catch_a_breath insight$$inspcombine respite insight$$inspcombine sturdy insight$$inspcombine break_free insight$$inspcombine awaken insight"
    Option "Keen Insight &2" "inspcombine focused_rage keen_insight$$inspcombine good_luck keen_insight$$inspcombine take_a_breather keen_insight$$inspcombine dramatic_improvement keen_insight$$inspcombine rugged keen_insight$$inspcombine emerge keen_insight$$inspcobmine bounce_back keen_insight"
    Option "Uncanny Insight &3" "inspcombine righteous_rage uncanny_insight$$inspcombine phenomenal_luck uncanny_insight$$inspcombine second_wind uncanny_insight$$inspcombine resurgence uncanny_insight$$inspcombine robust uncanny_insight$$inspcombine escape uncanny_insight$$inspcombine restoration uncanny_insight"
    Divider
    Title "Use"
    Option "Accuracy &4" "inspexecname uncanny_insight$$inspexecname keen_insight$$inspexecname insight"
    }


    Damage
    //Damage Inspiration Combiner
    //
    Menu "Damage"
    {
    Title "Combining"
    Option "Enrage &1" "inspcombine insight enrage$$inspcombine luck enrage$$inspcombine catch_a_breath enrage$$inspcombine respite enrage$$inspcombine sturdy enrage$$inspcombine break_free enrage$$inspcombine awaken enrage"
    Option "Focused Rage &2" "inspcombine keen_insight focused_rage$$inspcombine good_luck focused_rage$$inspcombine take_a_breather focused_rage$$inspcombine dramatic_improvement focused_rage$$inspcombine rugged focused_rage$$inspcombine emerge focused_rage$$inspcombine bounce_back focused_rage"
    Option "Righteous Rage &3" "inspcombine uncanny_insight righteous_rage$$inspcombine phenomenal_luck righteous_rage$$inspcombine second_wind righteous_rage$$inspcombine resurgence righteous_rage$$inspcombine robust righteous_rage$$inspcombine escape righteous_rage$$inspcombine restoration righteous_rage"
    Divider
    Title "Use"
    Option "Damage &4" "inspexecname righteous_rage$$inspexecname focused_rage$$inspexecname enrage"
    }


    Defense
    //Defense Inspiration Combiner
    //
    Menu "Defense"
    {
    Title "Combining"
    Option "Luck &1" "inspcombine insight luck$$inspcombine enrage luck$$inspcombine catch_a_breath luck$$inspcombine respite luck$$inspcombine sturdy luck$$inspcombine break_free luck$$inspcombine awaken luck"
    Option "Good Luck &2" "inspcombine focused_rage good_luck$$inspcombine keen_insight good_luck$$inspcombine take_a_breather good_luck$$inspcombine dramatic_improvement good_luck$$inspcombine rugged good_luck$$inspcombine emerge good_luck$$inspcombine bounce_back good_luck"
    Option "Phenom Luck &3" "inspcombine righteous_rage phenomenal_luck$$inspcombine uncanny_insight phenomenal_luck$$inspcombine second_wind phenomenal_luck$$inspcombine resurgence phenomenal_luck$$inspcombine robust phenomenal_luck$$inspcombine escape phenomenal_luck$$inspcombine restoration phenomenal_luck"
    Divider
    Title "Use"
    Option "Defense &4" "inspexecname phenomenal_luck$$inspexecname good_luck$$inspexecname luck"
    }


    Endurance
    //Endurance Inspiration Combiner
    //
    Menu "Endurance"
    {
    Title "Combining"
    Option "Catch A Breath &1" "inspcombine insight catch_a_breath$$inspcombine luck catch_a_breath$$inspcombine enrage catch_a_breath$$inspcombine respite catch_a_breath$$inspcombine sturdy catch_a_breath$$inspcombine break_free catch_a_breath$$inspcombine awaken catch_a_breath"
    Option "Take A Breather &2" "inspcombine focused_rage take_a_breather$$inspcombine keen_insight take_a_breather$$inspcombine good_luck take_a_breather$$inspcombine dramatic_improvement take_a_breather$$inspcombine rugged take_a_breather$$inspcombine emerge take_a_breather$$inspcombine bounce_back take_a_breather"
    Option "Second Wind &3" "inspcombine righteous_rage second_wind$$inspcombine phenomenal_luck second_wind$$inspcombine uncanny_insight second_wind$$inspcombine resurgence second_wind$$inspcombine robust second_wind$$inspcombine escape second_wind$$inspcombine restoration second_wind"
    Divider
    Title "Use"
    Option "Endurance &4" "inspexecname second_wind$$inspexecname take_a_breather$$inspexecname catch_a_breath"
    }


