Below you will find a list of all buffs and combat modifiers in SWG, including veteran buffs, profession-centric buffs, item buffs, food buffs, and other general attribute modifiers.

Veteran

"Elder Buff"
Favor of the Elders - Group Enhancement. Constitution, Stamina and Agility +20, 15 minutes duration.

Profession Specific Buffs

For all Combat Profession buffs, you can have all of the buffs (for each specified profession), with the exception of only a few, active at the same time, which will also stack with any other food buffs and attribute modifiers you have active at the time.

Commando
Base of Operations - +500 armor group buff

Jedi
Saber Block - 50% chance to parry all attacks: 40 second duration, 60 second cooldown.
Force Run - Increases movement speed, as well as providing immunity to (and curing) all snares and roots: 15 second duration, 45 second cooldown.
Vapaad Focus - Stamina + 60: 1 hour Duration, 15 second Cooldown.
Shien Stance - Constitution +60: 1 hour Duration, 15 second Cooldown.
Vapaad Focus and Shien Stance occupy the same buff slot, thus you can use only ONE of these at any one time.

Medic
Nutrient Injection - +250 to Constitution: 30 minute duration.
Stamina - +250 to Stamina: 30 minute duration.
Enhance Strength - +80 to Strength: 30 minute duration.
Enhance Precision - +80 to Precision: 30 minute duration. 
Enhance Agility - +80 to Agility: 30 minute duration.
Enhance Block - +5% Glancing Blow (Melee): 30 minute duration.
Enhance Dodge - +5% Glancing Blow (Ranged): 30 minute duration.

Officer
Tactics (Mark 9) - Agility +150, Constitution + 70: Duration 4 minutes 30 seconds.
Inspiration (Mark 6) - Action costs modified by 5%. 2800.00 action restored.
Focus Fire (Mark 6) - Precision +115 , Strength +115: duration 4 minutes 30 seconds
Charge! - Modify movement speed. Damage output modified by 10.00%. Action costs modified by 10.00%. Prevent movement impairing effects.
Scatter! - Modify Movement Speed. Avoidance modified by 5.00%. Prevent movement impairing effects.
Last Words - Heal, Action heal, Dodge chance, and Speed boost when the Officer dies.

Smuggler
Off the Books - +50 Luck, +50 Precision and 6% damage reduction from all sources of damage.

Usable Items

This section includes non-consumable items, such as quest reward items and rare loot drop items used to modify attributes and abilities. I have ordered these various items into groups that share similar cooldown timers and buff slots.

Group 1 - Unrestricted Buffs
These buffs have their own buff slot and do not interfere with any other buffs, even other ones in this same group. A formidable strategy for any PvPer is to attempt to stack any and all of these buffs possible before the use of food or other buffs.

Gift of the Light Side (Elder Jedi Robe Buff) : Constitution +125. The robe also gives Agility +50, Constitution +120 and Strength +120. Duration is constant effect (as long as the robe is equiped).

A focused Crystal (health) (Pre Publish 25 reward, no longer available) - +2000 Health, Duration 2 hours, 3 day cooldown. Mutliple health crystals can be used one after the other as the cooldown is on each individual crystal itself. For instance, I have seven Focused Crystals of health, and use one after another when needed, each with it's very own cooldown timer.

A focused Crystal (mind) (Pre Publish 25 reward, no longer available) - +500 Action and Proc Effect, Duration 2 hours, 1 day cooldown. You can also use multiple mind Focused Crystals.

Experimental Electrobinoculars - Detect Hidden +100, 15 minute duration. An extremely useful tactic for finding pesky spies in Restuss or in any PvP situation.

Group 2 - Targetting Assitance/Healers Touch
These buffs have their own buff slot and only overwrite each other, so you can only use one or the other at a time.

Target Enhancement Helm (Targetting Assitance) - +20 to Precision and Strength, duration as long as item is equipped, no cooldown. This counts as a buff, not an item.

Microsensory Mesh Gloves (Healers Touch) - +20 to Agility and Stamina, duration as long as item is equipped, no cooldown. This also only counts as a buff, rather than an item.

Group 3 - Mustafarian Rewards and Cube Products
This group of buffs takes up its own activation 'slot', but affects all buff cooldowns if activated after those other buffs. This means you can stack these activations with other buffs, but they will affect your cooldown timers on all other buffs. Most of these are non-consumable buffs, found from loot drops, quest rewards or cube 'recipes'.

