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About Me

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  1. Hello, everyone, I am OmnibusOmnh. Since returning back to City of Heroes, I have had the chance to play many more powers than I ever did during the NCSoft days. I have since discovered some of these powers did not even exist at that time, and the time has come for me to introduce my idea for a new powerset as well...or rather, a new archetype. Huge thanks to @Tyrannical and @Blackfeather, and special thanks to @Monos Kingfor helping put it together and @Vanden for providing the icons. With inspiration from my favorite ATs, introducing... The Alchemist "Harness ethereal forces through the ancient science of Alchemy. Alchemists have learned transmutation, through which they erect constructs, summon projectiles, and even conjure artificial beings in their pursuit of knowledge. Combat as an Alchemists brings you closer to Magnum Opus, which will enhance your power to it's ultimate state. While most powers cost traditional endurance, more powerful abilities instead draw directly from your Opus bar." Archetype Icon: The alchemist is a potent caster and combatant, who uses Transmutation to fill various archetypal roles. The foundation of Transmutation is the players ability to utilize the Philosopher's Stone, the player must activate this inherent as it is pivotal to enhancing their strength, and defense in combat. Various powers are enhanced by the use of the Philosophers Stone, while others may come with a price. Inherent Philosophers Stone Activating this inherent requires the player to completely fill-in in the Magnum Opus Bar (Opus Bar for Short) An Alchemist does this by generating the life-force of defeated foes and using the energy in order to convert their Prima Materia (First Matter in all existence) to complete the stone. The Opus Bar requires the player to complete four phases in order to be selected. (Once a phase is completed it cannot be depleted normally or return to a previous phase). They are modeled after the 4 processes needed to complete the Philosopher's Stone in Traditional Alchemy. Each stage replaces the last, until finally activating the Philosopher's Stone. View Stages List of Philosophers' Stone Buffs Untouchable 2 seconds DoT damage proc HoT (Throughout) +5% on self Slow debuff proc to attacks +Special (Power Boost) Damage Increase Resistance (All Damage, Smashing Lethal, Fire, Cold, Toxic, Psionic, Energy, Negative by 25%, however begins to fall by 5% every 30 seconds) These buffs are extended to Alchemic Henchmen you might possess for the abilities duration. Alchemy is performed through an ancient practice known as Transmutation, through it, the Alchemist is allowed to choose between 2 primaries sets as well as 2 secondary powersets. Primary Sets vary from secondary sets as they contain a special 9th tier transformation that can only be activated with at least half of the Opus Bar filled. These modes contain a series of 5 separate tremendous powers, and when activated, all other powers are inactive. Recharge for each ability is long, and ignores enhancements. Rather than cost endurance, each ability will directly draw from the Opus Bar. Alchemist Primaries The first 5 tiers of Transmutation, features the iconic Hand Clap gesture, this stance is absent for the remaining tiers as powers beyond the 5th tier use more complex alchemy to symbolize the players experience in using Transmutation. Transmutation Melee Transmutation Melee allows you to manipulate the process of construction, deconstruction, and reconstruction in order to alter your surroundings and smite your foes. Certain abilities may strike awe into your opponents, confusing them for a short time. View Table Alchemic Strike You clap your hands together harnessing surrounding energy to then preform a quick strike that deals minor damage and can disorient foes. Alchemic Slash You withhold the alchemic stance as you begin deconstructing and reconstructing the matter from underneath you, in order for you to assemble a weapon of your choice that is used to smite a foe. Alchemic Thrust You continue with the alchemic stance and smash your hands into the ground to preform a powerful thrust that morphs the ground beneath your opponent, launching them into the air dealing high damage. Catalyst You merge your fist into your palms gathering the surrounding life force to greatly increase your strength. Catalyst greatly increase the amount of damage you deal for a few seconds as well as slightly increase your chance to hit. This build up also as the chance to drain nearby foes' endurance for a short time, adding to your Opus Bar. Alchemic Smash You complete the alchemic stance, compressing your fists to perform more refined blow of greater power. This attack is so devastating, it may hold the opponent. Disassemble You perform a fast swipe from your fingertips within a conical range on your target. This attack swiftly