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OutrunWhistle's avatar
OutrunWhistle
Seasoned Ace
9 hours ago

Excessively rigorous modding cull?

In recent months, I've been putting much more focus on modding quality and paying better attention to secondaries, with frequent clearouts that weren't all that aggressive - I rarely dropped below 400 unassigned slots.

This led to a decision that in retrospect could have been a mistake. I went and cleared out all mods without at least 2 speed rolls at lvl 12-15, as well as clearing out anything below 8 speed at a bare minimum. I will go in later and sort them out by ideal secondaries, but-

In that rigorous clearing, I wasn't actually checking the secondaries. Even if some might have been ideally matched, they would have been sold alongside the definitively poor mods because their speed wasn't ideal. Have I made a mistake? My inventory is now down to 257, and many more of my mods have multiple rolls upwards of +15 speed with most of my spare mods not even being gold yet.

Some mod sets actually prefer slower or no speed at all, less or simply less focus - one of my mods set for Snowtrooper Commander is a gold C but only has 6 speed because all his TM gains while not taunting prompts a lower focus on speed to keep taunt up as long as possible since he takes turns quite quickly while not taunting. The loadout actually has some very satisfactory mods with upwards of +20 speed for a total of +100 speed despite not having a speed primary. I only kept the +6 speed because the secondaries were more than desirable for his kit, and for the aforementioned reasons I felt that I could get away with fewer speed rolls.

From the modding veterans, was I too hasty in not checking the secondaries before I sold sub-par speed mods?

3 Replies

  • There are a "few" reasons for lower speed mods but they are more the exception than the rule.

    The big place for me where I just flat out do NOT tolerate low speed is on Speed Mods themselves as well as Health Mods.
     1 set is BASED on SPEED, the other is so freaking common that you should be able to have SPEED & "Synergy" if given enough time.

    The biggest thing you can do is check your Unequipped Mods by each Set & Shape & know how many is a good # to have to figure out how many you can afford to sell.

    My Rules are as follows....

    4-Set (Offense, Crit Damage, & Speed) + HEALTH  (Very Common)
     Max Unequipped =  Square/Diamond (8),  Circle/Arrow (10),  Triangle/Cross (12) 

    2-Set (Defense, Tenacity, Crit Chance, Potency)
     Max Unequipped = Square/Diamond (4),  Circle/Arrow (5),  Triangle/Cross (6) 

    Total up the above for all 8 sets & you get 360 Mods in your Mod Bank that are Unequipped.
    Plenty of room to swap out load outs & gather mods for a week to then clean them out again on the weekend.

    Every couple weeks I'll compare my Unequipped for each Set/Shape & figure out how many need to be sold & sell the worst of them.
     This is why I want them to add Remove/Unequip to the Mods Manager since most of the time the "Worst" mods are on older characters so I'm having to bounce from Management back to Roster then back to Management then back to Roster over & over again, ANNOYING

  • There are a great deal of nuances with mod farming, mod depth, and your mod arsenal.  The answer to your question for a highly analytical mind is, "Yes, I can't believe you did that."  The answer based upon what 95% of mod-workers live by "high speed or go home" say you did the right thing.  Much of it depends on how nuanced you want to be with mod-obtaining.  Do other secondaries matter?  Absolutely.   

  • Personally there are a couple of other stat lines/combos I like to keep hold of even sub 15/20/25 speed depending on how good that other combo is. 6%+ offense, off%+off+spd+cc, prot%+def%+ten%+spd that kind of thing. You always have a character or 2 in a team that doesn’t need a huge amount of speed but becomes very annoying when stacked with stats linked to their mastery.

    You can also have a pool of lower speed mods with very desirable secondary stats to easily tweak teams for precise turn order that way. Not to mention an endless choice of mods for teams like cere etc.

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