Lair Crystal - Critical chance modified by 5%, Avoidance modified by 5%, 10% damage increase, Constitution +75, Luck +50: 3 minutes duration, 15 minute cooldown.

Shard of Retaliation - Luck, Agility and Constitution +200: 3 minutes duration, 15 minute cooldown.

Shard of the Serpent - Modify Poison, Disease, Bleeding and Fire Absorption + 50: 5 minutes duration, 60 minute cooldown.

Sith Holocron - Constitution and Stamina + 150: 3 mins duration, 60 minute cooldown.

Cooling Spray Unit - Luck +160: duration 30 seconds, cooldown 30 minutes.

Mustafarian Injector - +100 to Strength and Precision: 30 minute duration, 2 minute cooldown.

Mustafarian Distance Globe - Chance to execute the Mustafarian Heat Shock effect in ranged combat only (extra damage): Duration is extremely brief.

Miners Medallion ("Advanced Fire Prevention") - +100 to agility: duration 30 minutes, no cooldown (re-equip to reactivate). Interestingly, the moment this buff ends, just unequip and re-equip this medallion to 'restart' the effect. Very useful to Jedi (as Agility is a very important attribute).

Amoebic Discharge Bracer (Right) - Toxic Shock - Will fire in both Ranged and Melee combat.

Bio-Capacitance Discharge Bracer (Right) - Static Strike - Will fire in Melee combat only.

Explosive Pellet Bracer (Right) - Explosive Pellet - Will fire in Ranged combat only.

Group 4 - Mustafarian Rewards and Cube Products
These take up the "stim slot" and affect the group 2 cooldown. The following buffs can be activated with any of the buffs in group 2 active at the same time (cooldown permitting), but will activate cooldown for all buffs in groups 2 and 3.

Anti-Mobility Dampening Device - Immune to all snares: duration 20 seconds, 30 minute cooldown.

Revitalization Pack - Constitution, Agility and Luck +200: duration 3 minutes, cooldown 30 minutes.

Sprint Enhancement Stim - Burst Run for 1 minute: cooldown 30 minutes.

Synaptic Stimulation Collar - Immune to mezmering effects: duration 20 seconds, 30 minute cooldown.

Group 5 - More Mustafarian Rewards and Cube Products
Stim slots with the group 4 cooldown timer. Note: Wild force shards have their own cooldown timer and use the Stim buff slot.

Wild Force Shard (Defensive Burst) - Constitution and Agility + 120: 5 minutes duration, 60 minute cooldown.

Wild Force Shard (Offensive Burst) - Constitution, Precision, Strength +120: 5 minutes duration, 60 minute cooldown.

Various Consumables and Buff Effects

Travel Biscuit: 8-13 Agility, +15 Movement Modifier, 12-24 minutes.
Accarragm: 30-50 Agility, +27 Movement Modification, 12-24 minutes.
Flameout: 22-35 Agility, +30 Strikethrough Chance, +30 Strikethrough Value, 12-24 minutes.
Breath of Heaven: 22-35 Constitution, +30 Dodge, 12-24 minutes.
Thaktillo: 22-35 Stamina, +30 Parry, , 12-24 minutes.
Vercupti of Agazza Boleruuee: 21-35 Precision, +30 Evasion, +30 Evasion Value, 12-24 minutes.
Deneelian Fizz Pudding: 22-35 Luck, +30 Block Chance, +30 Block Value, 12-24 minutes.

Note: The +30 values above on Strikethrough Chance, Dodge, Parry, Evasion and Block Chance add 300 points to your Combat Defense. This translates to an extra 3% chance to execute these combat hit types.

