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Second, the kligat is not effected by melee stats, its still not a bad module, but i just wanted you to know.
Third, the ferenghi throwing knife from episode is not effected by melee stats either, still not a bad weapon but i just wanted you to know.
You would want to have a melee weapon, if you have gloves, sword or bath'let that would be alright.
if you grab the Counter-Command Exo-Armor from the undine rep, you would get 10% melee dmg buff from that armor. I would advise against the undine shields, as they provide knockback. Knockback is the most annoying thing when doing melee, if your doing melee to an enemy with a melee weapon, and the enemy get hit with knockback, that means you have to move close to enemy again to continue dealing dmg or you will just hit air.
You would also want melee boosting security officer doffs.
Ambush and stealth module might also help. And you would want to keep lunge module, if you boost melee dmg it deals massive dmg.
You might also want to boost combat specialist stat when you can, like from kits, traits, skilltree etc, as that boosts both ranged dmg and melee dmg.
And also, be aware when fighting borg. Almost always when doing melee to them you get infected by borg nanites, so you would want anything that remove debuffs. If you dont have a skill for it, then Immunosupport hypos would work to remove borg nanites.
also some decent traits from exchange
https://www.sto-league.com/ground-builds/
My personal favourite would probably be playing a Ferengi toon, using the Lobi Energy Whip and then run around whipping people with the right music blasting
https://www.youtube.com/watch?v=j_QLzthSkfM
As longterm project maybe then going full space barbie to let the Ferengi team look appropriate ;) As for example
https://np.reddit.com/r/sto/comments/bzchnf/there_better_be_latinum_deposits/
But I never really tried a melee build. In case of equipment for a new toon I would probably first go for
-Nahkul shield (+Nahkul weapon in second slot for 2 piece set)
-The recent Terran Guerilla Combat Armor (event) should be a good start. The active ability for dmg immunity combined with the Nahkul shield procc might come in handy if you run into melee distance anyway.
-Alternativly, the new STD armor mght be useful
https://sto.gamepedia.com/Burnham%27s_Resolve
because runspeed, physical dmg and critchance seem perfectly fit for melee.
-Kit modules is depending on the class. As Tactical , Motion Accelerator seems like a given, along with probably Rally Cry. The question with "melee" kits would be if they do enough dmg on itself, or if I could rather whack the enemy with my weapon and do more dmg in the same time.
Trajectory Bending
Photonic Overcharge
Biotech Siphon
The first two increase critical hit damage quite severely. I'd recommend rolling your melee weapon for critical hit chance. Additionally Trajectory makes all attacks count as flanks. Photonic adds +15% weapon damage as radiation. The last, Biotech, heals you for X% of your damage when you strike an enemy with melee. Obviously this all variable with rarity/mark level. I recommend looking at the exchange (you can find all of these there) to get an idea for their values.
As for the last two slots? I threw in Photon Grenade for the knockdown and Motion Accelerator for increased run speed. Quite lazily I might add. I'm absolutely sure there's better options but I want to beat in that with the 3 golden boys above I haven't felt a particular need to really specify these last two slots.