TOS AAs
There are 3 groups of AAs, General or Blue (everyone gets them), archtype or Red(poms and BS have these as well) and then Class type or White (only the tos has these).
Generally speaking, there are three different sets of these AAs, as can be seen on your screen by pressing the letter N and then clicking on the AA button. The 3 colums on the left side of the screen are considered Mastery and often associated with PVE. The center column are special perks and require the most effort to get, and the 3 columns on the right are called Prowess or PVP perks. Please note that generally speaking, there is not any reason to separate these from pve to pvp other than the General Blue right side.
For beginners sake, you should look at it as everything but the Prowess General should be taken for pve, and everything should be taken for pvp.
There are two types of AAs, the passive and feated. If you hover over the AA, and see "Teaches: - PERK" this means you have to feat to have it (except Elusive Nature). Otherwise consider it passive and no action other than adding points in it is needed.
Overview: Mastery General
Quote:
Wards: These offer protection in both pvp and pve against magic. Note there are 5: Electric, Fire, Frost, Unholy, and Holy. You should feat these fully.
Pressing Strikes: Fully feated gives +146 Hit Rating and +392 Crit Damage Rating. This one requires feating.
Decisive Strikes: +1% base spell Damage, +2% Weapon Damage Melee and Ranged, +161 Crit Rating. This one requires feating.
Immeasurable Empowerment: Give +5 strength, Intelligence, Wisdom, and Dexterity. This one requires feating.
Empowered Momentum: Deals damage when you double tap towards an enemy temporarily stunning them.
My recommendations for PVP is to feat decisive as one of the general perks, max out the wards. Ignore the Empowered Momentum until you have everything else feated out fully.
Overview: Prowess General
Quote:
Resistances: Note there are five resistances in General - Root, Snare, Fear, Stun and Stagger. Stagger is not a priority in PVP as its not used often.
Field of War: +96 pvp Magic Damage and +436 PVP Combat Rating. This requires feating. Many use this in PVP.
Quick Steps: Increases Sprint Regeneration +10 Natural Energy Regeneration. Unless you are running flags, I would not feat or put points in this. This one requires feating.
Precise Strikes: Increases your PVP Hit Rating, Armor Penetration, and Spell Penetration. +80 PVP Hit Rating, +500 Armor Penetration, and +111 Spell Penetration. This one requires feating. Many use this in PVP.
Expanded SideStep: Increase Evade Chance when triggering the sidestep effect. This is achieved by double tapping in a direction to get the buff.
My Recommendations for PVP are to get the resistances fully feated and to use the perk Field of War. While the tos is strong in DPS, I like this perk because it puts me slightly ahead of most demos, necros and poms in DPS.
Overview: Center General Feats
Quote:
Chromatic Warding: +355 protection to all magic. This one requires feating. Excellent perk if you find yourself against an all magic team or against an all magic boss.
Fortifying Empowerment: Increases your Health. About 500 if I recall. Not worth the perk IMO.
Elusive Nature: Increase your chance to mitigate critical hits. NOTE: Fill this out as its passive as well.
More to come...