disassembles the matter of your opponents at a molecular level, breaking down their bodies without remolding it to your desire. This attack deals moderate energy DoT. Reassemble You reassemble the ground around an opponent of your choice, decreasing their movement and ability to maneuver out of harms way, impaling them allowing you possibly inflict greater wounds. This attack deals a moderate damage. Sages Strike You charge a sphere of energy around your hands that channels the life force of all the Earth, fusing its energy into a concentrated strike at your opponent that deals superior damage and has a chance for Knockback. If you have filled half of your Opus bar, this attack has a chance to Enlighten your opponent, confusing them. Metamorph By utilizing the Earths life force energy you merge with the planet, transforming your body into an avatar of the Earth itself. This power enhances your physical state and grants the player immunity to all earthly effects for short period of time. Choosing this power allows you 5 exclusive abilities. You must have at least half of your Opus Bar filled to become a Metamorph. Thunder Roar You discharge a large jolting chain of ethereal energy released from the mouth in the form of lightning, that causes severe damage to a foe, striking them down, blinding them upon gazing the thunderbolt, and has a high potential for knockdown. This power ignores changes to attack rate, and is only available in the Metamorph state. Recharge: Very Long. Damascus Steel You conjure a blade made up of a special alloy, and unleash a single fatal strike from this refined metal, to impale a target where they stand. This power ignores changes to attack rate, and is only available in the Metamorph state. Recharge: Very Long Alkahest You produce a universal solvent, capable to dissolve every other substance. You forge this substance into a spherical shape within a conical range, splashing it onto an opponent eroding them, plummeting their offensive and defensive attributes. This power ignores changes to attack rate, and is only available in the Metamorph state. Recharge: Long Spiral Storm You imbue the atmosphere with your energy to rotate the air around you rapidly, making your opponent unaware of their surroundings and dealing moderate damage. This power ignores changes to attack rate, and is only available in the Metamorph state. Recharge: Long Greek Fire You manipulate the ancient inextinguishable flame to incinerate a foe at point bank range, this mysterious greenish flame can rapidly cremate an opponent after impact, using their stamina as a fuel source unless the fire is burned out. This power ignores changes to attack rate, and is only available in the Metamorph state. Recharge: Very Long Physicians Strike You perform an enhanced blow that deals more damage than Alchemic Strike and does moderate damage. Recharge: Normal. This attack is a spammable option for those who deem to stay in the form after the very long recharge moves are on cooldown. However, this attack costs both endurance and opus. Mass Transmutation This move entails a complete mastery of transmutation. You leap into the air and mobilize the ethereal energies of the universe around your fist, releasing a cataclysmic blast at a point blank range around you. As the strike lands, you uplift the earth underneath you within the runes, knocking foes upward. This attack deals high damage. Transmutation Ranged Transmutation Ranged allows you to release projectiles enhanced by earthly energy that can alter the matter of an opponent from a distance for substantial damage. Some opponents are inflicted with earthly energy directly, lowering their resistances. View Table Powers Description: Alchemic Blast You begin preforming the alchemic stance for a quick bolt of life force energy as your hands extend outward, this quick rush of energy lowers the defense of a foe, fast but deals minor damage. Alchemic Lance You continue with the alchemic stance, then you start to materialize the matter of the ground beneath you in the form of a projectile of the casters choosing, as the weapon is erected upward it lunges straight into an opponent. This attack deals moderate damage. Alchemic Assault You continue with the alchemic stance, then as you open up your palms you conjure a series of shurikens that levitate in the air until the casters hand comes to contact with the ground, at which point the shuriken is repelled forward towards the opponent, brutally wounding the foe in various places. This attacks deals high damage. Alchemic Burst You proceed with the alchemic stance, next you begin gathering the energy particles in the air around the casters body, enveloping your hands as you hurl you arms backwards. Then as you begin to charge up a focused blast, your hands move rapidly forward, propelling the charged particles ahead, closing in on a foe at point blank range. This attack deals high damage. Teleforce You preform the alchemic stance a final