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.
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.
here's the next 9, btw, just to show that my analysis of the first 9 wasn't a fluke:
The first has neither speed nor CC
The second has a speed primary and does have CC% + Potency. This is a fine combination for characters who need to crit more than they need to do damage. That's the case for toons like Aayla Secura and Hoth Rebel Scout. (AS stuns on a crit, HRS gives out bonus TM to the whole team on a crit.) This is a keeper.
The third has no CC% on it. I recognize it has +12 speed but it doesn't even have Off%. You're rocking an offence mod with no ability to help you deal damage -- not by critting more often and not by boosting your Offense. Sell this within the month, but maybe not today.
1st on teh 2nd row (4th overall): Another mod with no CC%. yes, it has an offence primary, but it's a square. you can't have a square without an off% primary. That can't possibly redeem this mod. Again, sell this within the month, but because of the +13 speed maybe not today.
2nd row/2nd mod: This is a keeper for a lesser toon. CD, CC%, +Off, and Pot all hang together as synergistic bonuses. Off% instead of +Off would be better for you, but this is, in fact, the kind of mod you should be looking for: one where set bonus, primary, and at least 3 of the 4 secondaries synergize. Winner. Your first winner.
2nd row/3rd: No CC%. Sell.
The whole third row has zero speed. Two you will sell. One already has CC% so if it hits +5 speed when you reveal that last stat you maybe could keep it, but the primary (which is defensive) doesn't fit an offensive mod. In theory with enough speed you could keep it for characters like Aayla & HRS, but those toons need Potency to do their thing. If you're really hurting for mods and this hits some great speed, I could see you keeping it for 30 days as you're rebuilding, but this is not a keeper.
So out of 18 mods you've got 1 winner, 3 keepers, and a few that you might want to hang on to for a little while during rebuilding but you really need to sell.
I just don't see any evidence that you understand how to choose mods for specific jobs. I don't mean that as an insult. And I've helped a lot of ppl understand mods better, and I'm willing to help you as well, if that's what you want. But from what I can see looking at the first 18 mods I came across, there's no reason your mod inventory should be anywhere close to full.
You've also got 26 mods with a speed set but neither a speed primary NOR a speed secondary. 26 speed set mods with no speed on them at all. Why haven't those been sold already?
You have 107 potency set mods with neither a potency primary NOR a potency secondary. Again, during rebuilding I'm sympathetic to the idea of keeping those mods around for a few weeks if they have +9 to +14 speed, and keeping them around a few months if they have +20 speed or more. But none of these should have been levelled in the first place.
For ultimate clarity: I am really not trying to make you feel bad, but you asked for people to review your mods for what you might sell, and I'm doing that in the hope that this makes the game better for you, helps get rid of the mod cap stress, and ultimately makes you more successful (which I hope will help you have more fun).
If there's anything more I can do in answering questions or providing information, please let me know and if I have time I'll help.
MasterSeedy is far better equipped to provide mod feedback than I am, and I see she already has given chapter on verse on some things you could improve immediately to have better mods equipped and create space in your inventory.
My own 2 cents:
Any time someone posts bemoaning the mod cap (which you indirectly did), it's clear that increasing the mod cap will do nothing to address the primary issue.