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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-02-2010, 05:23 PM
Another thought just occured to me.

Does the Tac Capt T3 skill 'Martial Arts' improve damage for a Fed wielding a Bat'leth?
I would assume it does, but you know what they say about assumptions.
Has anyone tested it?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-02-2010, 05:32 PM
NahK and Ancillary, you teach with honour!

Thank you, and Qa'plah!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-02-2010, 05:42 PM
Your missing the 211 martial arts combo. It doesn't use any of the animations in your list and might be similiar to haymaker as it follows the reverse of it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-02-2010, 08:56 PM
Super cool guide! Just wanna hats off those who worked on this. As someone who loves to use melee, this is really helpful. I'll be studying dutifully!

And yeah, there's a Martial Arts combo missing. The arm-slam one, looks all kung fu-like :p Dunno the combo (guessing it's 211).

Thanks again! *favourites*
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-03-2010, 01:05 PM
A-MA-ZING! I had no idea. This just boosted my appreciation of the game. I'll be sure to mention to all my melee loving friend when they join the game!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-03-2010, 01:11 PM
Don't forget the counter-move which renders melee mostly useless:

Equip a rifle or a pistol with an exploit attack
Use the following combo move:
3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

When your target gets exposed, shoot them.



You can also use that Federation AE-repel item to thwart melee and interrupt combos.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-03-2010, 01:22 PM
Very cool. I had no idea. Thanks for the info.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-03-2010, 01:29 PM
Quote:
Originally Posted by Slamz
Don't forget the counter-move which renders melee mostly useless:

Equip a rifle or a pistol with an exploit attack
Use the following combo move:
3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

When your target gets exposed, shoot them.
You should find some of us who like to use melee and try that combo in PVP - see which works better
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-03-2010, 01:38 PM
The 2-1-1 ability appears to be called "Knife Hand Chop" or something similar. It puts some kind of stacking effect on the enemy, but I have no idea what it does.

Also, contrary to the information in the guide, the 2-1-2 martial arts attack "snap kick" doesn't appear to be an exploit attack. I've tried using it against exposed enemies multiple times and not gotten any extra effect out of it. On the other hand, 1-2-2 "spin kick" appears to be an exploit attack, albeit not as damaging as the 1-1-2 "haymaker."
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-03-2010, 03:06 PM
Quote:
Originally Posted by JamesGarrett
You should find some of us who like to use melee and try that combo in PVP - see which works better
As Klingon, I don't get that free PBAE knockdown item you guys get.

That thing ruins melee PvP. It procs fast enough to break roughly every other combo.


What is that item and why do ALL Feds have it? Can we expect you to ever upgrade out of it? Because I love doing melee in KvK but fighting Feds with melee is totally worthless.
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