    Health
    //Health Inspiration Combiner
    //
    Menu "Health"
    {
    Title "Combining"
    Option "Respite &1" "inspcombine insight respite$$inspcombine luck respite$$inspcombine catch_a_breath respite$$inspcombine enrage respite$$inspcombine sturdy respite$$inspcombine break_free respite$$inspcombine awaken respite"
    Option "Dramatic &2" "inspcombine focused_rage dramatic_improvement$$inspcombine keen_insight dramatic_improvement$$inspcombine take_a_breather dramatic_improvement$$inspcombine good_luck dramatic_improvement$$inspcombine rugged dramatic_improvement$$inspcombine emerge dramatic_improvement$$inspcombine bounce_back dramatic_improvement"
    Option "Resurgence &3" "inspcombine righteous_rage resurgence$$inspcombine phenomenal_luck resurgence$$inspcombine second_wind resurgence$$inspcombine uncanny_insight resurgence$$inspcombine robust resurgence$$inspcombine escape resurgence$$inspcombine restoration resurgence"
    Divider
    Title "Use"
    Option "Health &4" "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite"
    }


    Resistance
    //Resistance Inspiration Combiner
    //
    Menu "Resistance"
    {
    Title "Combining"
    Option "Sturdy &1" "inspcombine insight sturdy$$inspcombine luck sturdy$$inspcombine catch_a_breath sturdy$$inspcombine respite sturdy$$inspcombine enrage sturdy$$inspcombine break_free sturdy$$inspcombine awaken sturdy"
    Option "Rugged &2" "inspcombine focused_rage rugged$$inspcombine keen_insight rugged$$inspcombine take_a_breather rugged$$inspcombine dramatic_improvement rugged$$inspcombine good_luck rugged$$inspcombine emerge rugged$$inspcombine bounce_back rugged"
    Option "Robust &3" "inspcombine righteous_rage robust$$inspcombine phenomenal_luck robust$$inspcombine second_wind robust$$inspcombine resurgence robust$$inspcombine uncanny_insight robust$$inspcombine escape robust$$inspcombine restoration robust"
    Divider
    Title "Use"
    Option "Resistance &4" "inspexecname robust$$inspexecname rugged$$inspexecname sturdy"
    }


    Breakfree
    //Break Free Inpsiration Combiner
    //
    Menu "Break Free"
    {
    Title "Combining"
    Option "Break Free &1" "inspcombine insight break_free$$inspcombine luck break_free$$inspcombine catch_a_breath break_free$$inspcombine respite break_free$$inspcombine sturdy break_free$$inspcombine enrage break_free$$inspcombine awaken break_free"
    Option "Emerge &2" "inspcombine focused_rage emerge$$inspcombine keen_insight emerge$$inspcombine take_a_breather emerge$$inspcombine dramatic_improvement emerge$$inspcombine rugged emerge$$inspcombine good_luck emerge$$inspcombine bounce_back emerge"
    Option "Escape &3" "inspcombine righteous_rage escape$$inspcombine phenomenal_luck escape$$inspcombine second_wind escape$$inspcombine resurgence escape$$inspcombine robust escape$$inspcombine uncanny_insight escape$$inspcombine restoration escape"
    Divider
    Title "Use"
    Option "MezResist &4" "inspexecname escape$$inspexecname emerge$$inspexecname break_free"
    }


    #4:Menus with consolidated commands

    Accuracy
    //Accuracy Inpsiration Combiner
    //
    Menu "Accuracy"
    {
    Title "Inspirations"
    Option "Make Insight &1" "inspcombine enrage insight$$inspcombine luck insight$$inspcombine catch_a_breath insight$$inspcombine respite insight$$inspcombine sturdy insight$$inspcombine break_free insight$$inspcombine awaken insight$$Keen Insight &2" "inspcombine focused_rage keen_insight$$inspcombine good_luck keen_insight$$inspcombine take_a_breather keen_insight$$inspcombine dramatic_improvement keen_insight$$inspcombine rugged keen_insight$$inspcombine emerge keen_insight$$inspcobmine bounce_back keen_insight$$inspcombine righteous_rage uncanny_insight$$inspcombine phenomenal_luck uncanny_insight$$inspcombine second_wind uncanny_insight$$inspcombine resurgence uncanny_insight$$inspcombine robust uncanny_insight$$inspcombine escape uncanny_insight$$inspcombine restoration uncanny_insight"
    Option "Use &2" "inspexecname uncanny_insight$$inspexecname keen_insight$$inspexecname insight"
    }


