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dendail2004dendail2004 Member Posts: 27 Arc User
is it worth getting the upgrade to t5u, I keep dieing a lot in the delta quadrent patrols an not really having a lot of fun seeing you have been defeated all the time I have a t5 battle cruiser with mostly m 12 gear on it mostly all purple gear

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  • dendail2004dendail2004 Member Posts: 27 Arc User
    I have been playing about 3 weeks not got to admiral but finding the delta area to diff for my ship to handle
  • tyler002tyler002 Member Posts: 1,586 Arc User
    edited April 2018
    T5-U is worth it if you can't afford or don't want a T6 ship. Hull strength is increased, the mastery system gives bonuses depending on the ship type and you get an extra console slot.
    tumblr_p7auh1JPC61qfr6udo4_500.gif
  • rattler2rattler2 Member Posts: 57,973 Community Moderator
    I'd honestly like to know what kind of build you got on your ship. It could be as simple as changing some gear and BOff abilities.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • leemwatsonleemwatson Member Posts: 5,331 Arc User
    is it worth getting the upgrade to t5u, I keep dieing a lot in the delta quadrent patrols an not really having a lot of fun seeing you have been defeated all the time I have a t5 battle cruiser with mostly m 12 gear on it mostly all purple gear

    It's not the ship, it's your build. Make sure you have armour equipped, as well as powers, such as Reverse Shield Polarity and Hazard Emitters, that help your survivability. And yes, it is worth upgrading to T5U regardless. But do yourself a favour and upgrade your equipment to Mk XIV. The performance difference is very noticeable.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    The avenger is worth upgrading for sure. I played a lot of the delta stuff in her and she's tough and nimble enough for dual beam banks without losing all that much.

    Make sure your weapons match type with the tac consoles that buff damage. So phaser with phaser etc

    I'm guessing that since you're looking into T5U you're probably not in a position with dil to be upgrading gear so focus on getting the foundations solid before building on them. MK14 gear will help for sure but isn't necessary to play through any of the episodes.
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,754 Arc User
    leemwatson wrote: »
    is it worth getting the upgrade to t5u, I keep dieing a lot in the delta quadrent patrols an not really having a lot of fun seeing you have been defeated all the time I have a t5 battle cruiser with mostly m 12 gear on it mostly all purple gear

    It's not the ship, it's your build. Make sure you have armour equipped, as well as powers, such as Reverse Shield Polarity and Hazard Emitters, that help your survivability. And yes, it is worth upgrading to T5U regardless. But do yourself a favour and upgrade your equipment to Mk XIV. The performance difference is very noticeable.

    While all you have said is true, I did notice my own survivability went down a lot after changing from a T6 Nebula a T5 (not U) N'Kaam.

    Without changing gear or anything. I've only used it in one mission so perhaps it was my play style there that caused me to blow up, that is possible.
    tyler002 wrote: »
    T5-U is worth it if you can't afford or don't want a T6 ship. Hull strength is increased, the mastery system gives bonuses depending on the ship type and you get an extra console slot.

    This. Generally speaking you might as well save for the T6 because they have extra things; a trait which can be used on all other ships, and access to more (specialisation) abilities.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • avoozuulavoozuul Member Posts: 3,196 Arc User
    edited April 2018
    I only think it's worth upgrading T5's which may never get T6's to T5U such as the Tempest Patrol Escort or Caitian Carrier for a few examples but only if you REALLY want them. I caved and bought the Tempest when we last had a 30% off T5 ship flash sale a while back, but I did have to also buy the fleet version before using the upgrade on it.
  • leemwatsonleemwatson Member Posts: 5,331 Arc User
    leemwatson wrote: »
    is it worth getting the upgrade to t5u, I keep dieing a lot in the delta quadrent patrols an not really having a lot of fun seeing you have been defeated all the time I have a t5 battle cruiser with mostly m 12 gear on it mostly all purple gear

    It's not the ship, it's your build. Make sure you have armour equipped, as well as powers, such as Reverse Shield Polarity and Hazard Emitters, that help your survivability. And yes, it is worth upgrading to T5U regardless. But do yourself a favour and upgrade your equipment to Mk XIV. The performance difference is very noticeable.

