"electricnick260;c-1607976" wrote:
Why would you need 500 mods? Dude sell that stuff man.
When you have 100-plus seven star toons who need 600-plus mods, and you are working on more toons, it makes sense to have a good number in reserve for each set bonus. You also never know when some new event or raid or character mechanic might require a different stat you weren’t really using. Case in point: Sith Raid mechanics prioritize offense over speed for specific toons in specific phases, like Resistance Trooper in Phase 1 and Asajj in Phase 4 and almost everyone in Phase 3 Chex. If you didn’t have a good stockpile of mods with good offense secondaries, you would need to catch up. This is why I keep a good number of mods on hand with double secondaries for particular stats like offense, health and protection (percentage bonus and flat stat bonus). Plus, it is always a good idea to keep extra crit chance secondaries, crit damage triangles and speed arrows.
I’ve hoarded dozens of greens and blues that upgraded speed once, and the introduction of slicing is going to reward me for that.