Agility
Vegeparsine: +25 Agility, 29 Filling, 18 Minutes
Vayerbock: +20 Agility, +20 Stamina, 22 Filling, 18 Minutes
Elshandruu Pica Thundercloud: +20 Agility, +20 Constitution, 16 Filling, 18 Minutes
Scrimpi: +20 Agility, 31 Filling, 18 Minutes
Vagnarian Canape: +15 Agility, +15 Stamina, +15 Constitution, 39 Filling, 18 Minutes
Clusjo Swirl: +15 Agility, +15 Constitution, 39 Filling, 18 Minutes
Karkan Ribenes: +15 Agility, 66 Filling, 20 Minutes
Veronian Berry Wine: +10 Agility, +10 Constitution, 16 Filling, 18 Minutes
Pastebread: +10 Agility, 20 Filling, 18 Minutes
Almond-Kwevvu Crisp Munchies: +5 Agility, +5 Stamina, 22 Filling, 18 Minutes
Won Won: +5 Agility, +5 Constitution, 39 Filling, 18 Minutes
K-18 Rations: +4 Agility, 15 Filling, 18 Minutes
Jaar: +3 Agility, +3 Health regen (?), 60 Fill, 20 Minutes
Jawa Beer: +3 Agility, +3 Luck, 21 Filling, 15 Minutes
Ruby Bliel: +3 Agility, +3 Stamina, 22 Filling, 18 Minutes

Constitution
Terrata: +25 Constitution, 26 Filling, 18 Minutes
Pikatta Pie: +20 Constitution, 27 Filling, 18 Minutes
Parwan Nutricake: +15 Constitution, 27 Filling, 18 Minutes
Garrmorl: +10 Constitution, +10 Strength, +10 Precision, 50 Fill, 18 Minutes
Blood Chowder: +10 Constitution, 17 Fill, 18 Minutes
Kanali Wafers: +5 Constitution, 17 Filling, 18 Minutes
Meat Jerky: +2 Constitution, 5 Filling, 14 Minutes

Luck
Sweesonberry Rolls: +25 Luck, 22 Filling, 18 Minutes
Citros Snowcake: +20 Luck, 27 Filling, 18 Minutes
Felbar: +15 Luck, 20 Filling, 18 Minutes
Cho-Nor-Hoola: +11 Luck, 16 Filling, 18 Minutes
Synthsteak: +5 Luck, +5 Constitution, 28 Filling, 18 Minutes
Aitha: +5 Luck, 14 Filling, 20 Minutes
Teltier Noodles: +3 Luck, +3 Constitution, 16 Filling, 18 Minutes
Dustcrepe: +3 Luck, +3 Stamina, 60 Fill, 20 Minutes
Blap Biscuit: +5 Luck, +5 Constitution, 22 Fill, 18 Minutes

Precision
Gruuvan Shaal: +20 Precision, 33 Filling, 18 Minutes
T'ssolok: +15 Precision, +15 Constitution, 45 Filling, 18 Minutes
Ormachek: +15 Precision, 80 Filling, 18 Minutes
Ithorian Mist: +10 Precision, +10 Constitution, 15 Fill, 18 Minutes
Deuterium Pyro: +10 Precision, 16 Filling, 18 Minutes
Crispic: +5 Precision, 16 Filling, 18 Mins Spiced Tea: +4 Precision, 8 Filling, 18 Minutes

Stamina
Bivoli Tempari: +35 Stamina, 25 Filling, 18 Minutes
Ahrisa: +20 Stamina, 33 Filling, 18 Minutes
T'illa T'iil: +20 Stamina, +20 Constitution, 68 Filling, 20 Minutes
Gorrnar: +15 Stamina, +15 Constitution, 33 Filling, 20 Minutes.
Dweezel: +15 Stamina, 16 Filling, 18 Mins Gralinyn Juice: +10 Stamina, 27 Filling, 18 Minutes
Durindfire: +10 Stamina, +10 Constitution, 16 Fill, 18 Minutes
Blue Milk: +5 Stamina, +5 Constitution, 30 Fill, 20 Minutes
Blob Candy: +5 Stamina, 11 Filling, 18 Minutes
Exo-Protein Wafers: +3 Stamina, +3 Luck, 5 Filling, 18 Minutes

Strength
Mandalorian Wine: +30 Strength, +30 Constitution, 67 Filling, 18 Minutes
Rakririan Burnout Sauce: +25 Strength, +25 Precision, 27 Filling, 18 Minutes
Havla: +20 Strength, 33 Filling, 18 Mins Trimpian:+15 Strength, 16 Filling, 18 Minutes
Vasarian Brandy: +15 Strength, +15 Constitution, 49 Filling, 18 Minutes
Correlian Brandy, +10 Strength, +10 Constitution, 15 Fill, 18 Minutes
Correlian Ale: +10 Strength, 15 Fill, 18 Minutes
Air Cake: +5 Strength, +5 Precision, 9 Fill, 18 Minutes
Caf: +5 Strength, 16 Filling, 18 Minutes
Caramelized Pkneb: +4 Strength, +3 Precision, 16 Filling, 18 Minutes
Bofa Treat: +3 Strength, 9 Filling, 18 Minutes

Incap Recovery

Cavaellin Creams: 55% Incap time reduction, 25 Filling, 20 Minutes or your next incap.
Starshine Suprise: 30% Incap time reduction, 30 Filling, 20 Minutes or your next incap.

