PvE and PvP 2-, 4- and 6-piece set bonuses for all classes (3.0)

(This is based directly on Chill’s original post, that was subsequently updated for the set bonus changes introduced in Game Update 2.0 and updated in Game Update 2.7.)

It seems every time I look for one of these online I end up with a dead link or a random reference that doesn’t help. So here they are.

In Game Update 3.0, we now have 2-piece, 4-piece and 6-piece bonuses. This means that there are now 7 item slots (head, chest, hands, waist, legs, feet, wrist) with gear that can have a set bonus.

In Game Update 3.0, the set bonuses for PvE and PvP were made the same. However, the sets do not mix and match; 3 pieces of PvE Vindicator and 1 of PvP Vindicator will not give the 4-piece bonus (instead, only the PvE 2-piece bonus will be active).

The 2-, 4- and 6-piece information below is from information found in-game, and is copyright BioWare.

Sith Warrior (Marauder and Juggernaut) and Jedi Knight (Sentinel and Guardian)

Vindicator 2-piece Sundering Assault or Sundering Strike increases damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds.
4-piece Reduces the minimum range of Saber Throw by 10 meters.
6-piece Activating Saber Throw will grant Vindicator’s Critical Bonus making your next Impale and Furious Strike or Overhead Slash and Concentrated Slice critically hit. This effect cannot occur more than once every minute.
War Leader 2-piece Crushing Blow or Guardian Slash increases damage reduction by 2% for 4 seconds.
4-piece Aegis Assault or Warding Strike reduces the cooldown of Taunt and Challenging Call or Threatening Scream by 2 seconds per activation.
6-piece Increases the duration of Blade Turning by 1.5 seconds, and the duration of Invincible or Warding Call by 3 seconds.
Weaponmaster 2-piece Battering Assault or Zealous Strike increases damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds.
4-piece Reduces the cooldown of Frenzy or Valorous Call by 15 seconds. Additionally, activating Berserk or Zen increases all damage dealt by 3% for 10 seconds.
6-piece Activating Ravage or Master Strike will grant Weaponmaster’s/Challenger’s Critical Bonus making your next Vicious Throw, Furious Strike and Annihilate or Dispatch, Concentrated Slice and Merciless Slash critically hit. This effect can’t occur more than once every minute.

Sith Inquisitor (Assassin and Sorcerer) and Jedi Consular (Shadow and Sage)

Force-Master 2-piece Turbulence or Force Serenity and Thundering Blast or Force Leech increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds.
4-piece Reduces cost of Lightning Strike and Force Lightning or Disturbance and Telekinetic Throw by 2 and reduces the cooldown of Polarity Shift or Mental Alacrity by 15 seconds.
6-piece Lightning Strike and Lightning Bolt or Disturbance and Telekinetic Burst reduce the cooldown of Recklessness or Force Potency by 1 second.
Force-Mystic 2-piece Activating a healing ability has a 15% chance to grant Force-Mystic’s Critical Bonus which causes your next Dark Infusion or Deliverance to be a critical. This effect can only occur once every 30 seconds.
4-piece Consumption or Noble Sacrifice no longer removes any health when used with a stack of Force Surge or Resplendence.
6-piece Reduces cooldown of Innervate or Healing Trance by 1.5 seconds.
Stalker 2-piece Ball Lightning and Leeching Strike or Psychokinetic Blast and Serenity Strike increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds.
4-piece Reduces the cooldown of Recklessness or Force Potency by 15 seconds.
6-piece After activating Voltaic Slash and Thrash or Clairvoyant Strike and Double Strike your next Assassinate and Maul or Spinning Strike and Shadow Strike will critically hit. This effect can only occur once every minute.
Survivor 2-piece Wither or Slow Time increases damage reduction by 2% for 3 seconds.
4-piece Wither or Slow Time reduces the cooldown of Mind Control and Mass Mind Control by 2 seconds per activation.
6-piece Dark Ward’s or Kinetic Ward’s duration is increased by 3 seconds and charges are increased by 3.

Bounty Hunter (Mercenary and Powertech) and Trooper (Commando and Vanguard)

Combat Medic 2-piece Activating a healing ability has a 15% chance to grant Combat Medic’s Critical Bonus which causes your next Rapid Scan or Medical Probe to be a critical. This effect can only occur once every 30 seconds.
4-piece While in Combat Support Cylinder or Combat Support Cell the duration of Supercharged Gas and Supercharge Cells is increased by 5 seconds.
6-piece Reduces the cooldown of Healing Scan or Advanced Medical Probe by 1.5 seconds.
Combat Tech 2-piece Flaming Fist and Magnetic Blast or Shockstrike and Tactical Surge increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds.
4-piece Flaming Fist and Rocket PUnch’s heat is reduced by 2 or Shockstrike and Stockstrike energy cells is reduced by 2.
6-piece Activating Flame Burst and Magnetic Blast or Ion Pulse and Tactical Surge will grant Combat Tech’s Critical Bonus making one of your next Energy Burst and Immolate or Cell Burst and Fire Pulse critically hit. This effect can’t occur more than once every minute.
Eliminator 2-piece Heatseeker Missile and Serrated Shot or Demolition Round and Serrated Bolt increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds.
4-piece Power Surge or Tech Override’s cooldown is reduced by 5 seconds.
6-piece Activating Unload and Blazing Bolts or Full Auto and Boltstorm will grant Eliminator’s Critical Bonus making your next Heatseeker Missile and Mag Shot or Demolition Round and Mag Bolt critically hit. This effect can only occur once a minute.
Supercommando 2-piece Heat Blast or Energy Blast increases damage reduction by 2% for 5 seconds.
4-piece While Ion Gas Cylinder is active, Rocket Punch or Stockstrike reduce the cooldowns of Neural Dart and Sonic Missile or Neural Jolt and Sonic Round by 2 seconds.
6-piece Increases the duration of Oil Slick or Riot Gas by 3 seconds and the duration of Energy Shield or Reactive Shield by 4 seconds.

Imperial Agent (Operative and Sniper) and Smuggler (Scoundrel and Gunslinger)

Enforcer 2-piece Laceration and Corrosive Assault or Sucker Punch and Brutal Shots increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds.
4-piece Backstab and Leathal Strike or Backblast and Point Blank Shot’s energy cost is reduced by 2.
6-piece Activating Shiv and Veiled Strike or Blaster Whip and Bludgeon will grant Enforcer’s Critical Bonus making your next volatile Substance and Corrosive Assault or Blood Broiler and Brutal Shots critically hit. This effect can only occur once every minute.
Field Medic 2-piece Activating a healing ability has a 15% chance to grant Field Medic’s Critical Bonus which causes your next Kolto Injection or Underworld Medicine to be a critical. This effect can only occur once every 30 seconds.
4-piece Reduces the energy cost of Kolto Infusion or Kolto Pack by 2.
6-piece Reduces the cooldown of Kolto Waves by 1 second.
Field Tech 2-piece Activating Explosive Probe, Ambush and Lethal Shot or Sabotage Charge, Aimed Shot and Dirty Blast increases damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds.
4-piece Reduces the cooldown of Target Acquired or Illegal Mods by 15 seconds, and activating either ability restores 15 energy.
6-piece Laze Target or Smuggler’s Luck now has 2 charges and it’s duration is doubled.
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