    While all you have said is true, I did notice my own survivability went down a lot after changing from a T6 Nebula a T5 (not U) N'Kaam.

    Without changing gear or anything. I've only used it in one mission so perhaps it was my play style there that caused me to blow up, that is possible.
    tyler002 wrote: »
    T5-U is worth it if you can't afford or don't want a T6 ship. Hull strength is increased, the mastery system gives bonuses depending on the ship type and you get an extra console slot.

    This. Generally speaking you might as well save for the T6 because they have extra things; a trait which can be used on all other ships, and access to more (specialisation) abilities.

    I can comfortably handle Delta in lesser tier ships with Epic equipment. T5U and T6's have very, very, very, very little difference in performance. Once he has upgraded from T5 to T5U it's a stat boost, but, and I'm not just saying this, I could jump in my T1 NX and handle any Delta patrol without dying with Epic equipment and the right skills set, but I have been playing 7 years, so experience does count here.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • ariotexariotex Member Posts: 16 Arc User
    Before I could afford to spend real money on STO, I went through everything with nothing more than the free ships and gear from missions/drops. Upgrading stuff to MK XIV is nice, but definitely NOT necessary. IMO it is a waste of resources upgrading anything until such time as you have decided that a piece of gear is what you plan on keeping and using for the foreseeable future. Even as a lifer now, I still have toons using only what was gained while playing just because.

    Proper piloting and BoFF skills for the ship you are using is enough to get you through. I'm not sating it will be easy, and you still might get blown up a few times but who wants easy ? If it's too easy, it's also too boring.

    Been a while but isn't Delta where you run into the Vaad ? They can be a real pain with those cannon thingies. Rock and Roll (from the Pilot specialization) helps. Also helpful is staying at full impulse. They always aim their barrage at where your ship currently is. If you maintain full impulse and immediately fly straight ahead as soon as you see them launch, you can usually avoid all, or at least most, of the barrage. A little help from evasive maneuvers if it isn't on CD isn't a bad thing either.

    Also, try to avoid getting into the midst of large groups. As each one gets in range and launches their barrage they can cover such a large area, there's no escape as each one launches at the current location of your ship. Adjust your course so that you pass the edge of a group, only bringing one or two close enough to trigger an attack. It's much easier to survive, and defeat, a few at a time than entire squadron at once.

    With a few exceptions, even larger groups of enemies found before the Delta quadrant could usually be taken on en masse, the tactics that served well enough before Delta just don't cut it there.
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,754 Arc User
    leemwatson wrote: »
    leemwatson wrote: »
    is it worth getting the upgrade to t5u, I keep dieing a lot in the delta quadrent patrols an not really having a lot of fun seeing you have been defeated all the time I have a t5 battle cruiser with mostly m 12 gear on it mostly all purple gear

    It's not the ship, it's your build. Make sure you have armour equipped, as well as powers, such as Reverse Shield Polarity and Hazard Emitters, that help your survivability. And yes, it is worth upgrading to T5U regardless. But do yourself a favour and upgrade your equipment to Mk XIV. The performance difference is very noticeable.

    While all you have said is true, I did notice my own survivability went down a lot after changing from a T6 Nebula a T5 (not U) N'Kaam.

    Without changing gear or anything. I've only used it in one mission so perhaps it was my play style there that caused me to blow up, that is possible.
    tyler002 wrote: »
    T5-U is worth it if you can't afford or don't want a T6 ship. Hull strength is increased, the mastery system gives bonuses depending on the ship type and you get an extra console slot.

    This. Generally speaking you might as well save for the T6 because they have extra things; a trait which can be used on all other ships, and access to more (specialisation) abilities.

    I can comfortably handle Delta in lesser tier ships with Epic equipment. T5U and T6's have very, very, very, very little difference in performance. Once he has upgraded from T5 to T5U it's a stat boost, but, and I'm not just saying this, I could jump in my T1 NX and handle any Delta patrol without dying with Epic equipment and the right skills set, but I have been playing 7 years, so experience does count here.