time, next you begin emitting a focused blast condensed with all the charged particles in the air and exert them at very high speeds, ejecting them forward it garners a foes defense considerably as their atoms are morphed at a subatomic level. (This attack is named after the dubbed "Tesla's Death Ray" nicknamed Teleforce it is a particle accelerator). Third Eye You awaken your third eye, improving your chance to hit and slightly increasing damage. Adds additional Opus over time. Elixir of Life You drink a substance of pure life force that heals you a tremendous amount, however usage of this elixir will cost a 30% of a Magnum Opus phase as it is the stone in use. Elemental Barrage You converge your fists together to channel the Earths lifeforce energy into a sphere of force that collides with a target a total of six times. The final bolt channels the earthly energy directly into the opponent, heavily degrading their defense and resistance. This attack can disorient a foe and knock them back. Prima Materia Using the legendary Emerald Tablet, you transform into a disembodied dark cloud of gas, rendering the you temporarily untouchable to foes and granting Defense to all but psionic abilities. Activating this power unveils the secret to perform the series of powers that go along with this phase. This power can only be used with at least half of the Opus Bar filled. (This transformations animation is accompanied with a series of books in front of the caster (known as the Emerald Tablet). Shadow Wave You project the dark night of the soul a blast of absolute negative energy that engulfs the target within a conical range of the caster, disorienting a foe and losing their view of their surroundings. This power ignores changes to attack rate, and is only available in the Prima Materia state. Recharge: Very Long Pacification This attack nullifies the defense and resistance of a foe within a conical range of the caster, you emit a glow of white clouds, that reduces a target making them more vulnerable for the caster to inflict greater wounds. Caster glows white as a result. This power ignores changes to attack rate, and is only available in the Prima Materia state. Recharge Long Ray of Light You shine a yellow ray in front of the caster onto your opponent, this light blinds the target severely declining their perception as enemies under the rays loose their endurance over a short period of time. This attack deals minor DoT. Caster glistens yellow. This power ignores changes to attack rate, and is only available in the Prima Materia state. Recharge: Long Chrysopoeia The caster begins glowing red, and erupts into a red aura, dispersing solid gold. This moves immobilizes a target, preventing them from flying, and can hold closer enemies by encasing them in gold. Deals Extreme damage. This power ignores changes to attack rate, and is only available in the Prima Materia state. Recharge: Very Long Literally Greek for transmutation into gold. Use of this attack will conjure a red Ouroboros symbol beneath you for a brief moment. Transmission You seamlessly surge forward, lunging at an opponent from a distance and dealing damage to nearby foes. This power ignores changes to attack rate, and is only available in the Prima Materia state. Recharge: Long Physicians Blast A comparatively weak attack releases a gust of life force energy enhanced by surrounding particles dealing moderate damage. Recharge Normal This attack is a spammable option for those who deem to stay in the form after the very long recharge moves are on cooldown. However, this attack cost endurance. Primordial Bombardment You gain supremacy over the Earths primeval energy. You call upon the sun, moon, and all sentient beings as you raise you palms, generating a miniature sun above you. Next you descend the object within a spherical area, diffusing all the energy at point blank range. Doing so absorbs the endurance of all nearby foes, repelling all enemies away and dealing Superior damage. Alchemist Secondaries An Alchemists can choose between 2 protecting sets to aid them in combat. There are no special tiers for an alchemists secondary powerset, and while hand gestures can appear time to time, they are not limited to the 5th tier. Alchemic Summoning Synthetics are summons of artificial life forms, genetically mutated species, and remnants of the caster themselves created from alchemy these modified life lifeforms can seemingly alter their environment and growth rate at will. Note: The Alchemist does not benefit from Supremacy as would a mastermind. Summoned minions will receive increased +Dmg and +To-Hit only while Philosopher's Stone is active. Unlike masterminds, defensive mode will not result in damage sharing. View Table Alchemic Push You perform the alchemic stance, and extend you hands forward and repel the collected energy around you in a conical area knocking back a foe. Homunculus You summon a series of miniature artificial humans that are spawned