Ashur_Noah
1 month agoSeasoned Scout
Mods in Inbox
If you're not going to increase the mod cap could you at least make it that when mods go to your inbox you can move them individually to your mod folder. Thanks.
By this you mean, mods as rewards where you can get several in one mail, rather than mods you buy that you can do as you request.
One thing I've noticed, is that with the era units; I'm in desperate need of 'mod caddies' as we haven't had a new character to hump a load in a long time.
Yes, just had a load from the Smugglers Run II event, I've got 9 & 12 sitting in my Inbox with 3 spaces. In 5 or 6 days 42 will be needed & I'll probably find I don't have enough Speed mods to kit out all the Era characters in 1 go. But that's progress for you.
Clear out your trash mods, nobody has 500 quality unused mods
Wait a minute… your unequipped mod inventory is full, but you don’t think you’ll have 42 speed mods among the 500 of them? You must be keeping some complete rubbish in your inventory!
You're all very welcome to got through my Mod inventory & tell me which ones I can sell.
Ally code 996-678-685
As for Speed mods:
4 Squares
12 Arrows inc 5 with Speed primary
3 Diagonals (not enough)
15 Triangles inc 5 Crit Damage
4 Circles (not enough)
15 Crosses
Here's your CC% mods:
https://swgoh.gg/p/996678685/mods/?set_5=1&sort_dir=desc
If it's important enough to use 1 of only 2 or 3 set-bonuses on Crit Chance, it's important enough to have CC% in the secondaries of those mods.
But when I look, you're constantly saving CC% mods with no CC% on them. They should all be sold.
Moreover, many have zero speed. Consider these 9 mods:
The first two have no speed OR cc%. The next two mods have modest speed with zero CC%. Then there's a speed primary arrow that does have CC% as a secondary -- that's your first keeper out of 5.
And none of the remaining mods have any CC% at all. One does have +19 speed in 4 hits, which isn't bad. But it's still a CC% set with no CC bonus. That kind of thing should be sold in the long term, though the +19 speed makes it worth keeping temporarily until you can rebuild a mod collection with mods that start out valuable and can only become more so.
So you have 1 long term keeper and 1 medium term keeper in those 9. The other 7 can be sold today.
I bet if I looked you'd have Tenacity Set mods with no Tenacity, Potency Sets with no Pot, Off mods with no Off%, etc. etc. etc.
Combine that with your occasional willingness to keep mods with zero speed and I find myself doubtful that this 2/9 ratio (from our CC% test) isn't representative. That means you likely have roughly 390 unequipped mods you can sell today and more that are equipped but could be unequipped and sold, With 300 toons in the game requiring 1800 total equipped mods, I don't think it would be difficult at all to sell off 110 mods that you currently have equipped, which would allow you to have 0 mods in your inventory tomorrow.