    True, I'm not saying that you're not right in claiming that gear and experience is more important.

    But we can't all complete Delta patrols in a T1 ship :)

    So for the more regular player those bonuses from a T6 ship can make quite a difference.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • leemwatsonleemwatson Member Posts: 5,331 Arc User
    leemwatson wrote: »
    leemwatson wrote: »
    is it worth getting the upgrade to t5u, I keep dieing a lot in the delta quadrent patrols an not really having a lot of fun seeing you have been defeated all the time I have a t5 battle cruiser with mostly m 12 gear on it mostly all purple gear

    It's not the ship, it's your build. Make sure you have armour equipped, as well as powers, such as Reverse Shield Polarity and Hazard Emitters, that help your survivability. And yes, it is worth upgrading to T5U regardless. But do yourself a favour and upgrade your equipment to Mk XIV. The performance difference is very noticeable.

    While all you have said is true, I did notice my own survivability went down a lot after changing from a T6 Nebula a T5 (not U) N'Kaam.

    Without changing gear or anything. I've only used it in one mission so perhaps it was my play style there that caused me to blow up, that is possible.
    tyler002 wrote: »
    T5-U is worth it if you can't afford or don't want a T6 ship. Hull strength is increased, the mastery system gives bonuses depending on the ship type and you get an extra console slot.

    This. Generally speaking you might as well save for the T6 because they have extra things; a trait which can be used on all other ships, and access to more (specialisation) abilities.

    I can comfortably handle Delta in lesser tier ships with Epic equipment. T5U and T6's have very, very, very, very little difference in performance. Once he has upgraded from T5 to T5U it's a stat boost, but, and I'm not just saying this, I could jump in my T1 NX and handle any Delta patrol without dying with Epic equipment and the right skills set, but I have been playing 7 years, so experience does count here.

    True, I'm not saying that you're not right in claiming that gear and experience is more important.

    But we can't all complete Delta patrols in a T1 ship :)

    So for the more regular player those bonuses from a T6 ship can make quite a difference.

    My point being T5U is equal to T6 bar a difference in 5 subsystem power, there is no performance difference using the same powers in both versions of ships. People misunderstand this alot! The 5th trait on a T6 makes zero difference as it is an unlock and can't be taken into account in ship performance. The Fleet T6 version of C-Store T6 lacks this trait, but is superior in stats.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    is it worth getting the upgrade to t5u, I keep dieing a lot in the delta quadrent patrols an not really having a lot of fun seeing you have been defeated all the time I have a t5 battle cruiser with mostly m 12 gear on it mostly all purple gear

    if it is T4.5, T5, T5u(T5.5) or T6; the ship doesn't matter at all, what really matters is how you arm your ship and know how to activate abilities that help you survive each encounter. those items that help you the most can be UR or Epic quality gear with a setup designed in such a way that works not only for your style of play but that helps your survivability.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    coldnapalm wrote: »
    It's your build/piloting and not so much your ship stat...at least if you are doing normal. Post your build and how you pilot and we could give you some tweaks to make you blow up less.

    even so, this belongs in the academy sub-forum.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • baddmoonrizinbaddmoonrizin Member Posts: 10,247 Community Moderator
    Agreed and moved.
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    is it worth getting the upgrade to t5u, I keep dieing a lot in the delta quadrent patrols an not really having a lot of fun seeing you have been defeated all the time I have a t5 battle cruiser with mostly m 12 gear on it mostly all purple gear
    I think you could probably do better with spending in-game resources on upgrading your gear to Mark XIV and considering whether you want to acquire a Tier 6 ship.

    In the long run, the Tier 5 ship is almost guaranteed to be a dead end.

    If you're having a lot of trouble surviving, you should probably first look into your build, more specificially your bridge officer abilities. (That isn't to say that ugprading won't help, but figuring out good builds will help you in the long run, regardless of what ship you want to fly).

    If you're problem is surviving, there are basically two possibilites:
    - You don't have enough firepower. The faster you can take out your enemies, the less damage they can inflict.
    - Your build lacks sufficient healing and survival abilities.