from your own DNA. The homunculi have varying behavior, but all share a common desire to serve in combat. View Attributes Transmutation Wave You project a torrent of of elemental energy forward beneath the target loosing their footing knocking them down and lowering their defense. Orgone You access your esoteric knowledge of alchemy to preform a motion gathering the universal life force within all things, amplifying your pets strength, defense, and durability. Equivalent Exchange Alchemy posits that something cannot be created from nothing; in order to obtain something, something of equal value must be lost. At the expense of your Magnum Opus, striking your opponent will heal friendlies for portions of their health. Depending on your progress, either an entire phase is lost or decomposition is temporarily unobtainable (if not over 40% completed). If you have activated the Philosopher's Stone, this power has no ill-effects. When performed, the caption EQUIVALENT EXCHANGE will appear over a target, signifying the use of the attack. The label UNOBTAINABLE will appear above the caster in combat until 1 minute has passed. Chimeras You release two animal based hybrids nurtured to obey your command. One is dexterous and swift, whilst the other is highly resistant. Despite their crossbreed nature, chimeras tend to be loyal and protective. The Chimera are competent fighters, and their melee attacks will have a small chance to crit. The second Chimera's abilities are essentially identical to Battle Axe, but use animations seen commonly by council robots. These powers will place bio armor on the second chimera for their brief activation. View Attributes Dwarf in the Flask You bring forth an omniscient creature from your essence. The imprisoned being uses its mastery of alchemy to grant defense, resistance and healing to all friendlies within a spherical range. Its presence is such that it may Entrance enemies, confusing them. The true nature of the dwarf is not one of loyalty, and will cease to be tamed under the casters command if the caster is severely wounded. This pet will not persist after death like other additional summons, and may deactivate if the user falls beneath 5% health. This is an effect that could be done away with, however. View Attributes Sage You summon the Sage, a being of mortal descent that possesses complete mastery over all forms of alchemy. A sage tends to predict the outcome of combat and will anoint the caster and their comrades with vast knowledge. The Sages Farsight is different from a players version, being an auto power that is always on and being significantly weaker than the players version. View Attributes Blessing of the Sage As the name implies it is an enhancement by the powers granted by the Sage. It empowers the caster and their summons with overwhelming strength and bestows them new powers and abilities. If Sage is present he will perform the attacks directly when summoned. Appearances and Dialogue Sages Squadron When his Magnum Opus is full, the Sage is able to summon one of three powerful servants. This minion may range from an artificial human with superior skill, an animated armor with great durability, or the mythical sphinx. The sages minion will persist for 30 seconds, or until the sage is slain. View Attributes Alchemic Armor Alchemic Armor refines the basic properties of matter to beyond its normal compacity allowing you access to seemingly unobtainable substances from unknown sources. Greatly enhancing the casters defense, durability, and movement in combat. Various powers enjoy additional benefits through the Opus Bar. Powers Description: Refine Your personal properties are cleansed of any potential weak spots, reducing ordinary flaws in protection. You gain minor defense to all types of damage. This power is on at all times. Vitrum Flexile You transmute an altered form of glass known to withstand pressure and is impossible to shatter, this grants the player near perfect durability to smashing and even allows absorption to forms of damage. It is not impervious, and offers only minor lethal resistance. (Stance used) Mithridatium You gain access to an ancient botanical remedy which provides the player an antidote to poison and all toxic type damage. This move also gives the player a large regeneration buff. This power is enhanced through the use of Magnum Opus to include absorb over time. Stone Encasing You are covered with an amplified type of cement known as Roman Concrete. This materials longevity and compactness allows it to remain intact through the millennia without eroding. You have resistance to both fire, cold and toxic based damages. (Stance used) Cloak of Orichalcum From your hands you summon a golden sphere of otherworldly substance to encircle you, negating any control based effects on the caster for a short period of time and offering strong defense most effects. (Stance used) Starlite You are granted resistance to all energy based damage through an invisible