Terrain Negotiation

Accaragm: +40 Terrain Negotiation, 49 Filling, 18 Mins Travel Biscuits: +10 Terrain Negotiation, 9 Filling, 18 Mins

Crafting

Pyollian Cake: +7 Assembly Bonus, 15 Filling, 20 Mins or your next assembly.
Bespin Port: +10 Experimentation Bonus, 20 Filling, 20 Mins or your next experiment.

Surveying

Chandad: +10 Surveying, 16 Filling, 18 Mins

Movement

Rancor Aid: +0 Movement bonus as it removes any movement debuffs and electrolyte drain resist, 16 Filling, 47 seconds. Known issue - has no effect whatsoever since publish 25. Bugged.

Spice Downer

Smuggler's Delight: 40% spice downer reduction, 25 Filling, 20 Minutes. This triggers on the downer following the next spice taken after eating this food.

Creature Harvesting

Veghash: +15 Creature Harvesting, 16 Filling, 18 Mins. Known issue - Known issue - has no effect whatsoever since publish 25. Bugged.

Trader Reverse Engineered Modifiers

Traders can use a reverse engineering tool to deconstruct loot items. The tool breaks the items down into their basic "bits": power bits and modifier bits. These modifier bits and power bits are combined to make skill enhancing attachments, power-ups or even better bits. Skill enhancing attachments and power ups can be added to crafted armor, clothing and weapons to give them a greater variety of bonuses and modifiers. If your crafted Armour, Clothing or Weapon has a socket on it, you can add a skill enhancing attachment to it.  Only Constitution, Stamina, Precision, Strength, Agility and Luck modifiers can be applied to all sockets.  All other modifers can only be applied to Armour Breastplate (Breastplate Attachment), Shirt (Shirt Attachment) and Weapon (Weapon Attachment). You can also apply temporary powerups to your Breastplate, Shirt and Weapon using any modifer listed below.

If you want to work out how much of a particular mod you can stack in theory, the number in parenthesis of each modifier is the "Ratio". (SEA = Skill Enhancing Attachment, PUP= Power UPs). I have listed the modifiers in alphabetical order for convenience.

SEA : 35 / Ratio = X (round down this number)
PUP : 35 / Ratio * 2.5 = Y (round down this number)
x + y * 3 = maximum stackable.

Modifiers

1-H Light Saber Action Cost (10)
1-H Lightsaber Damage (14)

1-H Melee Action Cost (10)
1-H Melee Critical Chance (10)
1-H Melee Damage (14)

2-H Lightsaber Damage (14)

2-H Melee Action Cost (10)
2-H Melee Critical Chance (10)
2-H Melee Damage (14)

Advanced Component Experimentation (4)
Agility (1)

Armor Assembly (3)
Armor Experimentation (4)

Artisan Assembly (3)
Artisan Experimentation (4)

Assassinate Action Cost ( 8 )
Assassinate Critical Chance ( 8 )
Assassinate Freeshot Chance ( 8 )

Assault Action Cost ( 8 )
Assault Critical Chance ( 8 )
Assault Damage ( 8 )
Assault Freeshot Chance ( 8 )

Bleed Resistance (4)
Bleeding Absorption (4)

Booster Assembly (3)
Booster Experimentation (4)

Camouflage (1)

Carbine Action Cost (10)
Carbine Critical Chance (10)
Carbine Damage (14)

Chassis Assembly (3)
Chassis Experimentation (4)

Clothing Assembly (3)
Clothing Experimentation (4)

Constitution (1)

Creature Critical Chance (10)

Dance Prop Assembly (3)
Dancing Enhancement (3)
Dancing Knowledge (3)

Disease Absorption (4)

Dodge Chance ( 8 )

Droid Assembly (3)
Droid Critical Chance (10)
Droid Experimentation (4)
Droid Speed (3)

