Star Trek Online

Star Trek Online (http://sto-forum.perfectworld.com/index.php)
-   The Academy (http://sto-forum.perfectworld.com/forumdisplay.php?f=127)
-   -   Martial arts question... (http://sto-forum.perfectworld.com/showthread.php?t=399581)

lame22334 09-27-2012 06:05 AM

Martial arts question...
 
I noticed that without a weapon in hand one does martial arts. My question is....is it viable to have a character use that and still..er...compete? if thats the right word. or will one do almost no dmg and be useless or are they ways that one can make it work?

tanhouser 09-27-2012 06:23 AM

For PVE, yes it can be used. Martial Arts attacks are a little bit quicker than weapon attacks and do less damage, but will often interupt. The advantage to using weapons is greater damage, and modifiers like [accurate] or [Borg]

You can improve your damage from Martial Arts as a tactical officer. There is a close combat skill, and a Close combat kit that give you extra moves when fighting hand to hand.

The important part about Martial Arts, armed and unarmed, is learning about combos. I think there is a ground combat sticky thread in the academy about them. Basically 3 strikes bbear handed in the correct sequence performs a different manuver, that has secondary effects.

redricky 09-27-2012 07:16 AM

A tac can to a pretty good job with it, they are the only ones with an actual skill in the tree for melee. Buffed up martial arts kit (again tac only), and I think there are doffs to support it now, but I could be wrong about that part.

The best part about melee, hands down, is how fast you can roll expose chances. Pair it with a compression pistol for the fast cd on the secondary fire, and a personal shield that knocks down when damaged. And I second the comment about interrupts, especially when paired with the knock down shields.

lordfuzun 09-28-2012 02:22 PM

Quote:

Originally Posted by lame22334 (Post 5860711)
I noticed that without a weapon in hand one does martial arts. My question is....is it viable to have a character use that and still..er...compete? if thats the right word. or will one do almost no dmg and be useless or are they ways that one can make it work?

Martial arts don't have the big numbers in damage that melee weapons have. MA attacks are quicker (but have the same DPS as melee weapons). MA attacks also offer a lot more crowd control effects (knocks (down/back), interrupts, stuns, etc.)

MA is just using 1 and 2 keys for different combo.

From: sto-forum.perfectworld.com/showthread.php?t=102625

Quote:

II. Martial Arts

Martial Arts strikes are faster than Bat'leth strikes but do considerably less damage. They have more debuff effects however, being able to interrupt and disable your foe as well as rooting and slowing them.

1 - Jab - 80% chance to Interrupt, 10% chance to Expose.

2 (12) - Punch - -100% run speed for 1 sec, 10% chance to Expose.

11 - Chin Strike - Root for 1 sec, 10% chance to Expose.

22 - Backhand - Root for 1 sec, 10% chance to Expose.

21 - Uppercut - 80% chance to Interrupt.

112 - Haymaker (EXPLOIT) - +300% Critical Chance. Choose this to do more burst damage, especially if your crit chance has been boosted.

211 - Knife Hand Chop (EXPLOIT) - Basic damage + Stacking DoT. Choose this to do more evenly-distributed damage.

212 - Snap Kick - Disables target for 3 secs, 10% chance to Expose. Good against tough foes.

122 (221) Spin Kick (AoE, EXPLOIT) - Basic damage only, but a lot of it, especially when surrounded.

121 - Combined Fist (AoE) - Knocks back targets in forward cone 3 feet, 10% chance to Expose. Good for crowd control.



All times are GMT -7. The time now is 10:58 AM.