    At Tier 5, we don't need to consider specialization abilities, since you simply can't have access to them.


    Firepower


    If your damage source is energy weapons (that is the case for most ship classes, especially at Tier 5), make sure to buff your weapon power levels to maximum.

    Pick the right bridge officer powers for your weapons. Beam Fire At Will for beam builds, Cannon Scatter Volley (or Rapid Fire) for cannon builds, Torpedo Spread for torpedo builds. If your build is not a "strict" build that only uses one sort of weapon type, you are not getting the most out of these powers. There are niches where combining weapons can work - for example, a single torpedo on a ship with many tactical slots can work well together with an otherwise beam or cannon-focused build. You got a lot of slots on such a ship and while you can technically slot 3 Cannon Rapid Fires or Beam Fire At Wills, you can never really use more than 2 due to cooldown restrictions. So you pick something to complement that then.

    Attack Pattern Beta (or Omega, if you still feel you need more survival, since it offers a bit of both), Emergency Power to Weapons and Directed Energy Modulation will also be useful to buff your damage.


    If you're using a Science Vessel, there are completely different approaches to do damage with science, and there is a kind of hybrid option where you drain the enemy of all his power so that technically your survivability is as it was, and your firepower is as it was, but your enemy can't fight you. I am not a drain expert, however, so I leave that to others.
    Damage in science typically means picking Gravity Well as your highest level science ability, and support it with other abilities, like Destabilizing Resonance Beam (a mission reward, but after the Delta Rising ARc only) or Subspace Vortex (lockbox ability or purchasable from the Exchange) failing that, a mix of Tachyon Beam, Energy Siphon, Tractor Beam Repulsors, Charged Particle Burst or Photonic Shockwave. Make sure you pick abilities that trigger your secondary deflector (or pick a secondary deflector that triggers on your abilities). The more often you can trigger the deflectors abilities, the more damage they inflict. (And of course, you should pick a secondary deflector that adds damage in some way.)




    Survival
    I am trying to sort things by priority, but this can be subjective. You might not need everything here.

    - Distribute your shields power. Tactical Team makes it easy, the rank I version is sufficient and every Tier 5 ship has a slot for it. Distributing shield power ensures that you have shields where you need them the most, but a secondary aspect of them is: Most shield healing is applies to all facings. If a facing is a maximum, the heal there is wasted. Distributing shield power evenly ensures that you get the most out of your shield heals. (Tactical Team will distribute shield power to where you need it most, so not exactly evenly - but it means the other 3 facings will lose shields, so even if TT somehow manages to max out the facing under fire, at least the other 3 facings can still recieve full healing. It's still much better than having only the facing under fire being depleted and the rest at maximum!)
    Tactical Team also clears Borg boarding parties (well,any kind of boarding party, but the Borg are the only ones that seem to use a kind of boarding party at all), which is very useful when dealing with borg.
    - Emergency Power to Shields offers a small heal, but more importantly, a significant boost to your shield's damage reduction. That means you last longer. And EPtS lasts 30 seconds, so you can either run two of it for 100 % uptime, or acquire Damage Control Duty Officers that can lower the cooldown of this skill. Note: All Emergency Power skills have a long duration, and you can basically pick have 100 % uptime on two of them if you time it right. So you can run Emergency Power to Shields and Emergency Power to Weapons together, for example. Without cooldown reductions, you would need 2 copies of each skill for 100 % uptime.
    - Hazard Emitters: This skill is critical to deal with many dangers in the game. It is a hull heal over time, which means you should use it before your hull has taken too much damage. It also clears "hazards", which includes plasma fire (Borg and Romulans use Plasma weapons), so very useful.
    - Science Team: Instant shield heal, so it is something you can use when your shields have been heavily depleted and maybe survive a massive attack. On top of that, it clears a lot of annoying debuffs, like jam sensors or the subnucleonic beam debuff (useful against many foes, but perfect example might be the Hirogen, since they use both abilities.)
    - Engineering Team: Instant hull heal, so it is something you can use when you're getting dangerous low. Also clears subsystem disables and some debuffs/disables.
    - Auxiliary to Structural Integrity Field: A short cooldown instant heal that also provides a hull resistance buff. Can be very useful, and beats Engineering Team in pure healing, but it doesn't have the anti-debuff/disable features. And it's higher rank, so probably only something you will use on a cruiser.
    - Transfer Shield Strength. A combination of instantl heal and heal over time. No secondary benefits, unlike Hazard Emitters or Science Team, but it heals a lot of shields. However, at this point of the list you probably have to worry a lot more about all the damage that penetrates shields, and worry more about your hull.

