Post by PoochieHellhound on Jun 29, 2011 6:40:22 GMT -5
I'll put this up already in case the Archetype becomes available while I am gone.
To begin with: The Impulse uses one of the most fun sets to use, Force, to fling foes around using kinetic blasts. It is also the first Archetype that has a choice between two Passives (Though right now it's not really a fair choice - more on that later.) meaning you can build it more defensively or more offensively.
Because there are two ways to build an Impulse, I will include two builds in this Guide, one more offensive and one more defensive.
I also feel the need to note that anything I say in this guide is recommendations and guidelines, and should by no means be treated as me telling you what to do.
So, without further ado, let me go on ahead with the overview.
Overview:
Force Bolts: Your energy builder, and one of the few that it's worth spending Advantage Points into. Energy Refraction gives the energy builder a chance to proc a force field around you, and this also counts as an Energy Form.
Force Blast: I don't think that Field Inversion is worth it, since it's highly situational and the damage isn't worth it over Rank 3. This power does some decent single target damage and knocks back the target.
Force Eruption: Knocks back opponents around you. The best thing about this power is that is can be used while held, keeping melee opponents away from you. It's advantage also allows you to get a nice damage buff while standing in the same place.
Kinetic Manipulation: This Offensive Passive increases the damage of your powers, and gives some defense against physical damage. Basic Energy Form Passive.
Personal Force Field: Makes a persistent force field around you that recharges over time. You can also use Field Surge to recharge it quickly. One of the worst defensive passives around, but you can make it work on this Archetype.
Crushing Wave: Will be your bread-and-butter power. Has a big cone, does some nice damage and repels enemies within the cone, keeping them off you.
Force Shield: This is one of the most used block enhancers in the game, because with the advantage it persist after you've stopped blocking, giving some minor protection and giving you energy every time you're hit.
Protection Field: A spammable force field that you can use on yourself or others. The health of the shield scales with PRE, and the energy you get every time the shield is hit scales with EGO.
Containment Field: Contains one of the few synergies in the Force powerset. Use this on opponents, then invert the containment field to damage nearby enemies. Targets afflicted by this power takes 50% reduced damage, so be careful. Has a 10 second cooldown.
Field Surge: An active defense that gives you a minor forcefield and recharges your PFF. With the advantage it will give a small damage buff, as well. Counts as an Energy Form.
Inertial Dampening Field: The most used power in the game. A toggle that chips off some of the incoming damage at the cost of energy management. It also affects all team members, but stacking it will come with diminishing returns.
Force Detonation: A small explosion of kinetic energy that knocks enemies in a small area back. With the advantage it can also be used to invert containment fields. Has a 15 second cooldown.
Force Geyser: Knocks one enemy up. This is the best Nailed To The Ground power in the game, or so I've heard. Has a 3 second cooldown.
Force Cascade: This power can put out some serious damage if coupled with high EGO. Will affect any enemies in a long cylinder before you, and knock them far away. Has a monstrous energy cost, though, which is halved by being affected by an Energy Form, but the power will remove any energy forms for 8 seconds after use.
The advantage on Force Cascade isn't very useful, because it wil scatter and/or defeat any enemies enough that it won't be worth it to invert any fields afterwards.
Builds
Advantages in (paranthesis) are for PvP.
Offensive Build
Level 1: Force Bolts: Energy Refraction
Level 1: Force Blast: Rank 2, Rank 3 OR Rank 2, (Crippling Challenge)
Level 5: Force Eruption: Gravitational Polarity
Level 5: Travel Power of choice
Level 8: Kinetic Manipulation: Rank 2, Rank 3
Level 11: Crushing Wave: Rank 2, Rank 3, Disruptive Force
Level 14: Force Shield: Force Sheath
Level 17: Containment Field: (Grinding Halt) OR Protection Field
Level 22: Field Surge: Rank 2, Power Swell
Level 27: Inertial Dampening Field:
Level 32: Force Detonation: Rank 2, Force Spate OR Rank 2, Rank 3 (If you chose Protection Field)
Level 35: Travel Power of choice
Level 40: Force Cascade: Rank 2, Rank 3
This build leaves 6 Advantage Points to spend on anything. (3 if you pick the PvP Advantages)
If you want to play it offensively, the best way to do so is to take advantage of the few synergies Force has. One would start combat by using Force Eruption while away from the mobs, to gain a sweet spot with Gravitational Polarity. Containment Field will hold one of your opponents, rendering it unable to fight. This can be beneficial in itself, but if you use Force Detonation with Force Spate on the held opponent, the Containment Field will invert and damage nearby enemies. You can pick Field Inversion on Force Blast to do the same thing, but I felt Force Detonation would do better, since the inversion itself does more damage and the detonation also deals damage, making for some stacked damage.