Engine Assembly (3)
Engine Experimentation (4)

Fast Draw Action Cost ( 8 )
Fast Draw Critical Chance ( 8 )
Fast Draw Damage ( 8 )

Fire Absorption (4)
Fire Resistance (4)

Focused Fire Action Cost ( 8 )
Focused Fire Damage ( 8 )
Focused Fire Freeshot Chance ( 8 )

Food Assembly (3)
Food Experimentation (4)

Glancing Blow Increase (18 )
Glancing Blow Increase (Melee) (14)
Glancing Blow Increase (Ranged) (14)

Healing Potency ( 8 )

Heavy Weapon Action Cost (10)
Heavy Weapon Critical Chance (10)
Heavy Weapon Damage (4)

Humanoid Critical Chance (10) - NPC only

Instrument Assembly (3)

Jedi Strike Action Cost ( 8 )
Jedi Strike Critical Chance ( 8 )
Jedi Strike Damage ( 8 )
Jedi Strike Freeshot Chance ( 8 )

Lightsaber Assembly (3)
Lightsaber Experimentation (5)

Luck (1)

Music Knowledge (3)
Musical Enhancement (3)

Pistol Action Cost (10)
Pistol Critical Chance (10)
Pistol Damage (14)

Poison Absorption (4)
Poison Resistance (4)

Polearm Critical Chance (10)
Polearm Damage (14)

Polearm Lightsaber Action Cost (10)
Polearm Lightsaber Damage (14)

Power Systems Assembly (3)
Power Systems Experimentation (4)

Precision (1)

PVP Critical Chance (10)

Reverse Engineering Chance (10)

Rifle Action Cost (10)
Rifle Critical Chance (10)
Rifle Damage (14)

Shield Assembly (3)
Shield Experimentation (4)

Stamina (1)

Stealth (1)

Strength (1)

Structure Assembly (3)
Structure Experimentation (4)

Sure Shot Action Cost ( 8 )
Sure Shot Freeshot Chance ( 8 )

Tracking Droids (4)

Unarmed Action Cost (10)
Unarmed Critical Chance (10)
Unarmed Damage (14)

Vital Strike Action Cost ( 8 )
Vital Strike Critical Chance ( 8 )
Vital Strike Damage ( 8 )
Vital Strike Freeshot Chance ( 8 )

Weapon Assembly (3)
Weapon Experimentation (4)
Weapon Systems Assembly (3)
Weapon Systems Experimentation (4)
   
Spice
Spice is no longer craftable, but you can find a few crates on the bazaar if you don't have any. I've put them into a few different groups according to their duration.

Group 1
15 minute Duration. 30 Second debuff of Agility, Constitution, Stamina and Luck - 50.

Booster Blue - +50 Constitution, -50 Agility, +50 Stamina, +50 Luck
Muon Gold - +50 Constitution, +50 Agility, -50 Stamina, +50 Luck
Neutron Pixie - +50 Contitution, +50 Agility, +50 Stamina, -50 Luck
Crash N' Burn - -50 Constitution, +50 Agility, +25 Stamina, +25 Luck
Gunjack - +25 Constitution, +25 Agility, -50 Stamina, +50 Luck
Thruster Head - -15 Constitution, +25 Agility, -15 Stamina, +50 Luck

Group 2
10 Minute duration then 30 Second debuff.

Sweetblossom - +25 Constitution, +50 Agility, -25 Stamina, -25 Luck
Zypolene Droid Lubricant - +50 Constitution, -30 Agility, +25 Stamina
Yarrock - +25 Constitution, -30 Agility, +50 Luck
Sedative H4B - +50 Agility, -30 Stamina, +25 Luck
Pyrepenol - +50 Constitution, +25 Agility, -30 Luck
Giggledust - +50 Stamina, -25 Luck

Group 3
5 Minute duration then 30 Second debuff.

Scramjet - +50 Agility, -12 Stamina, -12 Luck
Grey Gabaki - -25 Constitution, +50 Luck
Shadowpaw - -25 Agility, +50 Stamina

Stims

*Many different levels of stims are available for different combat levels, they all last for five minutes and have a 5 second cooldown.
*Using a stim of greater power than the one you have active will replace the buff, if you try to replace a buff of a higher value, you are told that you already have a similar buff active.
*There are a wide array of reward stim buffs as well, these are usually a lower bonus for a longer duration. I do not recommend such stims as it is far more effective to use higher-power stims with short durations and reuse them once needed (as they have such short cooldowns).
*The best stims come from the Chu Gon Dar cube, which I will go into detail in a later guide pertaining to all things craftable in the Chu Gon Dar cube.