    Damage
    //Damage Inspiration Combiner
    //
    Menu "Damage"
    {
    Title "Inspirations"
    Option "Make Enrage &1" "inspcombine insight enrage$$inspcombine luck enrage$$inspcombine catch_a_breath enrage$$inspcombine respite enrage$$inspcombine sturdy enrage$$inspcombine break_free enrage$$inspcombine awaken enrage$$inspcombine keen_insight focused_rage$$inspcombine good_luck focused_rage$$inspcombine take_a_breather focused_rage$$inspcombine dramatic_improvement focused_rage$$inspcombine rugged focused_rage$$inspcombine emerge focused_rage$$inspcombine bounce_back focused_rage$$inspcombine uncanny_insight righteous_rage$$inspcombine phenomenal_luck righteous_rage$$inspcombine second_wind righteous_rage$$inspcombine resurgence righteous_rage$$inspcombine robust righteous_rage$$inspcombine escape righteous_rage$$inspcombine restoration righteous_rage"
    Option "Use &2" "inspexecname righteous_rage$$inspexecname focused_rage$$inspexecname enrage"
    }


    Defense
    //Defense Inspiration Combiner
    //
    Menu "Defense"
    {
    Title "Inspirations"
    Option "Make Luck &1" "inspcombine insight luck$$inspcombine enrage luck$$inspcombine catch_a_breath luck$$inspcombine respite luck$$inspcombine sturdy luck$$inspcombine break_free luck$$inspcombine awaken luck$$inspcombine focused_rage good_luck$$inspcombine keen_insight good_luck$$inspcombine take_a_breather good_luck$$inspcombine dramatic_improvement good_luck$$inspcombine rugged good_luck$$inspcombine emerge good_luck$$inspcombine bounce_back good_luck$$inspcombine righteous_rage phenomenal_luck$$inspcombine uncanny_insight phenomenal_luck$$inspcombine second_wind phenomenal_luck$$inspcombine resurgence phenomenal_luck$$inspcombine robust phenomenal_luck$$inspcombine escape phenomenal_luck$$inspcombine restoration phenomenal_luck"
    Option "Use &2" "inspexecname phenomenal_luck$$inspexecname good_luck$$inspexecname luck"
    }


    Endurance
    //Endurance Inspiration Combiner
    //
    Menu "Endurance"
    {
    Title "Inspirations"
    Option "Make Catch A Breath &1" "inspcombine insight catch_a_breath$$inspcombine luck catch_a_breath$$inspcombine enrage catch_a_breath$$inspcombine respite catch_a_breath$$inspcombine sturdy catch_a_breath$$inspcombine break_free catch_a_breath$$inspcombine awaken catch_a_breath$$inspcombine focused_rage take_a_breather$$inspcombine keen_insight take_a_breather$$inspcombine good_luck take_a_breather$$inspcombine dramatic_improvement take_a_breather$$inspcombine rugged take_a_breather$$inspcombine emerge take_a_breather$$inspcombine bounce_back take_a_breather$$inspcombine righteous_rage second_wind$$inspcombine phenomenal_luck second_wind$$inspcombine uncanny_insight second_wind$$inspcombine resurgence second_wind$$inspcombine robust second_wind$$inspcombine escape second_wind$$inspcombine restoration second_wind"
    Option "Use &2" "inspexecname second_wind$$inspexecname take_a_breather$$inspexecname catch_a_breath"
    }


    Health
    //Health Inspiration Combiner
    //
    Menu "Health"
    {
    Title "Inspirations"
    Option "Make Respite &1" "inspcombine insight respite$$inspcombine luck respite$$inspcombine catch_a_breath respite$$inspcombine enrage respite$$inspcombine sturdy respite$$inspcombine break_free respite$$inspcombine awaken respite$$inspcombine focused_rage dramatic_improvement$$inspcombine keen_insight dramatic_improvement$$inspcombine take_a_breather dramatic_improvement$$inspcombine good_luck dramatic_improvement$$inspcombine rugged dramatic_improvement$$inspcombine emerge dramatic_improvement$$inspcombine bounce_back dramatic_improvement$$inspcombine righteous_rage resurgence$$inspcombine phenomenal_luck resurgence$$inspcombine second_wind resurgence$$inspcombine uncanny_insight resurgence$$inspcombine robust resurgence$$inspcombine escape resurgence$$inspcombine restoration resurgence"
    Option "Use &2" "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite"
    }