While those two powers are on cooldown, you can spam Crushing Wave on mobs and Force Blast on single, stronger enemies. Use Force Cascade if you need big spike damage, but know that you will lose your Passive for 8 seconds when you do.
Alternatives to this build are for example picking up Force Geyser for a travel power disabler with a shorter cooldown, and getting Field Inversion on Force Blast to invert containment fields.
If you want, you can use Protection Field instead of Containment Field for additional survivability.
For this build, the stats that I suggest you focus on are END, INT (SuperStats), EGO (For increased knockbacks and energy gain from Force Sheath) and REC (For increased energy), making the suggested talent spread:
+5 END/+5 INT
+5 END/+5 EGO
+5 END/+5 REC
+5 INT/ +5 EGO
+5 INT/ +5 REC
+5 EGO/+5 REC
Defensive Build
Level 1: Force Bolts: Energy Refraction
Level 1: Force Blast: Rank 2, OR (Crippling Challenge)
Level 5: Force Eruption:
Level 5: Travel Power of choice
Level 8: Personal Force Field: Rank 2, Rank 3 OR Kinetic Manipulation: Rank 2, Rank 3
Level 11: Crushing Wave: Rank 2, Rank 3
Level 14: Force Shield: Rank 2, Force Sheath
Level 17: Protection Field: Rank 2, Rank 3
Level 22: Field Surge: Rank 2, Rank 3
Level 27: Inertial Dampening Field: Rank 2, Rank 3
Level 32: Force Geyser: (Nailed To The Ground)
Level 35: Travel Power of choice.
Level 40: Force Cascade: Rank 2, Rank 3
This build leaves 5 Advantage Points to spend on anything. (2 if you pick the PvP Advantages.)
In this build you will take advatage of stacking force fields. Starting out combat with a Protection Field stacked onto your PFF, paired up with Rank 3 IDF will give you some good defense before the damage gets down to your HP. If your PFF takes some damage, there is also Field Surge, which does not only give you an additional forcefield, but also recharges your PFF. This will make you pretty durable, durable enough to tank easier lairs and teamed missions. Use Force Cascade if you need big spike damage, but know that you will lose your Passive for 8 seconds if you use Kinetic Manipulation. If you use PFF, the Energy Refraction proc on your Energy Builder counts as an Energy Form, so when that procs you can just go nuts.
On that note, I included Kinetic Manipulation as an option, and that is because Personal Force Field is currently under revision, and will be getting a buff in the future due to being non-optimal at the moment. My suggestion would be to pick Kinetic Manipulation at level 8, and then retcon to PFF at level 13, when you have two SuperStats. Levelling from 8-13 with PFF will not be pleasant, but after that you'll have an easier time.
For this build, I suggest you focus on END, INT (SuperStats), as well as PRE to make your Protection Fields stronger and EGO to increase the energy gained by Protection Field and Force Sheath (As well as increased knockbacks), making the suggested talent spread:
+5 END/+5 INT
+5 END/+5 PRE
+5 END/+5 EGO
+5 INT/+5 PRE
+5 INT/+5 EGO
+5 PRE/+5 EGO
You can also invest in CON for more health points, if you like. Just do whatever feels appropriate.
As a final note, I want to add that once Super Stats reach about 30% damage bonus (You can see the damage bonus by hovering over the Super Stat in the character sheet) they will be affected by diminishing returns, making stats aqcuired through gear better spent elsewhere.
