CGear
Rerolls
How we plan
Up nextAulamus RingD 0 → S+ 58 to 6562 on average
- 1Reroll Natural MP Regen→ ideally Might or Precision20% a try
- 2Reroll Defense→ ideally Might or Precision15%
- 3Reroll Critical Hit Resist→ ideally Might or Precision12%
- 4Reroll Natural HP Regen→ ideally Might or Precision8%
Reroll each until it lands one of these it doesn't have yet:
- Best+17 to +18
- Might Precision
- Good+14 to +16
- Attack Dark Crush +1 Onslaught +1 Recuperation +1 Spinning Strike +1
Then bind it fully.
Bakarma GlovesD 2 → S+ 58 to 6160 on average
- 1Reroll Multi-hit Resist→ ideally Attack, Combat Speed, Attack Preparation +1, Impact Hit +1 or Perfect Chance15% a try
- 2Reroll HP→ ideally Attack, Combat Speed, Attack Preparation +1, Impact Hit +1 or Perfect Chance12%
- 3Reroll Natural HP Regen→ ideally Attack, Combat Speed, Attack Preparation +1, Impact Hit +1 or Perfect Chance9%
- 4Reroll Accuracy→ 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.
Bakarma PauldronsB 14 → S+ 59 to 6059 on average
- 1Reroll MP→ ideally Attack, Double Chance, Critical Damage Boost, Attack Preparation +1 or Impact Hit +112% a try
- 2Reroll Natural MP Regen→ ideally Attack, Double Chance, Critical Damage Boost, Attack Preparation +1 or Impact Hit +19%
- 3Reroll Status Effect Resist→ ideally Attack, Double Chance, Critical Damage Boost, Attack Preparation +1 or Impact Hit +16%
Reroll each until it lands one of these it doesn't have yet:
- Best+15 to +16
- Attack Double Chance Critical Damage Boost Attack Preparation +1 Impact Hit +1
Then bind it fully.
Bakarma HelmD 0 → S+ 57 to 6159 on average
- 1Reroll Critical Hit Resist→ ideally Double Chance, Attack increase, Attack Preparation +1, Attack or Impact Hit +113% a try
- 2Reroll MP→ ideally Double Chance, Attack increase, Attack Preparation +1, Attack or Impact Hit +110%
- 3Reroll Natural MP Regen→ ideally Double Chance, Attack increase, Attack Preparation +1, Attack or Impact Hit +18%
- 4Reroll Survival Willpower +1→ ideally Double Chance, Attack increase, Attack Preparation +1, Attack or Impact Hit +15%
Reroll each until it lands one of these it doesn't have yet:
- Best+14 to +16
- Double Chance Attack increase Attack Preparation +1 Attack Impact Hit +1
- Good+13
- Wind's Promise +1
Then bind it fully.
Bakarma CloakC 9 → S+ 56 to 6258 on average
- 1Reroll Endurance Penetration→ ideally Double Chance or Attack increase9% a try
- 2Reroll Critical Damage Defense→ ideally Double Chance or Attack increase7%
- 3Reroll Natural MP Regen→ 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 Impact Hit +1 Wind's Promise +1
Then bind it fully.
Bakarma GreavesB 15 → S+ 56 to 5857 on average
- 1Reroll Critical Hit Resist→ ideally Attack increase, Damage Tolerance, Perfect Chance or Attack Preparation +17% a try
- 2Reroll HP→ ideally Attack increase, Damage Tolerance, Perfect Chance or Attack Preparation +15%
- 3Reroll Inspiring Spell +1→ 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+
+3Spiritforged StaffC 8Its lines are fixed.
+3Spiritforged GuardC 6Its lines are fixed.
Anguish BreastplateC 11Its best rolls fall short.
Anguish BootsC 11Its best rolls fall short.
Pilgrim NecklaceD 0Its lines are fixed.
Pilgrim EarringsD 3Its lines are fixed.
Pilgrim EarringsD 3Its lines are fixed.
Pilgrim RingD 0Its lines are fixed.
+4Ascension BraceletD 0Its lines are fixed.
+4Pilgrim BraceletD 0Its lines are fixed.