Looted Stims include:

Constitution
Fitness Stim (CL1) - +5 Constitution
Improved Fitness Stim (CL10) - +10 Constitution
Advanced Fitness Stim (CL20) - +15 ConstitutionHealth Stim (CL40) - +20 Constitution
Improved Health Stim (CL40) - +25 Constitution
Advanced Health Stim (CL50) - +30 Constitution
Constitution Stim (CL60) - +35 Constitution
Improved Constitution Stim (CL70) - +40 Constitution
Advanced Constitution Stim (CL80) - +45 Constitution

Stamina
Fortitude Stim (CL1) - +5 Stamina
Improved Fortitude Stim (CL10) - +10 Stamina
Advanced Fortitude Stim (CL20) - +15 Stamina
Endurance Stim (CL30) - +20 Stamina
Improved Endurance Stim (CL40) - +25 Stamina
Advanced Endurance Stim (CL50) - +30 Stamina
Stamina Stim (CL60) - +35 Stamina
Improved Stamina Stim (CL70) - +40 Stamina
Advanced Stamina Stim (CL80) - +45 Stamina

Strength
Energy Stim (CL1) - +5 Strength
Improved Energy Stim (CL10) - +10 Strength
Advanced Energy Stim (CL20) - +15 Strength
Power Stim (CL30) - +20 Strength
Improved Power Stim (CL40) - +25 Strength
Advanced Power Stim (CL50) - +30 Strength
Strength Stim (CL60) - +35 Strength
Improved Strength Stim (CL70) - +40 Strength
Advanced Strength Stim (CL80) - +45 Strength

Precision
Perception Scope (CL1) - +5 Precision
Improved Perception Scope (CL10) - +10 Precision
Advanced Perception Scope (CL20) - +15 Precision
Ocular Enhancement Scope (CL30) - +20 Precision
Improved Ocular Enhancement Scope (CL40) - +25 Precision
Advanced Ocular Enhancement Scope (CL50) - +30 Precision
Precision Scope (CL60) - +35 Precision
Improved Precision Scope (CL70) - +40 Precision
Advanced Precision Scope (CL80) - +45 Precision

Agility
Dexterity Stim (CL1) - +5 Agility
Improved Dexterity Stim (CL10) - +10 Agility
Advanced Dexterity Stim (CL20) - +15 Agility
Quickness Stim (CL30) - +20 Agility
Improved Quickness Stim (CL40) - +25 Agility
Advanced Quickness Stim (CL50) - +30 Agility
Agility Stim (CL60) - +35 Agility
Improved Agility Stim (CL70) - +40 Agility
Advanced Agility Stim (CL80) - +45 Agility

Luck
Hopeful Trinket (CL1) - +5 Luck
Charmed Trinket (CL10) - +10 Luck
Lucky Trinket (CL20) - +15 Luck
Hopeful Keepsake (CL30) - +20 Luck
Charmed Keepsake (CL40) - +25 Luck
Lucky Keepsake (CL50) - +30 Luck
Hopeful Artifact (CL60) - +35 Luck
Charmed Artifact (CL70) - +40 Luck
Lucky Artifact (CL80) - +45 Luck

There are numerous different ways to stack buffs and modifiers, often enabling a player to reach what is known as the '1000 ceiling.' That is, getting a single, or multiple, attributes to near (or over) 1000. Most players will build their armor and clothing modifiers, as well as stacking buffs, towards achieving the strongest attributes applicable to their profession. For instance, most Jedi in PvP will build their attribute modifiers to have extremely high Agility and Constitution. Officers will build for very high Precision and Stamina. However, there are a number of different ways to build each and every profession, depending on its use, and in how the player wants to play.

The most important thing with using buffs and attribute modifiers is to have a decisive, written plan of what you want to accomplish with that character. Write down what it is you do the most, what you are trying to achieve, and then build your attributes around those ideas. And most of all, have fun with it, and experiment. If you don't like how a setup is, just change it up, and try new things.

Have fun, and enjoy buff stacking and attribute building :)