If you have any additional notes/questions, feel free to post them below, and I'm glad to answer them (If I can).
To begin with: The Impulse uses one of the most fun sets to use, Force, to fling foes around using kinetic blasts. It is also the first Archetype that has a choice between two Passives (Though right now it's not really a fair choice - more on that later.) meaning you can build it more defensively or more offensively.
Because there are two ways to build an Impulse, I will include two builds in this Guide, one more offensive and one more defensive.
I also feel the need to note that anything I say in this guide is recommendations and guidelines, and should by no means be treated as me telling you what to do.
So, without further ado, let me go on ahead with the overview.
Overview:
Force Bolts: Your energy builder, and one of the few that it's worth spending Advantage Points into. Energy Refraction gives the energy builder a chance to proc a force field around you, and this also counts as an Energy Form.
Force Blast: I don't think that Field Inversion is worth it, since it's highly situational and the damage isn't worth it over Rank 3. This power does some decent single target damage and knocks back the target.
Force Eruption: Knocks back opponents around you. The best thing about this power is that is can be used while held, keeping melee opponents away from you. It's advantage also allows you to get a nice damage buff while standing in the same place.
Kinetic Manipulation: This Offensive Passive increases the damage of your powers, and gives some defense against physical damage. Basic Energy Form Passive.
Personal Force Field: Makes a persistent force field around you that recharges over time. You can also use Field Surge to recharge it quickly. One of the worst defensive passives around, but you can make it work on this Archetype.
Crushing Wave: Will be your bread-and-butter power. Has a big cone, does some nice damage and repels enemies within the cone, keeping them off you.
Force Shield: This is one of the most used block enhancers in the game, because with the advantage it persist after you've stopped blocking, giving some minor protection and giving you energy every time you're hit.
Protection Field: A spammable force field that you can use on yourself or others. The health of the shield scales with PRE, and the energy you get every time the shield is hit scales with EGO.
Containment Field: Contains one of the few synergies in the Force powerset. Use this on opponents, then invert the containment field to damage nearby enemies. Targets afflicted by this power takes 50% reduced damage, so be careful. Has a 10 second cooldown.
Field Surge: An active defense that gives you a minor forcefield and recharges your PFF. With the advantage it will give a small damage buff, as well. Counts as an Energy Form.
Inertial Dampening Field: The most used power in the game. A toggle that chips off some of the incoming damage at the cost of energy management. It also affects all team members, but stacking it will come with diminishing returns.
Force Detonation: A small explosion of kinetic energy that knocks enemies in a small area back. With the advantage it can also be used to invert containment fields. Has a 15 second cooldown.
Force Geyser: Knocks one enemy up. This is the best Nailed To The Ground power in the game, or so I've heard. Has a 3 second cooldown.
Force Cascade: This power can put out some serious damage if coupled with high EGO. Will affect any enemies in a long cylinder before you, and knock them far away. Has a monstrous energy cost, though, which is halved by being affected by an Energy Form, but the power will remove any energy forms for 8 seconds after use.
The advantage on Force Cascade isn't very useful, because it wil scatter and/or defeat any enemies enough that it won't be worth it to invert any fields afterwards.
Builds
Advantages in (paranthesis) are for PvP.
Offensive Build
Level 1: Force Bolts: Energy Refraction
Level 1: Force Blast: Rank 2, Rank 3 OR Rank 2, (Crippling Challenge)
Level 5: Force Eruption: Gravitational Polarity
Level 5: Travel Power of choice
Level 8: Kinetic Manipulation: Rank 2, Rank 3
Level 11: Crushing Wave: Rank 2, Rank 3, Disruptive Force
Level 14: Force Shield: Force Sheath
Level 17: Containment Field: (Grinding Halt) OR Protection Field
Level 22: Field Surge: Rank 2, Power Swell
Level 27: Inertial Dampening Field:
Level 32: Force Detonation: Rank 2, Force Spate OR Rank 2, Rank 3 (If you chose Protection Field)
Level 35: Travel Power of choice
Level 40: Force Cascade: Rank 2, Rank 3
This build leaves 6 Advantage Points to spend on anything. (3 if you pick the PvP Advantages)
If you want to play it offensively, the best way to do so is to take advantage of the few synergies Force has. One would start combat by using Force Eruption while away from the mobs, to gain a sweet spot with Gravitational Polarity. Containment Field will hold one of your opponents, rendering it unable to fight. This can be beneficial in itself, but if you use Force Detonation with Force Spate on the held opponent, the Containment Field will invert and damage nearby enemies. You can pick Field Inversion on Force Blast to do the same thing, but I felt Force Detonation would do better, since the inversion itself does more damage and the detonation also deals damage, making for some stacked damage.
