Forum Discussion
MasterSeedy
6 years agoSeasoned Ace
@Sithlord1230
So, there are a few mods that are SUPER worth it, but those are only triangles and crosses.
DO NOT BUY anything except triangles and crosses.
Even among ▲ and + DO NOT BUY anything unless
1. The Primary matches the Set Bonus
2. The Primary is Offense (either ▲ or +), Crit Damage (▲), Tenacity (+), or Potency (+)
3. ===>subsidiary rule, do not buy Tenacity (+) or Potency (+) unless you're doing really well on funds right then, they're not nearly as important as the Offense and Crit Damage mods
4. It shows a Speed Secondary
5. It doesn't show any Defense secondaries
That last rule isn't that important in the grand scheme. If your speed secondary only grants you +3 total, you really don't care that much if the extra went into health or protection or defense. But what it does do is it reduces your spending even more.
The point of all this is that it really, really isn't worth it to try to build a mod collection at your point in the game. HOWEVER, there are some mods so rare and so perfect that it's actually worth it to sacrifice a few million credits (or ship credits) even when you really need them for other things, because you just can't ever have enough of them, much less too many.
Some of these won't pan out. Sometimes the speed secondary won't increase or what have you. But that day when you end up with a character who needs potency and you drop a Potency Mod with Potency Primary and +19-23 speed on it, you know that those millions you spent were worth it. Self-healing Counter-Attackers like Dooku, Aayla, and Enfys Nest benefit hugely from Tenacity Mods with Tenacity primaries ... and you have to find a lot of them before you get 3 of them with +20 speed. But when you have an Enfys Nest with 3 tenacity sets, a tenacity primary, and +130 speed, you'll be over the moon. That character can solo whole squads by herself. Put her under a Farmboy Luke lead (since he's completely useless for anything else) and the Tenacity spikes even higher. Add master's training from Hermit Yoda (which lasts the whole battle and can't be prevented, suppressed, or dispelled) and the Tenacity spikes even higher. Now you've got an unstoppable weapon ... but without Tenacity/Tenacity mods with good speed, you've got nothing.
So **strongly** limit what you're willing to buy. If you find yourself spending more than 1/3rd of your cash on Mods you're probably not limiting yourself enough. Then follow your rules religiously, only buying the absolute best mods, the ones you'll never regret owning.
That's how you use the Mod store. Even in the end game, you don't buy mediocre mods. You wait for the perfect ones, or in rare cases one you just really, really need right now. Nothing else. The mod store sucks up all your cash for very little return otherwise.
...but if you're careful, if you've got your rules and you stick to them, you'll pick up only the perfect mods, and 1 out of 64 of them will be an absolute God Mod, making you a terror to behold.
So, there are a few mods that are SUPER worth it, but those are only triangles and crosses.
DO NOT BUY anything except triangles and crosses.
Even among ▲ and + DO NOT BUY anything unless
1. The Primary matches the Set Bonus
2. The Primary is Offense (either ▲ or +), Crit Damage (▲), Tenacity (+), or Potency (+)
3. ===>subsidiary rule, do not buy Tenacity (+) or Potency (+) unless you're doing really well on funds right then, they're not nearly as important as the Offense and Crit Damage mods
4. It shows a Speed Secondary
5. It doesn't show any Defense secondaries
That last rule isn't that important in the grand scheme. If your speed secondary only grants you +3 total, you really don't care that much if the extra went into health or protection or defense. But what it does do is it reduces your spending even more.
The point of all this is that it really, really isn't worth it to try to build a mod collection at your point in the game. HOWEVER, there are some mods so rare and so perfect that it's actually worth it to sacrifice a few million credits (or ship credits) even when you really need them for other things, because you just can't ever have enough of them, much less too many.
Some of these won't pan out. Sometimes the speed secondary won't increase or what have you. But that day when you end up with a character who needs potency and you drop a Potency Mod with Potency Primary and +19-23 speed on it, you know that those millions you spent were worth it. Self-healing Counter-Attackers like Dooku, Aayla, and Enfys Nest benefit hugely from Tenacity Mods with Tenacity primaries ... and you have to find a lot of them before you get 3 of them with +20 speed. But when you have an Enfys Nest with 3 tenacity sets, a tenacity primary, and +130 speed, you'll be over the moon. That character can solo whole squads by herself. Put her under a Farmboy Luke lead (since he's completely useless for anything else) and the Tenacity spikes even higher. Add master's training from Hermit Yoda (which lasts the whole battle and can't be prevented, suppressed, or dispelled) and the Tenacity spikes even higher. Now you've got an unstoppable weapon ... but without Tenacity/Tenacity mods with good speed, you've got nothing.
So **strongly** limit what you're willing to buy. If you find yourself spending more than 1/3rd of your cash on Mods you're probably not limiting yourself enough. Then follow your rules religiously, only buying the absolute best mods, the ones you'll never regret owning.
That's how you use the Mod store. Even in the end game, you don't buy mediocre mods. You wait for the perfect ones, or in rare cases one you just really, really need right now. Nothing else. The mod store sucks up all your cash for very little return otherwise.
...but if you're careful, if you've got your rules and you stick to them, you'll pick up only the perfect mods, and 1 out of 64 of them will be an absolute God Mod, making you a terror to behold.
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