synthetic material, capable of withstanding extreme heats emitted from stars. This power costs no endurance, and is on at all times. After reaching Magnum Opus illumination, this power will increase its strength substantially, and offer absorb over time. Celestial Grace While this power is active, you are granted a superior agility form all types of ranged damage capable of deflecting and avoiding attacks from a distance. If used in groups, teammates within close range of the caster, gain full awareness of all calamities that happen in your presence. Allies can detect any threats, allowing everyone to perceive their environment more quickly. Reanimate Ethereal energy enhances your body to be amplified beyond ordinary capacity. Forcing your consciousness to be restored in a state of impetus. Your vigor has been revitalized, as you arise with a full burst of energy, granting temporary invulnerability and filling your Opus bar. This power can be used while alive, but will not offer invulnerability and will offer substantially less opus. Adamantine You have shown your true mastery of alchemy by enveloping your skin with the unbreakable, nigh indestructible metal of the gods. Thought to be unobtainable by mankind, this power allows the caster absorption over time and resistance to all forms of effects, as not even the mind can restrict what is the unshakable. Wielding Adamantine is a taxing feat, and after two minutes will rapidly drain your Magnum Opus to sustain itself. Using this power with Magnum Opus filled will offer a short lasting weaker buff to all nearby allies. This power can be used with your transformation abilities, but will last for a shorter duration when combined with them. NEW Animation and FX for Visualization Icon Power Name Animation FX Inherent Philosophers Stone Power Up Conductive Field, Temporal (Hands) Attacks specified to have the Alchemic Stance will use the Kuji in Sha animation with a blue aura for their first animation and FX. Melee Alchemic Strike Quick Strike Kinetic (Blue) Alchemic Slash Shivan Summon Summon Weapon (Choosable) Attack: Mercurial Blow Alchemic Thrust Stone Spears Stone Spears, Blue Energy (Hands) Catalyst Power Shield Power Shield Blue (Default) Alchemic Smash Stone Mallet Blue Energy (Default) Disassemble Psi Blade Psi Blade (Invisible) Reassemble When Self (Personal Force Field) Location (Stone Cages) Stone Cages Sages Strike Power Crash Power Crash (Blue) Metamorph Kuji In Rin Granite Armor Special 9th Tier Powers Thunder Roar Movement: Fissure, Attack: Thunder Clap (Thunderclap FX comes out of mouth) Damascus Steel Hack Hack Alkahest Repulsion Bomb Water Spiral Storm Whirling Hands Tornado Greek Fire Energy Transfer Fire Physicians Strike Mental Strike Energy (Blue) Mass Transmutation Atom Smasher Attack Kinetic, Caster Electric, Ground, (Banner of Fiends Runes) Ranged Icon Power Name Animation FX Alchemic Blast Power Bolt Kinetic (Blue) Alchemic Lance Propel Weapon (Choosable) Alchemic Assault Masterful Throw Masterful Throw Alchemic Burst Energy Drain PPD (Praetorian) Force Burst Teleforce Sniper Blast Moonbeam Third Eye Aim Aim Elixir of Life Drink Vile Drink Vile Elemental Barrage Force Bolt Nemesis Staff (6 times) Prima Materia Power Shield Shadow Cloak w/ Books Special 9th Tier Powers Shadow Wave Torrent Torrent Pacification Recovery Aura Recovery Aura Ray of Light Praetorian Police Dpt (Force Shockwave?) Extend hands outward Force Shockwave (Yellow) or Fortitude Chrysopoeia Nova Attack: Stone Cages (Crystal, Gold), Caster: Nova (Red) Ground: Ouroboros Teleporter (Red) Transmission Warshade Teleport Warshade Teleport Physicians Blast Ice Blast Kinetic Primordial Bombardment Rune of Protection Attack: Repulsion Bomb, Caster: Rune of Protection Synthetics Icon Power Name Animation FX Alchemic Push Force Bolt Force Bolt Homunculi Seeds of Confusion Seeds of Confusion Transmutation Wave Energy Torrent Ground: Fissure, Attack: Ice, Fire Orgone Enchant Undead Enchant Undead (Blue) Equivalent Exchange Speed Boost Speed Boost Chimera Grave Knight Strangler Dwarf in the Flask Increase Density Gaseous Sage Translocation Translocation Blessing of the Sage Strength of Will Transference Armor Icon Power Name Animation FX Refine (Auto) (Auto) Vitrum Flexile Frozen Armor Frozen Armor (Gray) Mithritatium Idle: Eat(..) Healing Aura Stone Encasing Rock Armor Rock Armor (Gray, Color Tintable) Cloak of Orichalcum Kuji In Sha Power Shield, Energy Drain, Bubble (Yellow) Starlite (Auto) (Auto) Celestial Grace Kuji In Ren Kinetic Reanimate Revive Transference Effect (Kinetics) Adamantine Rock Armor Rock Armor (Chrystal, Gray) Conclusion This Alchemy powerset draws heavily from the historic science, as well as from popular media. You might find reference to sources like eastern animation, lost technologies, and ancient various inventions. I hope to give a bit of historic trivia as well a complete powerset. Thanks again to those who helped, and let me know what you think.