While those two powers are on cooldown, you can spam Crushing Wave on mobs and Force Blast on single, stronger enemies. Use Force Cascade if you need big spike damage, but know that you will lose your Passive for 8 seconds when you do.
Alternatives to this build are for example picking up Force Geyser for a travel power disabler with a shorter cooldown, and getting Field Inversion on Force Blast to invert containment fields.
If you want, you can use Protection Field instead of Containment Field for additional survivability.
For this build, the stats that I suggest you focus on are END, INT (SuperStats), EGO (For increased knockbacks and energy gain from Force Sheath) and REC (For increased energy), making the suggested talent spread:
+5 END/+5 INT
+5 END/+5 EGO
+5 END/+5 REC
+5 INT/ +5 EGO
+5 INT/ +5 REC
+5 EGO/+5 REC
Defensive Build
Level 1: Force Bolts: Energy Refraction
Level 1: Force Blast: Rank 2, OR (Crippling Challenge)
Level 5: Force Eruption:
Level 5: Travel Power of choice
Level 8: Personal Force Field: Rank 2, Rank 3 OR Kinetic Manipulation: Rank 2, Rank 3
Level 11: Crushing Wave: Rank 2, Rank 3
Level 14: Force Shield: Rank 2, Force Sheath
Level 17: Protection Field: Rank 2, Rank 3
Level 22: Field Surge: Rank 2, Rank 3
Level 27: Inertial Dampening Field: Rank 2, Rank 3
Level 32: Force Geyser: (Nailed To The Ground)
Level 35: Travel Power of choice.
Level 40: Force Cascade: Rank 2, Rank 3
This build leaves 5 Advantage Points to spend on anything. (2 if you pick the PvP Advantages.)
In this build you will take advatage of stacking force fields. Starting out combat with a Protection Field stacked onto your PFF, paired up with Rank 3 IDF will give you some good defense before the damage gets down to your HP. If your PFF takes some damage, there is also Field Surge, which does not only give you an additional forcefield, but also recharges your PFF. This will make you pretty durable, durable enough to tank easier lairs and teamed missions. Use Force Cascade if you need big spike damage, but know that you will lose your Passive for 8 seconds if you use Kinetic Manipulation. If you use PFF, the Energy Refraction proc on your Energy Builder counts as an Energy Form, so when that procs you can just go nuts.
On that note, I included Kinetic Manipulation as an option, and that is because Personal Force Field is currently under revision, and will be getting a buff in the future due to being non-optimal at the moment. My suggestion would be to pick Kinetic Manipulation at level 8, and then retcon to PFF at level 13, when you have two SuperStats. Levelling from 8-13 with PFF will not be pleasant, but after that you'll have an easier time.
For this build, I suggest you focus on END, INT (SuperStats), as well as PRE to make your Protection Fields stronger and EGO to increase the energy gained by Protection Field and Force Sheath (As well as increased knockbacks), making the suggested talent spread:
+5 END/+5 INT
+5 END/+5 PRE
+5 END/+5 EGO
+5 INT/+5 PRE
+5 INT/+5 EGO
+5 PRE/+5 EGO
You can also invest in CON for more health points, if you like. Just do whatever feels appropriate.
As a final note, I want to add that once Super Stats reach about 30% damage bonus (You can see the damage bonus by hovering over the Super Stat in the character sheet) they will be affected by diminishing returns, making stats aqcuired through gear better spent elsewhere.
If you have any additional notes/questions, feel free to post them below, and I'm glad to answer them (If I can).