CGear
Rerolls
How we plan
Up nextBerk EarringsD 1 → S+ 55 to 6158 on average
- 1Reroll Evasion→ ideally Might, Attack or Precision24% a try
- 2Reroll HP→ ideally Might, Attack or Precision20%
- 3Reroll Natural MP Regen→ ideally Might, Attack or Precision15%
- 4Reroll Block→ ideally Might, Attack or Precision12%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Might Attack Precision
- Good+14
- Move Speed Attack Preparation +1 Experienced Counterstrike +1 Impact Hit +1 Murderous Burst +1
Then bind it fully.
Berk EarringsB 14 → S+ 55 to 6158 on average
- 1Reroll MP→ ideally Might, Attack or Precision19% a try
- 2Reroll Natural MP Regen→ ideally Might, Attack or Precision15%
- 3Reroll Blood Absorption +1→ ideally Might, Attack or Precision11%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Might Attack Precision
- Good+14
- Move Speed Attack Preparation +1 Impact Hit +1 Murderous Burst +1
Then bind it fully.
Bakarma PauldronsD 0 → S+ 56 to 6259 on average
- 1Reroll Back Defense→ ideally Attack, Double Chance or Critical Damage Boost18% a try
- 2Reroll Front Defense→ ideally Attack, Double Chance or Critical Damage Boost15%
- 3Reroll MP→ ideally Attack, Double Chance or Critical Damage Boost12%
- 4Reroll Natural MP Regen→ ideally Attack, Double Chance or Critical Damage Boost9%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Attack Double Chance Critical Damage Boost
- Good+14 to +15
- Experienced Counterstrike +1 Murderous Burst +1 Impact Hit +1 Attack Preparation +1
Then bind it fully.
Aulamus RingD 0 → S+ 60 to 6663 on average
- 1Reroll Critical Hit Resist→ ideally Might, Precision or Attack17% a try
- 2Reroll Aerial Snare +1→ ideally Might, Precision or Attack12%
- 3Reroll Natural HP Regen→ ideally Might, Precision or Attack9%
- 4Reroll HP→ ideally Might, Precision or Attack6%
Reroll each until it lands one of these it doesn't have yet:
- Best+17 to +18
- Might Precision Attack
- Good+14 to +15
- Overhead Slam +1 Ruinous Blow +1 Rending Blow +1
Then bind it fully.
Bakarma BreastplateB 21 → S+ 55 to 6058 on average
- 1Reroll Block→ ideally Attack, Damage Boost, Perfect Chance or Experienced Counterstrike +114% a try
- 2Reroll Accuracy→ ideally Attack, Damage Boost, Perfect Chance or Experienced Counterstrike +111%
- 3Reroll Identify Weakness +1→ ideally Attack, Damage Boost, Perfect Chance or Experienced Counterstrike +19%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Attack Damage Boost Perfect Chance Experienced Counterstrike +1
- Good+13 to +14
- Murderous Burst +1 Impact Hit +1
Then bind it fully.
Berk NecklaceC 5 → S+ 56 to 5857 on average
- 1Reroll MP→ ideally Attack, Might, Combat Speed, Attack Preparation +1, Experienced Counterstrike +1 or Precision17% a try
- 2Reroll Protection Armor +1→ ideally Attack, Might, Combat Speed, Attack Preparation +1, Experienced Counterstrike +1 or Precision13%
- 3Reroll Natural MP Regen→ ideally Attack, Might, Combat Speed, Attack Preparation +1, Experienced Counterstrike +1 or Precision10%
- 4Reroll Critical Hit→ ideally Attack, Might, Combat Speed, Attack Preparation +1, Experienced Counterstrike +1 or Precision6%
Reroll each until it lands one of these it doesn't have yet:
- Best+14 to +15
- Attack Might Combat Speed Attack Preparation +1 Experienced Counterstrike +1 Precision
Then bind it fully.
Bakarma HelmD 2 → S+ 56 to 6258 on average
- 1Reroll HP→ ideally Double Chance, Attack increase, Attack or Experienced Counterstrike +113% a try
- 2Reroll Natural HP Regen→ ideally Double Chance, Attack increase, Attack or Experienced Counterstrike +110%
- 3Reroll Accuracy→ ideally Double Chance, Attack increase, Attack or Experienced Counterstrike +17%
- 4Reroll Weapon Damage Tolerance→ ideally Double Chance, Attack increase, Attack or Experienced Counterstrike +15%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Double Chance Attack increase Attack Experienced Counterstrike +1
- Good+12 to +14
- Murderous Burst +1 Impact Hit +1
Then bind it fully.
Bakarma GreavesC 8 → S+ 57 to 5957 on average
- 1Reroll Multi-hit Resist→ ideally Attack increase, Perfect Chance or Experienced Counterstrike +110% a try
- 2Reroll Evasion→ ideally Attack increase, Perfect Chance or Experienced Counterstrike +18%
- 3Reroll Destructive Impulse +1→ ideally Attack increase, Perfect Chance or Experienced Counterstrike +15%
- 4Reroll Impact Hit +1→ ideally Attack increase, Perfect Chance or Experienced Counterstrike +13%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Attack increase Perfect Chance Experienced Counterstrike +1
- Good+14
- Damage Tolerance Attack
Then bind it fully.
Can't reach S+
+7Spiritforged GreatswordC 8Its lines are fixed.
Spiritforged GuardC 6Its lines are fixed.
Division GlovesC 12Its best rolls fall short.
Divine Canyon BootsC 11Its best rolls fall short.
Anguish CloakC 6Its best rolls fall short.
Division RingB 14Its best rolls fall short.
+5Ascension BraceletD 0Its lines are fixed.
+5Liberator BraceletD 0Its lines are fixed.