  2. I just saw some stuff about pet costumes on Thunderspy and was wondering if there was a way to customize the look of pets on Homecoming. My forum searches and other internet searches not returned any relevant results--not sure if that indicates there isn't a way to customize pets, or if I just gave up before finding it.
  3. Sometimes, after completing a mission, I will dismiss all my pets and re-summon them in the next mission. As soon as I see the EXIT button, I will dismiss all and then click exit. In the chat window, I will frequently see that a pet was defeated by something even though the pet is leaving because I dismissed it, not because it was defeated. The reason for dismissing my pets is I don't have to worry about them attacking/getting attacked as I travel and I don't like leaving a pile of corpses (especially with Robotics/) where-ever I zone (like in a base or at a train station). Maybe even change it so when the Master Mind changes zones, they don't leave a pile of corpses behind since his/her pets travel with the MM.
  4. I was asked how one could improve dropping Inspirations on MasterMind pets and after giving it some thought and research I wrote the following for anyone with the same questions. I've included the very simple stuff as well since I don't know the level of the reader. Of course everywhere I've put a bind combination (e.g ALT+P ) you can change it to any other convenient key or combo that you prefer. Also at this point I will recommend a document I found that covers so much more of the technical aspects of playing CoX; it's the Tech document at www.shenanigunner.com and is very, very good. I usually prefer binds but any of these can be converted to a macro by replacing the '/bind <key> <command>' with '/macro <ToolTip> <command>'. The shenanigunner document also goes into making macros with the actual power images on them instead of grey buttons, and also insta-casting targeted AoE powers (like summoning pets) so it is a one-click process with no delays. /macro_image texturefile <Tooltip> <command_string> so /macro_image BeastMastery_SummonDireWolves Dire Wolf "powexec_location 0:20 Summon_Dire_Wolf" To do those kind of binds you will need the document at Google Sheet for Macro Images (big thank you to whomever was responsible) because the texturefile name often does not exactly match the power name command in the game itself. (Make sure you look on Tab 4 - POWERS.) For example, the Teleportation powers 'Recall Friend' actally comes out as Teleportation_TeleportFriend instead to get the correct icon. The following binds can be used by individually copying and pasting them into the chat box for the ones you want (and before you use ANY new binds I recommend making a copy of your current ones by using /bind_save_file <path><filename>) So for example /bindsavefile C:\CoH\MM\Mastermindname.txt and those can be loaded with /bind_load_file <path><filename>. All underscores (_) and case (Capitalization) are ignored. Also, please remember, if you are copying and pasting these binds into a file to group load, that you MUST remove the /bind at the beginning of each line. Loading from a file is handled by the /bindloadfile command. 1/ This following bind sets ALT+P to cycle through your pets that are alive. This seemed like a better choice than creating a set of binds for each pet by name, which in addition to making too many would break if you changed a name. I've also shown it as a macro for people who prefer that. /bind ALT+P "target_custom_next mypet alive" /macro NxtPet "target_custom_next mypet alive" 2/ To take inspirations for my character I use the following common binds. Each one starts from the RIGHT side (the smallest inspiration) and continues through the bind until the command matches an inspiration it can find in your tray. If you prefer taking the largest inspiration first, then the order would need to be reversed with the largest of each type at the end of the command and the smallest at the beginning. There is no cooldown so you can repeat as fast as you like, which is why I start with the smallest. /bind F1 "inspexec_name RESURGENCE$$inspexec_name DRAMATIC IMPROVEMENT$$inspexec_name RESPITE" /bind F2 "inspexec_name ESCAPE$$inspexec_name