Talk:Set Mods/@comment-2A02:AB88:2D3D:B80:A034:599C:1181:8202-20180212174515

In my opinnion, the idea of set mods is great, however, the mods themselfs are weak as hell and only good if you're trying to focus your frame for single thing and sometimes these mods aren't even good for that... best example is the gladiator set, you just can't even use a single mod in your weapon for a normal build, because the 'must have' mods are already filling up almost all mod slots:

Pressure Point, Reach, Organ Shatter, Blood Rush are must have for a base crit build, then you must have elemental damage, and that should be corrosive, because thats the most usefull one, and another 2 mod slots are out, you have 2 slots left... which are for 2H weapons, some kind of attack speed mod, and it is mostly a primed fury or a berserk, here the gladiator version is actually good, but in case of berserk it's still a big difference just for 15% extra crit rating (not chance) per combo and then you have the big question, is it worth losing 4 sec combo duration and 40% status chance OR 6 sec combo duration, while 9 sec refresh window is still good enough, in the case of drifting contact, you lose even more.

Most set mods are just a 1/2 or 2/3 powered versions of existing mods with a set bonus of (in case of gladiator) half a mod.

So while the mods as an idea are great and some of them are usefull, especially as early mods, they feel a bit weak if you look at solo mods. Either the set bonuses or the base mods need a little buff on them to make players think about swapping out some 'must have' solo mods for the set mods, like a 30-50% buff depending on the mod.