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Classes

Advanced Classes

General Set Bonuses

Note - The commentary below is primarily focused on identifying set bonus options that could be useful for all characters and alts irrespective of class or discipline. Very few will be relevant or optimal for any advanced class or discipline, though to the extent they are relevant I will point it out very clearly.

Amplified Champion

Increased drop rate from conquest crates.

Armor piece contains an additional Primary Amplifier on each shell. These have lower than standard rolls.

Comments: Amplified Champion is going to be BIS for the 7th gear piece in addition to your 6 piece set bonus of some other set due to the additional amplifier. This does not provide a huge stat benefit but is still worth taking if possible to get an extra buff.

Avenger

Increased drop rate from PVP.

(2) +2% Power

(4) Increases your damage dealt by 3% while you Guard an ally.

Comments: This could be an interesting beginner set or multi-class set bonus for any Tank/DWT classes in PVP. You should nearly always be guarding someone so should always get +3% damage. That's fairly weak compared to BIS set bonuses for any given discipline but would apply across a lot of classes.

Berserker

Increased drop rate from operations.

(2) +2% Critical rating

(4) Increases all damage dealt by 3% and all damage taken by 6%.

Comments: An even broader potential cross-class DPS set bonus that provides a small but decent damage buff in exchange for double the increase in DTPS. Not amazing but not terrible.

Dying Precision

Purchasable from the Onderon reputation vendor.

(2) Increase Critical Rating by 112 while health is below 50%.

(4) Increase Critical Rating by 230 while health is below 50%.

(6) Increase Critical Rating 10% while health is below 50%.

Comments: An interesting if unpredictable set bonus. It sounds cool but in practice I doubt the buffs would apply that often. Outside of beginner teams with really weak healers or HM/NiM progression, most players shouldn't spent that much time in a fight consistently below 50% health.

Preserver

Increased drop rate from the Objective Meridian flashpoint.

(2) +2% Shield rating

(4) Passively regenerate 1% of maximum health every 10 seconds.

Comments: Not a great set bonus but is a passable beginner option for a cross-class tank set bonus. Some extra shield rating is nice and extra health regeneration is neat. That said, the incremental effect on survivability is very small given the self heal is 1% every 10s...it would need to be 1% every 2 or 3s to really even be slightly noticeable.

Rapid Response

Increased drop rate from Onderon and Mek-sha daily missions.

(2) Increases Alacrity Rating by 3% while health is below 50%.

(4) Increases Alacrity Rating by 5% while health is below 50%.

(6) Increases Alacrity Rating by 10% while health is below 50%.

Comments: Similar to Dying Precision, sounds neat but in practice most players aren't below 50% health for enough time to make the potential stat buff meaningful.

Stationary Grit

Increased drop rate from Onderon and Mek-sha daily missions.

(2) +2% Alacrity rating

(4) Increases damage dealt by 3% while not moving or increases Armor Rating by 10% while moving.

Comments: A cool concept for a set bonus but inconsistent. DPS would prefer taking Berserker for the full uptime of the 3% damage buff in exchange for higher DTPS. Tanks could benefit from higher armor rating by just continually moving (all their abilities are instant anyway) but is just not that noticeable either way.

Stimulated

Increased drop rate from flashpoints.

(2) +2% Alacrity rating

(4) Increases Mastery by 5% while under the effects of a stimpack.

Comments: This set bonus sounds cool but the buff is too small (+10% or more would start to get my attention) and it isn't applicable for any Level 70 operations due to the stat cap.

Taskmaster

Increased drop rate from Onderon and Mek-sha daily missions.

(2) +2% Alacrity rating

(4) Significantly increases the attack and activation speed of your Companion.

Comments: Could be a fun option for solo play of Heroics or Flashpoints.

The Entertainer

Increased drop rate from Onderon and Mek-sha daily missions.

(2) +2% Endurance

(4) Entering combat improves nearby allies, increasing their Mastery, Endurance and rate of XP gain. This effect is removed when combat ends.

Comments: Entertainer is a neat idea but not very practical given the stat cap on Mastery/Endurance and XP gain not being meaningful. This would be a really cool set bonus option if made available to players while leveling, though.

The Final Breath

Increased drop rate from Onderon and Mek-sha daily missions.

(2) Reduces damage taken by 2% while health is below 50%.

(4) Reduces damage taken by 3% while health is below 50%.

(6) Reduces damage taken by 10% while health is below 50%.

