CGear
Rerolls
How we plan
+10Up nextBerk EarringsC 10 → S+ 57 to 6159 on average
- 1Reroll Natural HP Regen→ ideally Might or Precision17% a try
- 2Reroll Survival Willpower +1→ ideally Might or Precision13%
- 3Reroll Natural MP Regen→ ideally Might or Precision11%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Might Precision
- Good+14
- Move Speed Attack Preparation +1 Experienced Counterstrike +1 Impact Hit +1 Murderous Burst +1
Then bind it fully.
+5Berk RingB 14 → S+ 59 to 6562 on average
- 1Reroll MP→ ideally Might or Precision15% a try
- 2Reroll Natural MP Regen→ ideally Might or Precision10%
- 3Reroll Natural HP Regen→ ideally Might or Precision7%
Reroll each until it lands one of these it doesn't have yet:
- Best+17 to +18
- Might Precision
- Good+14 to +16
- Attack Overhead Slam +1 Rending Blow +1
Then bind it fully.
+8Berk NecklaceB 13 → S+ 56 to 5857 on average
- 1Reroll Critical Hit Resist→ ideally Attack, Might, Combat Speed, Attack Preparation +1 or Experienced Counterstrike +115% a try
- 2Reroll Protection Armor +1→ ideally Attack, Might, Combat Speed, Attack Preparation +1 or Experienced Counterstrike +110%
- 3Reroll HP→ ideally Attack, Might, Combat Speed, Attack Preparation +1 or Experienced Counterstrike +17%
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
Then bind it fully.
+5Berk RingC 6 → S+ 59 to 6563 on average
- 1Reroll Evasion→ ideally Might or Precision17% a try
- 2Reroll MP→ ideally Might or Precision13%
- 3Reroll Natural HP Regen→ ideally Might or Precision9%
- 4Reroll Critical Hit→ ideally Might or Precision6%
Reroll each until it lands one of these it doesn't have yet:
- Best+17 to +18
- Might Precision
- Good+14 to +16
- Attack Overhead Slam +1 Ruinous Blow +1 Rending Blow +1
Then bind it fully.
+10Bakarma BreastplateB 15 → S+ 57 to 6159 on average
- 1Reroll Critical Damage Defense→ ideally Damage Boost, Perfect Chance or Experienced Counterstrike +113% a try
- 2Reroll Block→ ideally Damage Boost, Perfect Chance or Experienced Counterstrike +111%
- 3Reroll Identify Weakness +1→ ideally Damage Boost, Perfect Chance or Experienced Counterstrike +18%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Damage Boost Perfect Chance Experienced Counterstrike +1
- Good+13 to +14
- Murderous Burst +1 Impact Hit +1 Attack Preparation +1
Then bind it fully.
Berk EarringsA 22 → S+ 56 to 6159 on average
- 1Reroll Destructive Impulse +1→ ideally Might or Attack18% a try
- 2Reroll Critical Hit→ ideally Might or Attack15%
- 3Reroll Accuracy→ ideally Might or Attack12%
Reroll each until it lands one of these it doesn't have yet:
- Best+16
- Might Attack
- Good+14
- Move Speed Attack Preparation +1 Experienced Counterstrike +1 Impact Hit +1 Murderous Burst +1
Then bind it fully.
Bakarma PauldronsB 14 → S+ 58 to 6260 on average
- 1Reroll Protection Armor +1→ ideally Double Chance, Critical Damage Boost, Experienced Counterstrike +1 or Murderous Burst +113% a try
- 2Reroll Destructive Impulse +1→ ideally Double Chance, Critical Damage Boost, Experienced Counterstrike +1 or Murderous Burst +110%
- 3Reroll Identify Weakness +1→ ideally Double Chance, Critical Damage Boost, Experienced Counterstrike +1 or Murderous Burst +18%
Reroll each until it lands one of these it doesn't have yet:
- Best+14 to +15
- Double Chance Critical Damage Boost Experienced Counterstrike +1 Murderous Burst +1
- Good+14
- Impact Hit +1 Attack Preparation +1
Then bind it fully.
Can't reach S+
+10Rupture ClaymoreC 11Soul Fuse it for one more line.
Bakarma GuardC 8Soul Fuse it for one more line.
Division GreavesC 8Its best rolls fall short.
Pilgrim HelmD 0Its lines are fixed.
Anguish GlovesD 1Its best rolls fall short.
Division BootsD 0Its best rolls fall short.
Pilgrim CloakD 0Its lines are fixed.
+10Ascension BraceletD 0Its lines are fixed.
+7Pilgrim BraceletD 0Its lines are fixed.