    Bonus:
    - Evasive Maneuvers: Things get too hot, some nasty area effect is incoming? Use Evasive Manuevers to run away.
    - Ramming Speed: You can also use this to get out of holds from tractor beams. But be careful, the ability can only be used when below 50 % and if you collide with an enemy now, you (and the enemy) take damage.
    - Brace for Impact: use it when you expect something nasty hitting you (like a heavy torpedo or Tri-Cobalt Mine and your shields are low or gone.)


    General
    Cooldown Reductions: There are many source available in the game, but not all are practical, especially not at Tier 5 for someone with access to (m)any Starship Mastery Traits. The source you definitely already have access to are Duty Officers.
    There are several Duty Officers that affect cooldowns for specific skills. I mention two specifically here:
    - Damage Control Officers lower the cooldown of Emergency Powers. Definitely something worth considering.
    - Technician Duty Officers lower the cooldown of all powers, if you use them together with Auxilliary to Batteries. I never ran such a build, but it has been a very popular method to deal with cooldown limitations. YOu will want to slot two Aux2Bat skills, so traditionally (e.g. Tier 5), it is mostly an option for Cruisers.

    Tactics
    It is also important to know when to use your abilities, and how to deal with certain enemies.

    In general, you want to get close to your enemies (since energy weapons lose damage with range) and catch as many as you can in your AoEs, naturally. However, sometimes you can bite of more than you can chew, and some enemies have specific threats you need to consider.


    Several enemies have nasty close range abilities.
    - Romulan Warbirds have Photonic Shockwave, Tractor Beam and their Plasma Torpedo Launchers. They all work best (or at all), fi you are close to them. The PSW has a 3km range, the Tractor Beam 5 km. The Plasma Torpedo has the regular weapon range, but if you're too close, you have no chance to react to him, at longer distances, you can try to target them or simply activate an ability like Beam Fire At Will or some other AoE to catch the torpedoes for you.
    - Mogai Warbirds have Tractor Beam Mines. Very annoying - but mines drop near them, so if you can keep some distance, they might not pose a problem. (the more your ship build relies on maneuverability, the more annoying tractor beams are. Especially forward facing builds with Dual Beams, or Dual (Heavy) cannons, or Torpedoes will get annoyed, but it can even be bad for Beam Array builds, since the firing arc where both aft and front beams can hit target is also small - it's just to the sides, not to the front.)
    - Vaadwuar have a Tri-Cobalt Mine Launcher. Tri-Cobalts are extremely dangerous. Do under no circumstances get caught without or with low shields within a Tri-Cobalt mine field, and if you get caught, brace for impact, pop any hull and shield heals you might still have left, or an AoE to take them out.

    Other nasties to consider:
    - Vaadwaur have an artillery type attack. It is telegraphed with some markers. Leave the marked area quickly (evasive maneuvers, emergency power to engines, Attack Pattern Omega, Auxiliary to Dampeners, whatever you have available.), especially if you have taken heavy damage and/or there are still a bunch of enemy ships around you (or you expect them to get reinforcements.)
    - Hirogen use Subnucleonic Beam. This ability does two things: Strip all your buffs (there goes the Emergency Power to Shields and Beam Fire At Will), and increases all cooldowns. The latter can be cleared with Science Team, the first - gone is gone. So try to not pop your most important buffs until you have seen the Hirogen Hunters use their SNBs - unless you can use them in some form of alpha strike (a torpedo spread for example can probably be launched before they can "subnuke" it) or have them outmaneuvered (e.g. you're behind them). And you want to definitely wait before firing of your Science Team. If you do it before they subnuke you, your science team will be on cooldown when you need it, and the cooldown will even be extended by the SNB.