EMERGE$$inspexec_name BREAK FREE" /bind F3 "inspexec_name UNCANNY INSIGHT$$inspexec_name KEEN INSIGHT$$inspexec_name INSIGHT" /bind F4 "inspexec_name RIGHTEOUS RAGE$$inspexec_name FOCUSED RAGE$$inspexec_name ENRAGE" and so on for whichever inspiration types you want. 3/ An alternative (less effective in my opinion) is to stack the inspirations in the order you want them and then activate the bottom slot a number of times. This method cannot take into account new inspirations that may drop during an ongoing battle and so quickly becomes outdated but some prefer it. /bind F1 "inspexec_tray <row> <column>" /bind F1 "inspexec_tray 1 1" 4/ And this is where the problem with the pet inspirations binds or macros comes in. There is a bug in the code somewhere so that, if you have different levels of an inspiration, anyone who tries to stack pet inspirations the way we did for our character (in section 2) will when it's activated: it will LOOK like it has taken both the first low level inspiration AND the mid-level inspiration (if you had one). Check your and your pets buff bar. it actually it uses only the mid-level one and makes the low-level one invisible. the slot for the low-level 'used' is unusable. This will only clear up if you manually move an inspiration to that slot, forcing it to redraw, or going to another map/zone. Try dropping an inspiration on the empty space. The second problem with pet inspirations is that unlike characters in section 3, pets cannot be fed inspirations by slot numbers. There's no such command. (Why not?) 5/ One method is to feed the pet by name, without the ALT+P bind, which is slightly faster since you don't have to target the pet but requires many more binds/macros and memory work so I've only listed a few examples for them below and don't recommend this method. (Note the Left and Right options on the chord keys to get six key inspiration options). so /inspexec_pet_name <inspiration> <pet_name> /bind LSHIFT+F1 "inspexec_pet_name RESPITE Dire Wolf" /bind LALT+F1 "inspexec_pet_name BREAK FREE Dire Wolf" /bind LCTRL+F1 "inspexec_pet_name INSIGHT Dire Wolf" /bind RSHIFT+F1 "inspexec_pet_name ENRAGE Dire Wolf" /bind RALT+F1 "inspexec_pet_name LUCK Dire Wolf" /bind RCTRL+F1 "inspexec_pet_name CATCH A BREATH Dire Wolf" And then the same thing again for each T2 pet and each T1 pet on F2 and F3 combinations. I just don't think it's worth it. Additionally it makes for some very awkward finger combinations if you keep one hand on the mouse the way I do. 6/ Which means that we're left with my semi-preferred option to feed pets by bind/macro, although it's not as simple or as complete as I'd like as if we had a command to feed pets directly. So the following is what I'm now using on my MMs. From Step 2, I take the F1 bind for using an inspiration on myself and then I add the three inspiration sizes in ascending order to the chord keys to feed the pet. /bind F1 "inspexec_name RESURGENCE$$inspexec_name DRAMATIC IMPROVEMENT$$inspexec_name RESPITE" /bind SHIFT+F1 "inspexec_pet_target RESPITE" /bind ALT+F1 "inspexec_pet_target DRAMATIC IMPROVEMENT" /bind CTRL+F1 "inspexec_pet_target dramatic RESURGENCE" So this method has all Heal inspirations on F1 combinations which, since it's the same as F1 for personal use, should be easy to remember. And the same four binds would be used for F2 (Break Free, etc.) and F3 (Accuracy) and F4 (Rage) etc. combinations. /bind F3 "inspexec_name UNCANNY INSIGHT$$inspexec_name KEEN INSIGHT$$inspexec_name INSIGHT" /bind SHIFT+F3 "inspexec_pet_target INSIGHT" /bind ALT+F3 "inspexec_pet_target KEEN INSIGHT" /bind CTRL+F3 "inspexec_pet_target UNCANNY INSIGHT" So in use the above bind sets would be used either in combination with the /bind ALT+P "target_custom_next mypet alive" from section 1, or by selecting the appropriate pet with your mouse. Select pet to feed, Press SHIFT+F3 (for small accuracy) and SHIFT+F4 (for small rage) and so on if you have others. Pressing ALT+F3 and ALT+F4 uses a medium size inspiration. If they can fix the code so that the the pet inspirations will 'drop through' to the first available size that would be a BIG quality of life improvement! Please do let me know of any errors I've made or any suggested improvements.
