Now, obviously the first tier of PvP gear isn't meant to have the most optimal bonuses. The issue is with the choice of abilities to affect with these set bonuses when compared to what the Marauder/Sentinel's role is in PvP: Get in quickly, tear down a single opponent, get out. Here are the current set bonuses: (2) Reduces the cooldown of Undying Rage or Guarded by the Force by 15 seconds. (4) Increases the range of Vicious Throw or Dispatch by 5 meters. Starting with the 2-piece, Undying Rage is far too situational an ability that this bonus is all but unnoticeable. A cooldown reduction should be reserved for things that are already on cooldown most of the time. The "optimal" choices would be Frenzy for an ability that already has a long cooldown, Force Charge or Force Camouflage for shorter cooldowns; even a 2-3 second shorter CD on Charge would have a big impact. The 4-piece just goes completely against the Marauder/Sentinel's role. The only advantage this would give us is the ability to snipe kills. Otherwise, we have plenty of ways to keep our primary target in range for the finishing blow. Optimal options for increased range would be Deadly Throw (again, more benefit to Carnage than other specs so probably an unfair choice) or Force Choke (the fact that it's always channeled for Marauders makes it not as unbalanced as it may seem). Regardless, I'm still having a lot of fun PvPing but it would be nice to have a reason for getting more set pieces than the expertise.