Comments: Final Breath is the only one of the "sub 50% buff" set bonuses that sounds interesting. Tanks take by far the most damage and spike damage below 50% is what leads to wipes. Reducing damage taken by 15% while in the danger zone is a meaningful benefit, even if it is way weaker than a straight +15% buff to damage resistance (which would arguably make it the BIS for all tank disciplines). I would strongly consider this set bonus as a cross-class tank set bonus for players when initially gearing up.

The Victor

Increased drop rate from conquest crates.

(2) +2% Defense rating

(4) Defeating an enemy heals you for 20% of your maximum health. This effect cannot occur more than once every 8 seconds.

(6) Defeating an enemy increases your movement speed by 75% for 8 seconds. This effect cannot occur more than once every 8 seconds.

Comments: Victor is another cool general set bonus that I recommend for players. I think it's a neat tank set bonus option for cross-class play when gearing up. The potential for a 20% heal and a 75% movement speed boost can be great for FPs, operations, solo play and PVP.

General Tacticals

Note - The commentary below is primarily focused on identifying tactical item options that could be useful for all characters and alts irrespective of class or discipline. Very few will be relevant or optimal for any advanced class or discipline, though to the extent they are relevant I will point it out very clearly.

A Breath of Fresh Air

Purchasable from the Onderon reputation vendor.

Every third activation of your basic attack restores 10% of your Class Resource.

Comments: This tactical could have very niche relevance for Tech-based DPS classes that have energy management constraints. Every third use of your basic attack would enable a bonus use of a costly filler ability. It will pale in comparison to other options but isn't terrible if it's the only one you have.

Biorhythm

Purchasable from the Onderon reputation vendor.

Dealing damage increases all healing done. Healing increase all damage done. Stacks up to 5 times, only one effect can be active at a time.

Comments: Biorhythm is a cool option for those healers out there that like to deal damage. Regular healing will provide a steady buff to damage when it comes time to add some burst DPS to help your team, then you will have a buff to healing when you swap back to your regular healing duty.

Durasteel Wall

Increased drop rate from Onderon or Mek-sha daily missions.

Successfully parrying, deflecting, or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times.

Comments: A decent tactical for tanks lacking a class-specific tactical. A +3% DR buff anytime you aren't essentially near max health is nice.

Krall's Accord

Guaranteed reward from completing the 6.0 storyline on a character.

Cycles between buffing Mastery, Accuray, Power, Defense, Critical, Absorb, Alacrity and Shield. In that order.

Comments: A tactical received for completing the 6.0 storyline, the tactical is better than nothing but only just barely since its stat buffs are inconsistent and may not be relevant for all classes.

Luck Always Changes

Increased drop rate from Objective Meridian flashpoint.

Your critical chance with Melee, Ranged, Tech and Force attacks is increased by 1% each second. This effect resets on a successful critical hit.

Comments: This tactical sounds nice but isn't as good as it sounds. Most classes will get critical hits frequently anyway and many have guaranteed critical hits. This tactical could provide a small benefit by its incremental critical chance buff but I wouldn't recommend at all.

Overwhelming Offense

Increased drop rate from Onderon or Mek-sha daily missions.

Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times.

Comments: I really like Overwhelming Offense as a DPS tactical until you get the chance to acquire a tactical relevant to your discipline or preferably the BIS tactical. It provides a consistent straight DPS buff that is nice.

Reliquary of Time

Increased drop rate from Onderon or Mek-sha daily missions.

Reduces the cooldown of on use Relics by 5%.

Comments: Reliquary of Time is not great. The 5% cooldown usage is very minimal and in most fights will not actually provide an extra relic use given its cooldown. Also, many Relics proc their benefits instead of being clicked so the effect is wasted on those anyway.

Rolling Boil

Increased drop rate from Onderon or Mek-sha daily missions.

Increases Mastery by 5% for 5 seconds when a Relic triggers.

Comments: Rolling Boil sounds cool but is not great primarily because the Mastery buff is fairly short and fairly small and likely negated by the stat cap for Level 70 operations and flashpoints anyway. If not for the stat cap, this tactical could be a decent filler option while gearing up to accompany proc relic builds that have 2 proc relics triggering frequently.

Life Warden

Increased drop rate from conquest crates..

Taking damage below 20% health will rapidly heal you for a large amount. 10-minute cooldown.

Comments: Life Warden is one of a few really good general tacticals, but for tanks in this instance. Life Warden provides a very powerful once-a-fight healing benefit, and is a great choice if you don't have a relevant discipline-specific tank tactical. Classes that can stealth love to open a fight with this tactical equipped until it procs, then stealth out and swap tacticals to a normal one.