    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    If you buy one of the Very Rare T5 lockbox ships, you get a free T5U upgrade. A few days ago someone must have cleaned house cause many of them were on the Exchange for 10M each. I grabbed a D'kora, Undine, Hunter and Tholian ships. Assuming they are still there that's relatively cheap way to get a T5U.
  • dendail2004dendail2004 Member Posts: 27 Arc User
    I have a t5 assault cruiser Frnt weapons are hargh torpedo 4 purple ,romulan plasma beam array 12 purple ,phaser dual beam 12 purple ,rapid reload transhasic torpedo 11 purple ,Aft weapon transheric cluster torpedo blue ,chroniton torpedo 10 purple ,romulan plasma beam array 11purple,trithium enhanced ommi directional phaser beam 6 purple ,Device heavy plasma satellite turret blue ,nimbus pirate call orange,heavy tatyon sat. turret ,heavy antiproton sat. turret Shields presminent covariant shields 12 purple ,Deflector jem harder deflector dish 10 purple ,Impulse supercooled combat impulse engine 11 purple ,Warp oblelisk subspace rift warp core purple ,Consols ,Tactical,warhead yield chamber 2 green ,dir. energy manifold 9 green,polaron phase mod. 9 green ,Science console emitter array 12 purple ,shield refrenquensor 12 purple ,Engineering consol,rcb accelerator 12 green ,ablative hull armor 5 green ,field emitter 12 green .rcb accelerator 9 green I have been having trouble finding the item nessarry for lvling items on the ship
  • dendail2004dendail2004 Member Posts: 27 Arc User
    the number being the lvl of the item and color the quality
  • kaithan1975kaithan1975 Member Posts: 947 Arc User
    edited April 2018
    I have a t5 assault cruiser Frnt weapons are hargh torpedo 4 purple ,romulan plasma beam array 12 purple ,phaser dual beam 12 purple ,rapid reload transhasic torpedo 11 purple ,Aft weapon transheric cluster torpedo blue ,chroniton torpedo 10 purple ,romulan plasma beam array 11purple,trithium enhanced ommi directional phaser beam 6 purple ,Device heavy plasma satellite turret blue ,nimbus pirate call orange,heavy tatyon sat. turret ,heavy antiproton sat. turret Shields presminent covariant shields 12 purple ,Deflector jem harder deflector dish 10 purple ,Impulse supercooled combat impulse engine 11 purple ,Warp oblelisk subspace rift warp core purple ,Consols ,Tactical,warhead yield chamber 2 green ,dir. energy manifold 9 green,polaron phase mod. 9 green ,Science console emitter array 12 purple ,shield refrenquensor 12 purple ,Engineering consol,rcb accelerator 12 green ,ablative hull armor 5 green ,field emitter 12 green .rcb accelerator 9 green I have been having trouble finding the item nessarry for lvling items on the ship

    What you have is a disaster. Your running with under leveled equipment and horribly mixed weapon types. Check this budget guide out, its for a T6 Reliant but will work nicely on a T5 assault cruiser. https://stoheidy.wordpress.com/2017/10/24/budget-build-for-newbies/ I assume you have the normal T5 assault and not the refit so it can't be upgraded. However, as dracounguis pointed out, all those T5 lockbox ships are on the exchange for less than 10m and come with free upgrades.
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    Yeah, is that a Mk 6 in there? Rerun that mission and get the Mk 12. Same for any mission weapon you got before hitting max level. Unless you want to be a torpedo boat, I'd stick with only one fore and aft torpedo. Most of the true dps builds don't even use a torp cause it's taking away from concentrating on energy weapons. But I like a torp for variety. I do like the Har'peng torp because it can't use torpedo powers so I don't feel I'm missing out when I only slot beam powers! :D Even upgraded one to Epic 14. Personally, I avoid destructible torpedoes unless they are the Romulan Rep one, it shoots enough of them that losing one or 2 doesn't really bother me.

