Just getting back in and did a rare (for me) lockbox jamboree. Feel free to chime in about any/all the items you’d like to weigh in on. I will include basic info on alts below if it influences your thoughts and will answer all questions that may help you help me. Ty!
WHAT I GOT:
- IPP: kit module x6 - IPP: weapon pack x 3 - IPP: Cross-Faction Console - IPP: Boff Training Manual - IPP: Starship Trait - IPP: Personal Trait (Space) - IPP: Personal Trait (Ground) - Na’kuhl Warfare Specialist Doff x 2 - Console: Hull Image Refractors - Altamid Plasma Weapons - Elachi Disruptor Weapon Pack x 7 - Borg Combat Structure Kits x 2 - Herald Kits x 2 - Lobi x 321 (total saved now)
TL:DR on my alts- ALL are boringly-stereotypical archetypes (i.e., KDF Tac Naussican focused on Naussican/Orion ships, and Disruptor builds, TOS Tac Human Focused on Temporal ships and Phaser/Anti-P builds, etc.)
> @coldnapalm said: > Advise...don't do it man...just don't do it. > > But since you went and did it anyways...nothing you got is particularly expensive on the exchange or of great power so place them where ever you want.
Lol, sage advice I am certain. I can count on one hand how many times I messed w lockboxes, but ATM I am (relatively) Ship-rich and TRIBBLE-poor.
I get the big takeaway is (big surprise) I didn’t strike any lockbox lotto winners, but I was wondering if maybe there were some obvious things to get (consoles/weapons?) and which are better served tossed back on the market.
Sadly, you only pick the category of Engineering, Science, Tactical or Universal and get a random module. So many duds in those options. I usually go with Universal, unless I'm going for the tiny, tiny chance of something good like the Engineering Bio AP turret.
Console: Hull Image Refractors
Good on nearly any build, but I'd stick it on something that you don't have a lot things buffing that damage in non-Tactical slots, like Tetryon typically ends up being.
IPP: Cross-Faction Console
With all the actual cross-faction stuff gone, there's not a whole lot worthwhile. Probably Polymorphic Probe Array for AP if you're not running a lot of the Event consoles or Hull Image Refractors for another build.
IPP: Personal Trait (Space)
Wait a few days for the next update and grab the Intelligence Agent Attache for one of your tacs with high crit chance.
Na’kuhl Warfare Specialist Doff x 2
These should go well on any captain that goes for damage with weapons, if I'm thinking of the right ones.
IPP: weapon pack x 3
Elachi Disruptor Weapon Pack x 7
Altamid Plasma Weapons
Only have enough Elachi Disruptor to make much of a ship build from, so you might try opening them on a low level toon (preferably a 24C/TNG era fresh Fed or KDF toon) to make some low mark of them that's easier to upgrade to Epic than Mk XII is, using Experimental Upgrades or Omega Upgrades (the ones that don't take Dil to make) if you have them. Open up the choice into Elachi before transfering too.
Borg Combat Structure Kits x 2
Amusing if you like turret builds, but not that great anymore. These can give you some not-great turrets on a Tac or Sci that wouldn't have many options for turrets or yet more turrets on a Eng. You need to open these on the type of character you want to use the kit on, so Tac for Tac, etc.
Lobi x 321
Only enough for one console, like the great Bioneural Infusion Circuits that give a bunch of Critical Damage. (bound to character on pickup, so transfer the Lobi to the char you want it on)
No real opions on the rest personally.
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rattler2Member, Star Trek Online ModeratorPosts: 58,672Community Moderator
The way I see lockboxes... the real prize is the Lobi. The other stuff is nice, and if you happen to get a ship, nice.
As for advice on what you did get... tom's probably got the best.
If you're looking for some ECs out of any of it... probably do some research on the traits, kit modules, and consoles to see what the going rates are.
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!)
normal text = me speaking as fellow formite colored text = mod mode
Weapon choice packs are nice for when you're making a Space Barbie theme, for example Krieger Wave disruptors for a deep red visual that's nicer than Withering's orange-red.
> @tom61sto said: > Sadly, you only pick the category of Engineering, Science, Tactical or Universal and get a random module. So many duds in those options. I usually go with Universal, unless I'm going for the tiny, tiny chance of something good like the Engineering Bio AP turret...
Comments
> Advise...don't do it man...just don't do it.
>
> But since you went and did it anyways...nothing you got is particularly expensive on the exchange or of great power so place them where ever you want.
Lol, sage advice I am certain. I can count on one hand how many times I messed w lockboxes, but ATM I am (relatively) Ship-rich and TRIBBLE-poor.
I get the big takeaway is (big surprise) I didn’t strike any lockbox lotto winners, but I was wondering if maybe there were some obvious things to get (consoles/weapons?) and which are better served tossed back on the market.
Sadly, you only pick the category of Engineering, Science, Tactical or Universal and get a random module. So many duds in those options. I usually go with Universal, unless I'm going for the tiny, tiny chance of something good like the Engineering Bio AP turret.
Good on nearly any build, but I'd stick it on something that you don't have a lot things buffing that damage in non-Tactical slots, like Tetryon typically ends up being.
With all the actual cross-faction stuff gone, there's not a whole lot worthwhile. Probably Polymorphic Probe Array for AP if you're not running a lot of the Event consoles or Hull Image Refractors for another build.
Wait a few days for the next update and grab the Intelligence Agent Attache for one of your tacs with high crit chance.
These should go well on any captain that goes for damage with weapons, if I'm thinking of the right ones.
Only have enough Elachi Disruptor to make much of a ship build from, so you might try opening them on a low level toon (preferably a 24C/TNG era fresh Fed or KDF toon) to make some low mark of them that's easier to upgrade to Epic than Mk XII is, using Experimental Upgrades or Omega Upgrades (the ones that don't take Dil to make) if you have them. Open up the choice into Elachi before transfering too.
Amusing if you like turret builds, but not that great anymore. These can give you some not-great turrets on a Tac or Sci that wouldn't have many options for turrets or yet more turrets on a Eng. You need to open these on the type of character you want to use the kit on, so Tac for Tac, etc.
Only enough for one console, like the great Bioneural Infusion Circuits that give a bunch of Critical Damage. (bound to character on pickup, so transfer the Lobi to the char you want it on)
No real opions on the rest personally.
As for advice on what you did get... tom's probably got the best.
If you're looking for some ECs out of any of it... probably do some research on the traits, kit modules, and consoles to see what the going rates are.
normal text = me speaking as fellow formite
colored text = mod mode
> Sadly, you only pick the category of Engineering, Science, Tactical or Universal and get a random module. So many duds in those options. I usually go with Universal, unless I'm going for the tiny, tiny chance of something good like the Engineering Bio AP turret...
Etc. etc.
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Very useful rundown. Ty for your input.