    Resistance
    //Resistance Inspiration Combiner
    //
    Menu "Resistance"
    {
    Title "Inspirations"
    Option "Make Sturdy &1" "inspcombine insight sturdy$$inspcombine luck sturdy$$inspcombine catch_a_breath sturdy$$inspcombine respite sturdy$$inspcombine enrage sturdy$$inspcombine break_free sturdy$$inspcombine awaken sturdy$$inspcombine focused_rage rugged$$inspcombine keen_insight rugged$$inspcombine take_a_breather rugged$$inspcombine dramatic_improvement rugged$$inspcombine good_luck rugged$$inspcombine emerge rugged$$inspcombine bounce_back rugged$$inspcombine righteous_rage robust$$inspcombine phenomenal_luck robust$$inspcombine second_wind robust$$inspcombine resurgence robust$$inspcombine uncanny_insight robust$$inspcombine escape robust$$inspcombine restoration robust"
    Option "Use &2" "inspexecname robust$$inspexecname rugged$$inspexecname sturdy"
    }


    Breakfree
    //Break Free Inpsiration Combiner
    //
    Menu "Break Free"
    {
    Title "Inspirations"
    Option "Make BF &1" "inspcombine insight break_free$$inspcombine luck break_free$$inspcombine catch_a_breath break_free$$inspcombine respite break_free$$inspcombine sturdy break_free$$inspcombine enrage break_free$$inspcombine awaken break_free$$inspcombine focused_rage emerge$$inspcombine keen_insight emerge$$inspcombine take_a_breather emerge$$inspcombine dramatic_improvement emerge$$inspcombine rugged emerge$$inspcombine good_luck emerge$$inspcombine bounce_back emerge$$inspcombine righteous_rage escape$$inspcombine phenomenal_luck escape$$inspcombine second_wind escape$$inspcombine resurgence escape$$inspcombine robust escape$$inspcombine uncanny_insight escape$$inspcombine restoration escape"
    Option "Use &2" "inspexecname escape$$inspexecname emerge$$inspexecname break_free"
    }

    These need more testing, especially to check that they really aren't bound by the length constraint that binds are, but the ones I have tested so far work perfectly. They are, however, very temperamental, and you may need to reload the game several times before it actually picks them up.

    I hope you all get good use out of that; it took me a while to put together.

    Cheers,

    --Mr. Microcosm
  21. Microcosm

    Kheldian Guides

    Many have asked for this to get stickied, so I put it in the player guides. Here's the link Kheldian Inspiration Macros

    Never posted a guide before, so dunno if this is right, but there it is
  22. As a kheld, the only inspiration I use is break frees (and occasionally an enrage, but off topic); so the inspiration conversion thing in i12 was what I was looking forward to most after VEATs. I combined the commands into macros, and using the new floating trays put them right next to my inspirations for ease of use. It took me awhile to get the commands right, but the following macros will convert any possible (other than respite, but you can add that in) extra inspirations into a break free, emerge, or escape. I recommend scrolling down to the movement binds, as these are the most efficient means of inspiration combining.

    /macro SBF "inspcombine insight break_free$$ inspcombine enrage break_free$$ inspcombine luck break_free$$ inspcombine catch_a_breath break_free$$ inspcombine sturdy break_free$$ inspcombine awaken break_free"

    /macro MBF "inspcombine keen_insight emerge$$ inspcombine focused_rage emerge$$ inspcombine good_luck emerge$$ inspcombine take_a_breather emerge$$ inspcombine rugged emerge$$ inspcombine bounce_back emerge"

    /macro LBF "inspcombine rigtheous_rage escape$$ inspcombine phenomenal_luck escape$$ inspcombine uncanny_insight escape$$ inspcombine second_wind escape$$ inspcombine robust escape$$ inspcombine restoration escape"

    Now combine that with a bind or macro that goes something like...
    /bind numpad9 "inspexecname escape$$ inspexecname emerge$$ inspexecname break_free"
    which will use a break free each time you use the bind until you run out, then move up to emerge, then to escape.