    Also, you are better off picking one energy weapon type since those boosting consoles give more +% than the generic +beam or +cannon ones do. And if low on EC, there are plenty of missions that give decent weapon sets. Naussican for disruptor or Quantum Phase set for phasers, to name a couple. If you DO have some EC, you can go to the Exchange and buy a decent set or Very Rare or Ultra Rare for not stupidly high prices. If you have Fleet Credits & Dilithium, Fleet weapons come in all flavors and are all UR quality, I think. And cost about the same as Reputation Weapons w/o the rep grind for marks/elite marks. Plus unless you made an AoY toon when AoY came out, Rep weapons will all be Very Rare Mk 12s. :(

    For Tac consoles you should be able to find relatively cheap Rare ones on the Exchange if you can't get the Fleet Spire ones. Also a good way to get 'free' stuff is to do the Experimental ______ doff mission for beams, turrets, cannons, consoles. Your doff can occasionally come back with some sweet stuff! To use or sell on Exchange. Just make sure you got a decent crew of rare/very rare doffs to send.

    Let us know how 'space-poor' you are; that will help determine what avenues you have for getting stuff. Got Fleet credits? EC? Dil?
  • protoneousprotoneous Member Posts: 2,952 Arc User
    You've gotten some excellent advice. Don't feel bad as I've had a lot of fleet friends working on a budget that have had similar issues at your same level in the same part of the story line when the bad guys start hitting harder. My 2 EC keeping it real simple:

    1) Post your boff abilities or ask for advice on same for your particular ship.

    2) Aim for Mk 12 blue ship parts and consider episode replay (you can google this for a list of replay awards) for Mk 12 purple.

    3) Limit yourself to one torpedo and/or just the cluster launcher.

    4) Given the ship's turn rate and boff layout consider beams versus dual beam banks or cannons.

    5) Use energy type specific tac consoles, not the ones labelled beam or cannon, and stick to a single energy type (hint: phaser).

    6) Skip ahead for the Kobali space set or try the Sol defence set.

    Keep at it. With a few changes and a little practice things will go a lot better :smile:

  • dracounguisdracounguis Member Posts: 5,358 Arc User
    Optimal crafting method (if you got the ECs):
    Craft Mk2's of what you want.
    During a Crafting Weekend you hit the Mk2s with an Omega Upgrade (gives 4x the Quality chance) and a 2x Research booster. This will give your first upgrade chance a 40% chance to upgrade to an Ultra Rare (your crafted one should have started as a Very Rare) And because it's an upgrade weekend, you get 2x the crafting points so you should get enough points from that one set to get your weapon to Mk5 or Mk6. Each one with a pretty decent chance for quality improvement. If you get lucky, it will go Epic, then you just need to use cheaper upgrades to get it to Mk14 (Phoenix boxes are best for that part, they give insane crafting points)

    But if RNJesus hates you, you won't get any quality upgrades and then it's best to just start fresh w/ another Mk2 and sell/vendor that unlucky one. Once a weapon gets to Mk10 or so, each applied upgrade only gives you a +1% quality improvement chance. You could sink 20-40 upgrades into a weapon before it procs.

    2x Research boosters were 1.4M last I looked. 1.5x Research boosters were 150k. It's a big price difference, but that 10% quality chance difference could save you alot of wasted Upgrades. Or not... stupid RNGs!
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    Optimal crafting method (if you got the ECs):
    Craft Mk2's of what you want.
    During a Crafting Weekend you hit the Mk2s with an Omega Upgrade (gives 4x the Quality chance) and a 2x Research booster. This will give your first upgrade chance a 40% chance to upgrade to an Ultra Rare (your crafted one should have started as a Very Rare) And because it's an upgrade weekend, you get 2x the crafting points so you should get enough points from that one set to get your weapon to Mk5 or Mk6. Each one with a pretty decent chance for quality improvement. If you get lucky, it will go Epic, then you just need to use cheaper upgrades to get it to Mk14 (Phoenix boxes are best for that part, they give insane crafting points)

    But if RNJesus hates you, you won't get any quality upgrades and then it's best to just start fresh w/ another Mk2 and sell/vendor that unlucky one. Once a weapon gets to Mk10 or so, each applied upgrade only gives you a +1% quality improvement chance. You could sink 20-40 upgrades into a weapon before it procs.

