CGear
Rerolls
How we plan
+7Up nextAulamus EarringsC 12 → S+ 57 to 6559 on average
- 1Reroll Natural MP Regen→ ideally Might, Precision or Move Speed23% a try
- 2Reroll Evasion→ ideally Might, Precision or Move Speed18%
- 3Reroll HP→ ideally Might, Precision or Move Speed15%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +17
- Might Precision Move Speed
- Good+13 to +14
- Attack Preparation +1 Impact Hit +1 Inspiring Spell +1 Wind's Promise +1 Accuracy
Then bind it fully.
+7Aulamus NecklaceD 0 → S+ 57 to 6159 on average
- 1Reroll Evasion→ ideally Combat Speed, Attack, Might, Precision, Attack Preparation +1 or Impact Hit +120% a try
- 2Reroll MP→ ideally Combat Speed, Attack, Might, Precision, Attack Preparation +1 or Impact Hit +116%
- 3Reroll Natural MP Regen→ ideally Combat Speed, Attack, Might, Precision, Attack Preparation +1 or Impact Hit +112%
- 4Reroll Survival Willpower +1→ ideally Combat Speed, Attack, Might, Precision, Attack Preparation +1 or Impact Hit +19%
Reroll each until it lands one of these it doesn't have yet:
- Best+14 to +16
- Combat Speed Attack Might Precision Attack Preparation +1 Impact Hit +1
- Good+13
- Wind's Promise +1
Then bind it fully.
+5Bakarma GlovesC 6 → S+ 58 to 6160 on average
- 1Reroll Evasion→ ideally Attack, Combat Speed, Attack Preparation +1, Impact Hit +1 or Perfect Chance15% a try
- 2Reroll MP→ ideally Attack, Combat Speed, Attack Preparation +1, Impact Hit +1 or Perfect Chance12%
- 3Reroll Accuracy→ ideally Attack, Combat Speed, Attack Preparation +1, Impact Hit +1 or Perfect Chance9%
- 4Reroll Inspiring Spell +1→ ideally Attack, Combat Speed, Attack Preparation +1, Impact Hit +1 or Perfect Chance6%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Attack Combat Speed Attack Preparation +1 Impact Hit +1 Perfect Chance
- Good+13
- Wind's Promise +1
Then bind it fully.
+5Bakarma CloakD 0 → S+ 56 to 6258 on average
- 1Reroll Dexterity→ ideally Double Chance or Attack increase13% a try
- 2Reroll Willpower→ ideally Double Chance or Attack increase10%
- 3Reroll HP→ ideally Double Chance or Attack increase8%
- 4Reroll Critical Hit→ ideally Double Chance or Attack increase5%
Reroll each until it lands one of these it doesn't have yet:
- Best+17
- Double Chance Attack increase
- Good+13 to +15
- Attack Preparation +1 Attack Impact Hit +1 Wind's Promise +1
Then bind it fully.
+7Bakarma BreastplateA 23 → S+ 58 to 6059 on average
- 1Reroll Defense→ ideally Attack, Damage Boost, Attack Preparation +1, Impact Hit +1 or Perfect Chance12% a try
- 2Reroll MP→ ideally Attack, Damage Boost, Attack Preparation +1, Impact Hit +1 or Perfect Chance9%
- 3Reroll Inspiring Spell +1→ ideally Attack, Damage Boost, Attack Preparation +1, Impact Hit +1 or Perfect Chance6%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Attack Damage Boost Attack Preparation +1 Impact Hit +1 Perfect Chance
Then bind it fully.
+7Bakarma GreavesC 11 → S+ 56 to 5857 on average
- 1Reroll HP→ ideally Attack increase, Damage Tolerance, Perfect Chance or Attack Preparation +17% a try
- 2Reroll Natural HP Regen→ ideally Attack increase, Damage Tolerance, Perfect Chance or Attack Preparation +15%
- 3Reroll Endurance→ ideally Attack increase, Damage Tolerance, Perfect Chance or Attack Preparation +13%
Reroll each until it lands one of these it doesn't have yet:
- Best+14 to +15
- Attack increase Damage Tolerance Perfect Chance Attack Preparation +1
Then bind it fully.
Can't reach S+
+6Spiritforged StaffC 8Its lines are fixed.
+6Spiritforged GuardC 6Its lines are fixed.
+5Divine Canyon HelmD 0Its best rolls fall short.
+5Divine Canyon PauldronsB 12Its best rolls fall short.
+5Divine Canyon BootsD 0Its best rolls fall short.
+3Liberator EarringsD 3Its lines are fixed.
+3Liberator RingD 0Its lines are fixed.
+3Liberator RingD 0Its lines are fixed.
+5Ascension BraceletD 0Its lines are fixed.
+3Liberator BraceletD 0Its lines are fixed.