    So you're on a task force and nobody is helping you in the mez department, and you've run out of break free's. Click the macro, use the bind, and you've made and used a break free in like 1 second. Helpful for me, I hope you guys like it.

    For some reason, taking out the underscore in multi-word inspirations seems to mess up the command, space or not.)

    Update: POPMENUS
    Taken from my other guide on the subject, here's an updated of two types of POPMENUS for you to use. These commands don't apparently have the length limitation that binds do. The first set keeps all three tiers of inspiration separate, while the second consolidates all three tiers into one command. If you don't know how these menus work, checkout this guide and this guide.


    //Break Free Inpsiration Combiner
    //
    Menu "Break Free"
    {
    Title "Combining"
    Option "Break Free &1" "inspcombine insight break_free$$inspcombine luck break_free$$inspcombine catch_a_breath break_free$$inspcombine respite break_free$$inspcombine sturdy break_free$$inspcombine enrage break_free$$inspcombine awaken break_free"
    Option "Emerge &2" "inspcombine focused_rage emerge$$inspcombine keen_insight emerge$$inspcombine take_a_breather emerge$$inspcombine dramatic_improvement emerge$$inspcombine rugged emerge$$inspcombine good_luck emerge$$inspcombine bounce_back emerge"
    Option "Escape &3" "inspcombine righteous_rage escape$$inspcombine phenomenal_luck escape$$inspcombine second_wind escape$$inspcombine resurgence escape$$inspcombine robust escape$$inspcombine uncanny_insight escape$$inspcombine restoration escape"
    Divider
    Title "Use"
    Option "MezResist &4" "inspexecname escape$$inspexecname emerge$$inspexecname break_free"
    }


    Consolidated POPMENU

    //Break Free Inpsiration Combiner
    //
    Menu "Break Free"
    {
    Title "Inspirations"
    Option "Make BF &1" "inspcombine insight break_free$$inspcombine luck break_free$$inspcombine catch_a_breath break_free$$inspcombine respite break_free$$inspcombine sturdy break_free$$inspcombine enrage break_free$$inspcombine awaken break_free$$inspcombine focused_rage emerge$$inspcombine keen_insight emerge$$inspcombine take_a_breather emerge$$inspcombine dramatic_improvement emerge$$inspcombine rugged emerge$$inspcombine good_luck emerge$$inspcombine bounce_back emerge$$inspcombine righteous_rage escape$$inspcombine phenomenal_luck escape$$inspcombine second_wind escape$$inspcombine resurgence escape$$inspcombine robust escape$$inspcombine uncanny_insight escape$$inspcombine restoration escape"
    Option "Use &2" "inspexecname escape$$inspexecname emerge$$inspexecname break_free"
    }


    Update: Movement Binds
    These use only your normal movement to execute a bind, and clicking both the left and right mousebutton at the same time will execute an inspiration. Inspired by Stratos's version of my binds. There is also room to add "powexecname hasten" to the command for moving forward, if you wish to free up your auto execute options. When making a bindfile, copy/paste instead of retyping to avoid errors.

    breakfree.txt
    w "+forward$$inspcombine insight break_free$$inspcombine luck break_free$$inspcombine catch_a_breath break_free$$inspcombine respite break_free$$inspcombine sturdy break_free$$inspcombine enrage break_free$$inspcombine awaken break_free"
    a "+left$$inspcombine focused_rage emerge$$inspcombine keen_insight emerge$$inspcombine take_a_breather emerge$$inspcombine dramatic_improvement emerge$$inspcombine rugged emerge$$inspcombine good_luck emerge$$inspcombine bounce_back emerge"
    d "+right$$inspcombine righteous_rage escape$$inspcombine phenomenal_luck escape$$inspcombine second_wind escape$$inspcombine resurgence escape$$inspcombine robust escape$$inspcombine uncanny_insight escape$$inspcombine restoration escape"
    mousechord "inspexecname escape$$inspexecname emerge$$inspexecname break_free"

    Enjoy!

    --Mr. Microcosm
  23. [ QUOTE ]
    This allows them to put options into conversations or theoretically do things like present players with situations like which wire to cut when diffusing a bomb.

    [/ QUOTE ]
    No thanks to this for me. It would mean I actually had to read mission briefings