    2x Research boosters were 1.4M last I looked. 1.5x Research boosters were 150k. It's a big price difference, but that 10% quality chance difference could save you alot of wasted Upgrades. Or not... stupid RNGs!

    better still, get as much dil as possible convert it and wait for the next pheonix lockbox and then get as many pheonix upgrade tokens as you can get, if you wish you can wait for a crafting event to get more out of each plus any additional booster. even so, just with pheonix upgrades from mk2 VR items? you can make mk14 Epics pretty quickly.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • syriliansyrilian Member Posts: 40 Arc User
    It may depend upon what ship u have, but I bought an upgrade for my prometheus when doing the delta stuff(hestia wasn't available at the time) and don't remember any real difference between the t5 and t5-u, but i did notice the difference between the t5-u and the t6 when i got it. After that the only upgrades i bothered with were freebies. So unless there isn't a t6 version of the ship u want, you have zen to spare or the upgrade is dirt cheap/free you can probably skip it if u want and concentrate on getting a t6. But it's an up to you thing, check the stats for your ship on the wiki and see if u think there're worth the price. Incase u didn't know u don't get them straight away, u'll need to lvl u're ship to get them.

    I think balance is pretty fubar past lvl 50 now and TBH it'll probably be cheaper to get that t6 ship than to upgrade a full set of gear to 14 epic(and it helps bo be the 'right' gear too). Also u'll need to spend a bunch of spec point and aquire traits to slot b4 u'll be properly equipped now.
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited April 2018
    What you have is a disaster. Your running with under leveled equipment and horribly mixed weapon types. Check this budget guide out, its for a T6 Reliant but will work nicely on a T5 assault cruiser. https://stoheidy.wordpress.com/2017/10/24/budget-build-for-newbies/ I assume you have the normal T5 assault and not the refit so it can't be upgraded. However, as dracounguis pointed out, all those T5 lockbox ships are on the exchange for less than 10m and come with free upgrades.

    You really should have a look at the link provided here.. that is some really good advice.

    The information provided there shows you how to get a lot of really good items.. totally free. You can almost completely re-equip your entire ship just from that information. You just need a little work to adapt this information to your current ship. If you need help with that, I threw together a build using that equipment on your ship. You can find the build by clicking here.

    The only items in that build not mentioned in the above article are the Blue Mark XII Phaser Beams. If you can't find them on the exchange, or if they are too expensive, try looking for Mark XI ones instead. You should be able to find a couple with either CrtD or DMG mods for pretty cheap. For one of the Engineering consoles, I used the RCS console you already have, and the tactical consoles can be found on the exchange for cheap. Again, if you have trouble finding them try looking for Mark XI instead or even green (uncommon) instead of Rare Mark XII. You don't have to slot your Nimbus Pirate Distress Call in your devices, you can just keep it in your inventory and map it to a quick slot.

    I filled out the Bridge Officer abilities as well as the Duty Officers. This is a basic Aux2Bat build so it's important that you understand how that works. If you don't, then please say the word and we can explain it, but you're going to continually use your Aux2Bat to keep your power levels up and recharge your bridge officer abilities. That ship is very limited tactically so Aux2Bat is really the only way to keep your power levels high and cool downs low on a budget. I don't like running a build without Tactical Team, but if you use torpedo's then there isn't much choice since you only have 3 tactical stations.

    The duty officers can be found on the exchange and shouldn't be that expensive. You may even have some of them already from mission rewards. If they are too expensive to buy, then go down in rarity until you find something you can afford. If you get stuck here, I might have some officers laying around that I can send to you for free.

    As others have said, your build frankly.. is a disaster and you're going to continue to get wiped out unless you're willing to change things around. I suggest you use this build and all the great advice in this thread and you will be easily able to handle any of the story missions. This ship can handle any story mission with ease, if you try it.. I think you'll like it.

    Good luck, and let us know if you don't understand any of the advice.
    Insert witty signature line here.
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