  5. So instead of automaticaly using their powers, can we maybe control which target their targeting and which power should they be using? I assuming mastermind has that somewhere or maybe not. I'm asking for controllers/dominators pets though and potentially any AT with pets. What can this potentially do? : No idea but it can remove few powers from your character since your pets potentially has same powers (Dark Servant) Is it Powercreep? : No just control aspects no slotting powers for them etc. Only what targets could be using and what powers to use on targets. Note: They can use their powers whenever they wish so that part is automatic. But only when you wish to manually control them they stop being automatic. That's it.
  6. I can't remember if you get to name your pets for other classes but masterminds get to have a lot of fun naming their pets for sure. I was just going back through old screenshots and found this one. The character's name was Dark Future, and these were her demon pets. I still get a laugh out of telemarketer. Demon summoning/Time manipulation, for those curious. Post your favorites! If you're on windows, I recommend the snipping tool, it's handy for all sorts of things like this!
  7. Hullo! I took a break from CoH, and when I came back I discovered some Mastermind changes had taken place! Yay! At the same time, I noted that the "Go To" command for sending pets to specific places seems to have been altered in a negative way! Oh no! At first I couldn't tell if it was just me, or lag, but recalling my earlier experiences, I'm rather convinced that this issue started occurring following the Mastermind changes that altered Pets' distancing when it comes to moving into melee, or staying at range. I hope others share their experiences, to better isolate when this issue started, and what the effects/solutions might be: Fine Tuned Pet Movement using the 'Go To' command is a non-essential, but high value ability. It allows players to maneuver their pets in more complex ways, whether getting them in/out of rooms within the tight hallways of an Office tileset, place them around corners or in specific areas to avoid aggro, or even move them around for roleplaying purposes. The Accuracy of the Go To command seems significantly reduced now, as indicated by the screenshot mashup found in the Attached Files in this post. If this is being addressed or fixed in the next update that's on Beta right now, awesome! If not, is it something that can be looked into? Many thanks to all you developing staff who are continuing to build this game and make it better for us all. Cheers!
  8. is the grav pet worth slotting for or is it skip-able? my assult is ma and if its worth the slots what to slot it with ?
  9. The new customization options for Phantom Army are *amazing* and have gotten me to play my original concept for my toon at launch - Goblin Queen, as an Illusion controller (granted, I'm doing Darkness as a secondary, so that's new). The tights guys always bugged me on my concepts for immersion. I'd love it, if one day, we can progress this feature further and assign ONE Costume Slot at the power customization level for Phantom Army. Currently, I can do a lot of steps to make a little goblin posse for my Goblin Queen but I have to make a male goblin critter costume - change to that costume first, then use the Phantom Army ability, then change back to one of my Goblin Queen costumes. The end result is great but it'd be ideal if this could by streamlined by assigning a Costume Slots instead. Of course this functionality would be great with certain other pets - like Thugs for example for Masterminds but I'd be super happy with this anywhere we could get it. πŸ™‚
  10. l'm not sure if it's in game or is not, but l would like to have an option, available for everyone, that would not hide pet window, but make it shown all the time, in order to track more easily non-MM pets, like Controller pets or Patron Pool pets. And this way monitor their health & discover when they need healing or some buffs. Also how about tracking intangible pets, like Voltaic Sentinel?
  11. Frankly, I just think this is a fun idea. Being a mastermind is like controlling an army. As you level up your powers grow and you gain more pets to become apart of your squadron. Having custom pet descriptions will allow you to live out that fantasy better and having every member in your army having their own background that you created that others can see. If you don't pick out your descriptions it will be the uncustomized one the devs created in the first place. While you play the game, seeing other masterminds with their custom pet descriptions would be a fun new addition. What do you think of the idea? Should this idea be edited? If so how? I am open to see other ideas and edits of this idea in the replies of this topic.
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