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Ability: Fuse Armor

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Contents

[] Overview

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[] Basic Information

  • Profession:
  • Locale:
  • Game Description: Sends an electrical charge to the target gradually fusing its armor, resulting in slow electrical DoT and an increasing movement penalty. Slows, then roots, and then holds the target. Root and Hold are fragile, and will expire sooner if the target takes damage. Electrical damage completely bypasses shields and the DoT lasts the entire duration of the Fuse Armor. Applies resistance to additional movement debuffs once it expires.

[] Detailed Information

[] Ability Ranks

Ability/User Rank CD SPR Ability Effects
Rank I: Commander 20s 200
  • -40% Run Speed for 4 sec
Rank II: Captain 20s 200
  • -40% Run Speed for 4 sec
Rank III: Admiral 20s 200
  • -40% Run Speed for 4 sec

[] Notes/References

  • Fuse Armor II on Kits can only be found on very rare and rare kits, uncommon kits will only provide Fuse Armor I.
  • Fuse Armor III on kits can only be found on Admiral level very rare kits, rare and uncommon kits will only provide Fuse Armor II.
  • There doesn't appear to be any apparantly difference between Ranks I, II and III.
  • Your Captain may require the use of a to use the skill if it's applicable.

[] Images

  • There are no images for this ability yet.
· ·
Console eng icon.png Engineering
Ground BOff or Player Fuse Armor
Player only
Space BOff or Player
Player only
Console sci icon.png Science
Ground BOff or Player
Player only
Space BOff or Player
Player only
Console tac icon.png Tactical
Ground BOff or Player
Player only
Space BOff or Player
Player only
See also